Henrik Rydgård
e538f5a441
Better bit scrambling when computing draw call IDs for vertex cache.
...
Fixes #13324
2022-09-27 10:09:52 +02:00
Unknown W. Brackets
23af9be9f4
softgpu: Handle rectangle texture projection.
2022-09-26 18:44:39 -07:00
Unknown W. Brackets
faa6c2d461
softgpu: Implement triangle texture projection.
2022-09-26 18:12:20 -07:00
Unknown W. Brackets
6282f8b05f
softgpu: Expand texture coords to include q.
...
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
Unknown W. Brackets
8376176b2f
softgpu: Split clippos out of rasterization vert.
...
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
Unknown W. Brackets
97ae4ae712
GPU: Correct flat normal projection mapping.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
34a8056017
GPU: Correct normalized zero normal proj map.
...
Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
b3c0f177e2
softgpu: Save last tc/normal in vertex reading.
...
Matches PSP behavior, reusing last set values.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
59f11df98b
Merge pull request #16116 from hrydgard/color-test-fix
...
Fix color test.
2022-09-26 14:18:12 -07:00
Henrik Rydgård
9b46adb985
Fix color test.
...
Fixes the new color test bug reported in #13324 , though doesn't fix that
issue (didn't confirm it still is one).
2022-09-26 22:51:46 +02:00
Henrik Rydgård
1c0d66aef7
Add compatibility flag for loading pixels on framebuffer create using nearest filtering
...
Solves the last problem with the speedometers - so we can finally say: Fixes #8509
Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts. We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.
(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
2022-09-26 20:47:55 +02:00
Unknown W. Brackets
4329aaa31c
GPU: Apply color test mask as a uint.
...
This is simpler and allows us to unify paths better.
2022-09-26 06:57:41 -07:00
Unknown W. Brackets
a19a057e8c
GPU: Consistently use uvec3 for colortest.
2022-09-26 06:57:41 -07:00
Henrik Rydgård
d9f74d2fb7
ivec->uvec, comment fix
2022-09-26 13:05:25 +02:00
Henrik Rydgård
fc30b04430
ShaderUniforms: cleanup, put every "4-float" on a line for clarity
2022-09-26 13:05:25 +02:00
Henrik Rydgård
cfa427c37a
Shuffle constants around, squeezing them into gaps. Saves another 16 bytes.
2022-09-26 13:05:24 +02:00
Henrik Rydgård
f4b71e2dc7
Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
...
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård
07ca9e4656
Fold the "materialUpdate" flag into the light ubershader part.
...
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
ad1021ea4b
Add some recent flags to FragmentShaderDesc
2022-09-26 12:06:16 +02:00
Henrik Rydgård
76f03d30bf
Remove suspicious dirty flag
2022-09-26 11:21:40 +02:00
Henrik Rydgård
196f8e3461
Prepare for dynamic mat update
2022-09-26 11:21:40 +02:00
Henrik Rydgård
94e439280e
Merge pull request #16111 from hrydgard/always-compute-fog-in-vs
...
Always do the vertex shader part of the fog computation.
2022-09-26 11:20:06 +02:00
Henrik Rydgård
9d1355e137
Always do the vertex shader part of the fog computation.
...
In #16104 , we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).
Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Unknown W. Brackets
c80f325912
GPU: Fix SSE4 Vec3f normalize.
...
Was sometimes adding in garbage data, which could create NANs.
2022-09-26 00:24:12 -07:00
Henrik Rydgård
f30252f8d5
Oops! Also, testfix
2022-09-25 23:35:08 +02:00
Henrik Rydgård
96f054f098
Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff
2022-09-25 23:35:08 +02:00
Henrik Rydgård
7adba20fac
Experiment: Generate "Ubershaders" that can handle all lighting configurations
...
This drastically reduces the shader compile stutter that happens when a lot of new
light setups are created, like on the first punch in Tekken 6.
There's more stuff that might benefit from being made dynamic like this.
These branches are very cheap on modern GPUs since they're branching on
a uniform variable, so no divergence.
Only tested on Vulkan. I think we'll need to keep the old path too for
gpus like Mali-450...
2022-09-25 23:35:01 +02:00
Henrik Rydgård
b1afeeaf43
Merge pull request #16100 from unknownbrackets/d3d9-debugger
...
D3D9: Allow INTZ depth buffers more correctly
2022-09-25 17:37:56 +02:00
Unknown W. Brackets
e6db0bef2d
Merge pull request #16099 from hrydgard/vulkan-dont-always-alloc-depth
...
Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
2022-09-25 08:05:50 -07:00
Henrik Rydgård
a26a353c25
Merge pull request #16102 from unknownbrackets/softgpu-bin-tweaks
...
softgpu: Avoid waiting for a thread to drain
2022-09-25 10:01:44 +02:00
Henrik Rydgård
70c5ca62e6
Remove debug log. Add some new debug log though, unrelated to this PR, for fb clut + fb texture. Plus a couple asserts.
2022-09-25 09:56:39 +02:00
Henrik Rydgård
8a4147c042
Merge pull request #16101 from unknownbrackets/softgpu-fixes
...
softgpu: Avoid fast path in another wrong case
2022-09-25 09:52:29 +02:00
Unknown W. Brackets
24560eef5c
softgpu: Avoid waiting for a thread to drain.
...
If we can, we want to keep the thread queues healthy, but not full.
Reduce the amount we push on a typical drain to avoid the Wait().
2022-09-24 20:01:00 -07:00
Unknown W. Brackets
1aa6841759
softgpu: Increase queued prims.
...
We made them smaller, so we can queue more of them in the same space.
Helps a little bit.
2022-09-24 20:01:00 -07:00
Unknown W. Brackets
444781c7b0
softgpu: Fix triangle strip with partial rects.
...
Seen in Wild Arms XF shop menu.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
c47d7eab38
softgpu: Simply 5551 blending fast path.
...
Since it only supports multiply and add, let's just stick with that.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
1eeb4f0bcf
softpu: Refactor out 5551 fast path checks.
...
They were duplicated, and better to organize them according to state.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
f30b1d048d
softgpu: Avoid fast path in another wrong case.
...
Seen in Kurohyo. Missed that the alpha blend check essentially means only
standard blending can work.
2022-09-24 17:53:09 -07:00
Unknown W. Brackets
81e8336985
D3D9: Allow INTZ depth buffers more correctly.
...
The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Henrik Rydgård
08d2cb4486
Bump the shader cache version
2022-09-24 22:40:42 +02:00
Henrik Rydgård
9f3dfe7ebe
Vulkan: Don't compile pipeline variants that don't make sense given their flags.
...
Ran into this with cache files from previous version of my change.
Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Henrik Rydgård
c3b4caa30b
Merge pull request #15984 from lvonasek/compat_openxr_gta
...
OpenXR - Sky fix for GTA games
2022-09-24 17:16:28 +02:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
6e6535c263
softjit: Skip reading dst pixel where blended out.
...
Sometimes used by blends used purely to multiply the source color by
something, usually prep for bloom.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
a4c3718431
softgpu: Optimize rectangle sampling/blending.
...
Sometimes the vertex color or alpha can allow us to optimize away some
multiplication.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
794a5c07ad
softgpu: Ignore a needless color test case.
...
This happens in Ridge Racer, and we can entirely skip the color test.
2022-09-24 02:00:03 -07:00
Unknown W. Brackets
7ff5434968
GE Debugger: Tag frame dump replay VRAM writes.
...
Just for debugging, it's helpful especially paired with softgpu tagging.
2022-09-23 21:20:14 -07:00
Unknown W. Brackets
c3c5450b8f
GE Debugger: Fix small tex/clut recopying.
...
If it's less than 256 bytes, we can't mark the entire VRAM area copied.
This still helps frame dumps avoid excessively slow VRAM recopying
situations, but fixes issues like missing trees in #12738 .
2022-09-23 21:18:39 -07:00
Unknown W. Brackets
b56bd0d0fc
Merge pull request #16090 from hrydgard/more-vulkan-cleanup-work
...
Simplify synchronization in VulkanRenderManager
2022-09-23 17:24:34 -07:00
Henrik Rydgård
d743bfac93
Merge pull request #16085 from unknownbrackets/softgpu-vert
...
softgpu: Cache reused indexed verts
2022-09-24 00:00:26 +02:00