28431 Commits

Author SHA1 Message Date
Henrik Rydgård
f1dbd25de9 Fix remaining differences between generated shaders 2020-11-01 19:58:53 +01:00
Henrik Rydgård
642f2004d3 Start working on getting tess to match 2020-11-01 19:58:53 +01:00
Henrik Rydgård
ba7c2e856b Fix through mode differences 2020-11-01 19:58:50 +01:00
Henrik Rydgård
9b3662460c Make the lighting code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård
8efb40180e Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård
b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård
fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +01:00
Henrik Rydgård
105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård
4053c3d1ec Fix #version statement for GLES 2.0 vertex shaders 2020-11-01 19:42:33 +01:00
Henrik Rydgård
2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +01:00
Henrik Rydgård
5568ad2bc3
Merge pull request #13610 from hrydgard/vertex-shader-id-cleanup
Remove a redundant bit from vertex shader IDs.
2020-11-01 15:42:37 +01:00
Henrik Rydgård
0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård
fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +01:00
Henrik Rydgård
45218ec73d
Merge pull request #13609 from hrydgard/merge-glsl-hlsl-fragment-shadergens
Merge GLSL and HLSL fragment shader generators into one generic
2020-11-01 09:53:56 +01:00
Henrik Rydgård
d32fc34b2b Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.

Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00
Henrik Rydgård
ee11f6af76
Merge pull request #13608 from shenweip/stopunloadselfmodule
When stops and unloads self module, make sure that the thread is properly deleted.
2020-10-31 23:03:33 +01:00
Henrik Rydgård
042f799573 Fix silly issue in vertex shader gen 2020-10-31 22:59:38 +01:00
Henrik Rydgård
99d63714b5 UWP buildfix 2020-10-31 22:52:54 +01:00
Henrik Rydgård
0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
Henrik Rydgård
dd00672d88 Just some cleanups that get to tag along 2020-10-31 18:32:49 +01:00
Henrik Rydgård
2f1bbd314e Fragment shader gen: Remove unnecessary allocations 2020-10-31 18:32:43 +01:00
Henrik Rydgård
7a63b5e69e Cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård
3d4fc7c696 Check for a couple additional GL extensions 2020-10-31 18:32:43 +01:00
Henrik Rydgård
3d0630c04a Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
Henrik Rydgård
c311eeaf7d Switch D3D9 too to the glsl shader generator 2020-10-31 18:32:43 +01:00
Henrik Rydgård
cf1a5e2c67 Switch D3D11 over to use the GLSL fragment shader generator 2020-10-31 18:32:43 +01:00
Henrik Rydgård
d981511459 Misc cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård
8d70fd269e Minor D3D9 fixes 2020-10-31 18:32:43 +01:00
Henrik Rydgård
b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 2020-10-31 18:32:43 +01:00
Henrik Rydgård
44c57d87f4 Get D3D9 fragment shader generation to parity 2020-10-31 18:32:43 +01:00
Henrik Rydgård
a2ed609e90 HLSL fix 2020-10-31 18:32:43 +01:00
Henrik Rydgård
c2a6090c3f More D3D9 fixes. 2020-10-31 18:32:43 +01:00
Henrik Rydgård
af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +01:00
Henrik Rydgård
b070ed45e9 Evolve the HLSL and GLSL fragment shader generators even closer together. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
b4a76a9f09 Change fragment shader output to work the same in GLSL and HLSL. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
d833b5985d Make discard work the same way in the HLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
984a4d2641 Start adding HLSL support to the GLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
200c25bcc9 wip 2020-10-31 18:32:42 +01:00
Henrik Rydgård
92d73e3b03 HLSL: Use #define to switch to glsl-like vector types. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
2f4dfedaa9 Fix loading old savestates.
Was broken in #13592
2020-10-31 18:27:26 +01:00
shenweip
f5afd98226 When stops and unloads self module, make sure that the thread is properly deleted. 2020-10-31 23:25:52 +08:00
Henrik Rydgård
f3c05cb81a
Merge pull request #13575 from Florin9doi/android_audio_record2
[Android] Audio record using OpenSL
2020-10-31 10:25:14 +01:00
AdamN
ff1b2fb8b8
Merge pull request #13606 from ANR2ME/adhoc_fix
[Adhoc] - Fix Significant FPS drops on Hitman Reborn Battle Arena 2
2020-10-31 15:52:56 +07:00
ANR2ME
e56b5592bf Fix significant FPS drops on Hitman Reborn Battle Arena 2 2020-10-31 13:19:32 +07:00
ANR2ME
47f27ed184 Updated Blocking simulation of AdhocSocket (especially PdpRecv) 2020-10-31 13:18:17 +07:00
ANR2ME
2432c51f01 Updated Minimum Timeout workaround settings to use 0 as default (no override) 2020-10-31 13:15:24 +07:00
Henrik Rydgård
a4a0b4ba00
Merge pull request #13579 from ANR2ME/adhoc_fix
Adhoc fix - Updating Adhocctl behavior after doing some small test
2020-10-29 11:57:58 +01:00
Henrik Rydgård
36a6140722
Merge pull request #13597 from hrydgard/remove-d3d11-level-9
Remove support for D3D11_level_9
2020-10-29 08:59:33 +01:00
Henrik Rydgård
f4b28119af
Merge pull request #13592 from shenweip/FindModule
IMP sceKernelFindModuleByUID and sceKernelFindModuleByName.
2020-10-29 00:55:39 +01:00
Henrik Rydgård
5ee9cfef0d Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00