971 Commits

Author SHA1 Message Date
Unknown W. Brackets
80312582d1 GPU: Avoid a switch case warning. 2018-06-17 11:32:17 -07:00
Henrik Rydgård
53f0f136ac
Merge pull request #11182 from unknownbrackets/postshader
GLES: Use accurate GLSL ver in postshader convert
2018-06-15 07:22:55 +02:00
Unknown W. Brackets
0d2de36258 GLES: Use accurate GLSL ver in postshader convert. 2018-06-14 20:31:58 -07:00
Henrik Rydgård
e98ea812f6
Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
2018-06-10 20:53:18 +02:00
Henrik Rydgård
6bf6490c2f
Merge pull request #11128 from unknownbrackets/gpu-minor
Minor framebuffer code cleanup
2018-06-06 22:28:35 +02:00
Henrik Rydgård
9f1125ae33
Merge pull request #11078 from unknownbrackets/debugger-spline
GE Debugger: Show bezier/spline in preview
2018-06-06 20:40:10 +02:00
Unknown W. Brackets
9aad4dc848 GE Debugger: Cleaned repetition in spline preview. 2018-06-06 05:59:14 -07:00
Unknown W. Brackets
1829902171 GE Debugger: Show bezier/spline in preview.
Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00
Unknown W. Brackets
2f859425a8 GPU: Use unordered_map for tempFBOs. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets
dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
zhang wei
f2e3476741 triangles 2018-06-05 10:39:40 +08:00
weihuoya
9f6922221d fx 2018-06-03 22:50:35 +08:00
weihuoya
d029bbacc7 triangle fan 2018-06-03 22:29:50 +08:00
weihuoya
e01e77e025 fx depal int precision for opengl es 2018-06-01 00:58:44 +08:00
Henrik Rydgård
011e57c0e7 Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to fb7a63bd11
2018-05-13 20:42:17 +02:00
Unknown W. Brackets
abbab23814 D3D11: Use a dedicated slot for the depal texture.
Otherwise it affects shader blending.
2018-05-06 08:58:54 -07:00
Unknown W. Brackets
8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
zhang wei
3419197ee9 flush back cull mode 2018-04-27 21:49:43 +08:00
zhang wei
cfc353ee81 handle cull mode by indices, improve performance for GVGNP, refer to #10172 2018-04-27 16:33:35 +08:00
Henrik Rydgård
29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård
163350bbcd Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable. 2018-04-13 08:58:05 +02:00
Henrik Rydgård
dbe52c8135 Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1. 2018-04-10 13:09:01 +02:00
Henrik Rydgård
00f3bf6102 Revert "Start removing support for hardware skinning."
This reverts commit dcb773d62436525b4719555ce23a38a1342b45f7.
2018-04-10 12:31:21 +02:00
Henrik Rydgård
ccd594dae7 Revert "VertexLoader: Remove now-unused weights translation code"
This reverts commit 44100c6c1d38bf2318b157cd28a1cbf7aab5270d.
2018-04-10 12:30:49 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a6808cb7bab534d6de9010ccce7212c8ee.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73 Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2893d1e9f3250337aa4f8243b6e3b6d.
2018-04-10 12:14:23 +02:00
Henrik Rydgård
1c99ebcbcc Fix DecFmt bug 2018-04-10 12:12:47 +02:00
Henrik Rydgård
6a90b8fbb4 Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f03c32035a37bc82d2217999760ebf5.

Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
69309aa400 Revert "Remove some remains of software skinning"
This reverts commit 2d33d526b8b15f46ac0fe15ba182dae608a7cf13.
2018-04-10 11:21:56 +02:00
Unknown W. Brackets
fd183715ec Vulkan: Decimate when there are many slabs.
This helps avoid one little texture holding onto a whole slab.

Won't change behavior when they are full, since then the cacheSizeEstimate
should be fairly high.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
86966684d4 Vulkan: Remove the wrapper struct around VulkanTexture 2018-04-05 23:23:14 +02:00
Henrik Rydgård
d3164d77d4
Merge pull request #10845 from LunaMoo/SSAAflag
Add SSAA flag for post process shaders
2018-04-04 15:40:26 +02:00
Unknown W. Brackets
d70568abd2 GPU: Fix s8 norm with skin and morph.
Fixes #10851.
2018-04-02 19:18:16 -07:00
LunaMoo
ffac542f95 Change to int to allow higher supersampling scale. 2018-04-02 13:44:28 +02:00
LunaMoo
199106cad6 Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects
Also includes a perf. friendly example using simplified gauss filter
2018-04-01 17:00:10 +02:00
Henrik Rydgård
c41273d333 When binding a framebuffer to a texcache entry, delete its texture. Should help #10823 2018-03-29 13:29:09 +02:00
Unknown W. Brackets
68930a4291
Merge pull request #10788 from hrydgard/remove-texture-update
Remove the remains of updating texture contents instead of recreating.
2018-03-25 12:07:08 -04:00
Henrik Rydgård
f9555da05b When listing post-shaders, use the "name" specified in the ini as default, when looking up translations. 2018-03-25 11:53:11 +02:00
Henrik Rydgård
f967e206b8 Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
Also this is good for terminology, no more confusion with the texture
replacement facility :)
2018-03-25 10:50:37 +02:00
aliaspider
23dae72bce prevent reads of uninitialized memory. 2018-03-22 22:25:04 +01:00
Henrik Rydgård
648b4eac51 Shrink the vertexCount field in DeferredDrawCall to the 16 bits required. 2018-03-18 09:42:05 +01:00
Henrik Rydgård
0ee058320a Pass new vulkan validation layers. Fix math in FindTransferFramebuffers. 2018-03-17 23:39:02 +01:00
Henrik Rydgård
614cabb115 Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.

There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
2d33d526b8 Remove some remains of software skinning 2018-03-16 20:38:05 +01:00
Henrik Rydgård
4ee941dab1 Vulkan: Fix bug where we didn't always reset dynamic state after readbacks. 2018-03-16 15:52:43 +01:00
Henrik Rydgård
d8651fd85b Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
b6cbbceac9 MOVUPS to be safe. 2018-03-05 16:23:07 +01:00
Henrik Rydgård
91b565ae20 Minor simplification in X86/X64 vertex decoder jit 2018-03-05 13:19:36 +01:00
Henrik Rydgård
4cf5999bc8 Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00
Henrik Rydgård
f086a0915f Further cleanup after the removal of hardware skinning. 2018-03-05 00:03:47 +01:00