Unknown W. Brackets
f8908c691b
GLES: Use Draw for depth readback shader.
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Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
93346d6e2c
GLES: Refactor depth shader download.
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This makes it similar to the Draw interface.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
c2da29392c
GLES: Depth download cleanup.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
55d5dc3834
GPU: Rename readback and buffer write operations.
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Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
ad3220f857
GLES: Hook up depth download.
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Currently, only used by one hook.
2022-10-09 01:08:04 -07:00
Henrik Rydgård
87d00f79da
Merge pull request #16165 from unknownbrackets/geo-shader
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Vulkan: Clip clamped depth in geometry shader
2022-10-06 09:18:08 +02:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
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Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
Unknown W. Brackets
bc3d3cf9fb
GPU: Optimize clip distances needed.
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We only need to write one clip distance to clip clamped depth, since we
don't clamp when it needs clipping on both sides.
2022-10-05 21:17:17 -07:00
Henrik Rydgård
ed3cd1dc26
Merge pull request #16150 from unknownbrackets/vram-mirrors
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GPU: Mask away unused bits in framebuf/zbuf ptr, cleanup
2022-10-03 11:56:24 +02:00
Unknown W. Brackets
b9b59f7806
GPU: Mask away unused bits in framebuf/zbuf ptr.
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Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
lainon
3cdf72b68b
Better readability and optimization insertion into container by replacing 'insert' -> 'emplace', 'push_back' -> 'emplace_back'
2022-09-30 12:35:28 +03:00
lainon
b304551747
Code readability, vec reserve() and remove excess c_str()
2022-09-30 12:31:32 +03:00
Henrik Rydgård
f4b71e2dc7
Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
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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
9d1355e137
Always do the vertex shader part of the fog computation.
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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
Henrik Rydgård
96f054f098
Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff
2022-09-25 23:35:08 +02:00
Lubos
adffbb2ea7
Merge branch 'master' into compat_openxr_gta
2022-09-23 14:16:58 +02:00
Unknown W. Brackets
a8eced4773
GLES: Avoid resizing tessellation data textures.
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Just recreate when it needs to be larger. Fixes Test Drive Unlimited
issues noted in #16069 .
2022-09-21 23:30:00 -07:00
Lubos
c4dbd6d045
Merge branch 'master' into compat_openxr_gta
2022-09-20 21:46:33 +02:00
Henrik Rydgård
aa19712fc3
Unify depth texture and framebuffer fetch checks
2022-09-20 10:47:49 +02:00
Henrik Rydgård
09bcf3ec13
Unify range culling detection
2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Unknown W. Brackets
a2a7e8258b
GPU: Clip depth properly when also clamping.
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Helps situations like #11216 , where only one side should be clamped.
Keeps depth clamp (i.e. #7932 ) working. See #11399 .
2022-09-18 13:18:02 -07:00
Unknown W. Brackets
c08c873462
GLES: Support more clip distances.
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Will be used later, for now just the enable/disable logic.
2022-09-18 13:16:59 -07:00
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +02:00
Luboš Vonásek
861af63be9
Merge branch 'hrydgard:master' into compat_openxr_gta
2022-09-16 10:20:11 +02:00
Henrik Rydgård
a208afb7b8
OpenGL and D3D11 fixes
2022-09-14 23:35:15 +02:00
Henrik Rydgård
abd58199ce
Add way to bind cached textures to a DrawContext
2022-09-14 22:18:35 +02:00
Henrik Rydgård
0ed1f3d461
Switch multiple bools as parameters to DecodeTextureLevel to a flags enum.
2022-09-14 18:40:08 +02:00
Lubos
e406dc4730
Merge branch 'master' into compat_openxr_gta
2022-09-13 21:01:55 +02:00
Lubos
b695c1ffb3
Merge branch 'master' into compat_openxr_gta
2022-09-12 23:04:31 +02:00
Lubos
e49ee5c93b
Merge branch 'master' into feature_openxr_stereo
2022-09-12 18:49:22 +02:00
Lubos
bdde5f0f7f
OpenXR - Use per game stereo separation file
2022-09-12 18:47:13 +02:00
Henrik Rydgård
694dbe1271
Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit.
2022-09-11 14:40:01 +02:00
Henrik Rydgård
9bd8b11bf8
Implement shader depal for D3D11.
2022-09-11 13:41:17 +02:00
Luboš Vonásek
5be9455bf5
Merge branch 'hrydgard:master' into compat_openxr_gta
2022-09-08 18:39:11 +02:00
Lubos
c9f08a85c6
OpenXR - Do not mashup Common/GPU
2022-09-08 18:25:10 +02:00
Henrik Rydgård
f3c097680e
Merge pull request #15982 from hrydgard/renderpass-refactor
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Vulkan: Refactor renderpass handling
2022-09-08 09:35:55 +02:00
Unknown W. Brackets
e6b4495e22
GPU: Make NotifyConfigChanged() calls consistent.
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They're generally centralized in Common.
2022-09-07 23:41:00 -07:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Lubos
08226d8396
OpenXR - Stereo matrices fixed
2022-09-05 20:49:25 +02:00
Lubos
3a0e6c7232
Merge branch 'master' into feature_openxr_stereo
2022-09-05 19:11:52 +02:00
Henrik Rydgård
b15c65540e
Fix the new logic-op-in-shader on OpenGL and D3D11
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Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the
water effect somehow. Will come back to it later.
2022-09-04 22:53:05 +02:00
Lubos
4ce0579f70
OpenXR - Split projection matrix for color and depth buffer
2022-09-04 21:12:18 +02:00
Lubos
5be6665df8
Merge branch 'master' into feature_openxr_stereo
2022-09-04 12:37:41 +02:00
Lubos
1df1d79b9e
OpenXR - Stereo without multiview added
2022-09-04 12:36:52 +02:00
Henrik Rydgård
ec173559f8
Additional cleanup
2022-09-04 00:10:55 +02:00
Henrik Rydgård
87b14fe1c2
Some more renaming and refactoring, extracted from a future PR
2022-09-04 00:10:55 +02:00
Henrik Rydgård
8e39018b95
Channel mask refactor
2022-09-04 00:10:54 +02:00
Henrik Rydgård
c846c2dfa8
Remove confusing resetFramebufferRead flag from secondary framebuffer binding
2022-09-03 14:48:07 +02:00
Henrik Rydgård
8c56abd3dc
Remove setting "Disable slower framebuffer effects"
2022-09-03 11:06:43 +02:00