Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
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Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567
2022-12-30 22:57:05 +01:00
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49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Henrik Rydgård
cd0acec3f0
Crashfix the other backends
2022-12-02 13:49:28 +01:00
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6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
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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
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
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2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
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e85a8b0f5b
Global: Cleanup class init order warnings.
2021-02-15 11:59:45 -08:00
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2c165c9b6d
Windows: Fix improper case or missing includes.
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As per mingw errors/warnings.
2021-02-14 10:30:10 -08:00
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a73c15babc
GPU: Correct shader gen with weights as floats.
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For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903 .
2021-01-10 08:52:28 -08:00
Henrik Rydgård
7de7680416
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
Henrik Rydgård
7a690f177e
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
Henrik Rydgård
f4ea3ccf22
Move the generic vertex shader generator into GPU/Common and rename it.
2020-11-01 19:58:54 +01:00
Henrik Rydgård
be837912e1
Delete the HLSL shader generator, switch to the newly generic one.
2020-11-01 19:58:54 +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
cf1a5e2c67
Switch D3D11 over to use the GLSL fragment shader generator
2020-10-31 18:32:43 +01:00
Henrik Rydgård
5ee9cfef0d
Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
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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
Henrik Rydgård
3d36049b65
Rename shader generator functions, a bit of moving around and adding an errorString param.
2020-10-21 23:20:25 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
9e41fafd0d
Move math and some file and data conversion files out from native to Common.
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Buildfixing
Move some file util files
Buildfix
Move KeyMap.cpp/h to Core where they belong better.
libretro buildfix attempt
Move ini_file
More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff8148dd92
Move native/util, native/data and native/i18 to Common/Data.
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Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
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ac60e2ecd4
GPU: Track HW tess at start of frame too.
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This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
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c42fb72419
GPU: Update uniforms w/ consistent render mode too.
2020-04-04 11:03:07 -07:00
Henrik Rydgard
fdd0d7acb4
More Vulkan validation fixes
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NVIDIA no longer uses nVidia capitalization.
2019-02-05 18:07:11 +01:00
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f8ce9b08ba
Vulkan: Limit stencil workaround to Adreno 5xx.
2018-12-23 14:11:57 -08:00
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1f594f3fb5
GPU: Track draw in shader manager.
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With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
1bb7be489f
Remove some unused tracking of whether lighting is used by a shader
2018-03-17 10:33:50 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
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4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
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72e0a24724
GPU: Reset shader state on shader reset.
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Was ending up with lastFSID being -1, but being used.
Seen in gpu/commands/blend test.
2017-09-20 08:37:54 -07:00
Henrik Rydgard
078e1151f9
Dirty-flag the fragment shader ID.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
56cd991833
All: Only recompute the vertex shader ID when dirty
2017-08-14 11:36:06 +02:00
Henrik Rydgard
c502692490
Minor cleanup
2017-03-19 18:00:57 +01:00
Henrik Rydgård
ed16096365
Don't crash if not enough memory to save a state. Very annoying.
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Minor tweaks.
2017-03-07 15:32:34 +01:00
Henrik Rydgard
5d5844632a
Fix shader issues with D3D11 feature level 9
2017-03-05 22:56:33 +01:00
Henrik Rydgard
bb3e211088
Fix bad initialization of featureLevels, breaking things in #9361
2017-03-05 22:33:18 +01:00
Henrik Rydgard
116edcb77a
Take the D3D11 feature level into account when creating shaders. May help #9369
2017-03-05 12:31:33 +01:00
Henrik Rydgard
7b3f84aae8
More buildfixes for Windows on ARM
2017-03-05 10:52:08 +01:00
Henrik Rydgard
9d116505cf
D3D11: Add a large amounts of asserts
2017-03-05 10:34:44 +01:00
Henrik Rydgard
2fabe3e1c5
Fix a number of resource leaks, both D3D11-only and general.
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Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard
3f4e14f504
D3D11: Lumines is now playable in non-buffered, with reverse colors.
2017-02-10 11:25:24 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
175b97ef34
Start stubbing out a new D3D11 backend
2017-02-08 17:35:41 +01:00