Lubos
b980f55645
OpenXR - Don't get mirroring from identity matrix
2022-11-09 19:07:45 +01:00
Unknown W. Brackets
1c0a37f252
GPU: Correct vertex decoder in software transform.
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It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
745d9ad320
GPU: Avoid enabling depth test pointlessly.
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See #16015 . Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
855d16ffb3
GPU: Prefer scaling depth to 16-bit if using 24.
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In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3333f2a5aa
GPU: Avoid clears for non-simple depth values.
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Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches. We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Henrik Rydgård
41c812651d
Merge pull request #16347 from unknownbrackets/softgpu-skin
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Always skin in decode for software transform and rendering
2022-11-06 20:21:02 +01:00
Unknown W. Brackets
3de2557ecb
GPU: Always skin in decode for software transform.
2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
b4507cd5cc
Make a lot more code VR build for all platforms
2022-11-06 14:36:51 +01:00
Lubos
c6b83dd9d8
OpenXR - Enable camera movement and stereo in flatscreen mode
2022-11-03 20:00:30 +01:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
90d395a10d
Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
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Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Lubos
eed75889e4
OpenXR - Ensure scene analyze is called the same way as before
2022-10-18 12:23:23 +02:00
Henrik Rydgård
aa51bfd1ef
Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere.
2022-10-17 19:57:11 +02:00
Henrik Rydgård
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +02:00
Lubos
1a6180583e
OpenXR - Reduce uniform calls
2022-10-17 19:00:38 +02:00
Henrik Rydgård
30aa07b156
Two more renames to make things read better
2022-10-17 08:47:05 +02:00
Henrik Rydgård
9b8a5d1db3
Rename GPU_SUPPORTS_ to GPU_USE_
2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109
Rename gstate_c.Supports to gstate_c.Use
2022-10-17 08:46:37 +02:00
Henrik Rydgård
e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
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More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Henrik Rydgård
d30d8bf35c
Removes the option, autodetect instead - only enable if the GPU doesn't support bitwise ops.
2022-10-11 16:09:57 +02:00
Henrik Rydgård
901f698a10
Merge pull request #16201 from unknownbrackets/gedebugger
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GE Debugger: Normalize framebuffer texture preview
2022-10-11 11:33:19 +02:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
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Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
fc9f200224
GE Debugger: Centralize current fb tex fetch code.
2022-10-10 21:50:53 -07:00
Unknown W. Brackets
fc68cd9457
GLES: Add debug readback of stencil data.
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This allows the existing gpu.buffer.renderStencil to snapshot the state.
2022-10-10 17:09:14 -07:00
Unknown W. Brackets
c03d327ddd
GLES: Refactor depth pipeline create.
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So we can reuse for stencil as well.
2022-10-10 16:55:30 -07:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +02:00
Henrik Rydgård
aec22491fe
Don't expand alphaColorRef to 128 bytes on backends where we don't need to.
2022-10-10 18:02:01 +02:00
Unknown W. Brackets
1dc35b3ac4
GLES: Simplify, enable debug depth readback.
2022-10-10 01:04:57 -07:00
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