Commit graph

8398 commits

Author SHA1 Message Date
Henrik Rydgård
8413473fa4 Fix more cases, GTA works now. 2022-10-27 11:05:59 +02:00
Henrik Rydgård
524e92374f Use arrays more consistently. 2022-10-27 11:05:59 +02:00
Henrik Rydgård
91259aaad7 Always use array textures for framebuffers in Vulkan for simplicity. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
2bea495981 wip 2022-10-27 11:05:58 +02:00
Henrik Rydgård
6af4644ab2 Stereo on mobile fixes 2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9 Some refactoring of framebuffer views, layer issues, more work. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
2e87f0bc0b More work. Things are starting to work now. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
c668736924 Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines 2022-10-27 11:05:58 +02:00
Henrik Rydgård
12d1f94d47 Start stereo postshader 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
bbb55e9b1d
Merge pull request #16284 from unknownbrackets/gedebugger
GE Debugger: Correct UV display with prescale
2022-10-26 09:32:57 +02:00
Unknown W. Brackets
1e1c75d552 GE Debugger: Correct UV display with prescale.
Sometimes these weren't flushed yet, and it made the texture preview and
vertices confusing and wrong (using old factors, not just no factors.)
2022-10-25 22:14:16 -07:00
Henrik Rydgård
80e1db07a7 Minor ShaderWriter refactor, prep for later changes 2022-10-24 17:45:18 +02:00
Henrik Rydgård
41f3443988
Merge pull request #16280 from unknownbrackets/d3d11-debugger
GE Debugger: Allow reading tex on D3D11
2022-10-24 08:17:03 +02:00
Unknown W. Brackets
7533b64940 GE Debugger: Allow reading tex on D3D11. 2022-10-23 22:01:50 -07:00
Henrik Rydgård
1d8ab38ce5 Vulkan: Use v2 feature checks, and add check for multiview features.
Extracted from the multiview PR, and renamed some stuff.
2022-10-24 00:21:28 +02:00
Henrik Rydgård
ecf2797173 Minor refactor of ShaderWriter flags. Extracted from the stereo PR 2022-10-23 21:57:01 +02:00
Henrik Rydgård
a13ab3f76b
Merge pull request #16274 from unknownbrackets/gpu-boundingbox
Correct accuracy of bounding box test
2022-10-23 12:53:18 +02:00
Unknown W. Brackets
79b1d1d35f
softgpu: Better approximate slope mip level mode (#16276)
* samplerjit: Remove unused x/y parameters.

Still need to tune the accuracy of filtering, but those were not the
right way.

* softgpu: Better approximate slope mip level mode.

This isn't exactly right, but it's closer.

* softgpu: Calculate auto from largest difference.

Direction shouldn't matter.
2022-10-23 10:15:43 +02:00
Unknown W. Brackets
813bfded92
x86jit: Correct vh2f NAN handling (#16275)
* x86jit: Correct vh2f NAN handling.

Allows another test to pass.

* x86jit: Reuse MAccessibleDisp().
2022-10-23 10:09:29 +02:00
Unknown W. Brackets
add2edcab8 VR: Always pass the bounding box check.
Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
261f1e13db GPU: Account for scissor/viewport in bound test.
The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.

If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
93ee82d84f GPU: Respect depth clamp in bounding box check.
Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp.  This matches PSP tests.
2022-10-22 16:05:30 -07:00
Unknown W. Brackets
8b80c5fb28 GPU: Allow/use indices in bounding box check.
Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
519c90e049 GPU: Correct large morph vertex advance.
Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
b7a617023c GPU: Consume cycles in bounding box check. 2022-10-22 16:05:29 -07:00
Unknown W. Brackets
6ddf22487b GPU: Correct bounding box for larger counts.
Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Henrik Rydgård
3af86ec6f7 Make it possible to specify extensions for Vulkan in the ShaderWriter 2022-10-22 17:46:57 +02:00
Henrik Rydgård
6aa3e4b242 Minor refactoring in PresentationCommon
Broken out from stereo work
2022-10-21 15:53:09 +02:00
Henrik Rydgård
f2193814ee PresentationCommon: Use refcounts to simplify shader module management 2022-10-21 14:18:29 +02:00
Henrik Rydgård
cafce7365b Vulkan: Fix frame ordering issue with postprocessing shaders
Requested an init command buffer outside the frame, which is dangerous
and caused validation problems with command pool resets.

Would like to assert on insideFrame in GetInitCmd, but we use it from
some init code where it does work correctly. Might clean that up at some
point.
2022-10-21 12:52:21 +02:00
Henrik Rydgård
a830f18054
Merge pull request #16265 from unknownbrackets/lighting-nonormal
GPU: Respect world matrix and reverse flag w/o normals
2022-10-21 09:16:53 +02:00
Unknown W. Brackets
d23293ee72 GPU: Respect matrix and reverse flag w/o normals.
See frame dump in #14223, which requires world matrix be applied.
2022-10-20 23:15:25 -07:00
Unknown W. Brackets
6945604492 softgpu: Multiply prev normal by world matrix.
Even when it's not in the vertex data, we still must multiply by the world
matrix.  Fixes some lighting issues in Nayuta no Kiseki.
2022-10-20 23:14:54 -07:00
Unknown W. Brackets
d6a59be012 softgpu: Respect negate normal flag without norm.
Per tests, Z is still negated even when using the previous normal value.
2022-10-20 23:09:48 -07:00
fp64
2c814c568a
Some more codestyle cleanup 2022-10-20 06:59:35 -04:00
fp64
9a01db5f42
Change wrap_mode to clamp for bicubic upscaler
It was set to wrap, even though the comment claimed otherwise. Previous implementation had clamp, as do (I think) other upscaling modes (Hybrid, etc.).

Also make upscaler codestyle a little more consistent with the rest.
2022-10-20 06:53:49 -04:00
Henrik Rydgård
90d395a10d Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
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
Henrik Rydgård
8cd602a9c6
Merge pull request #16257 from unknownbrackets/error-cleanup
Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48 Vulkan: Correct some enum switch warnings.
Nice to log debug annotations anyway.
2022-10-18 21:52:38 -07:00
Lubos
eed75889e4 OpenXR - Ensure scene analyze is called the same way as before 2022-10-18 12:23:23 +02:00
Henrik Rydgård
269eb55c17 Build/warning fix 2022-10-18 10:48:16 +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
123311b0c7
Merge pull request #16241 from unknownbrackets/softgpu-rect
softgpu: Correct linear interp for uneven positions
2022-10-17 09:29:31 +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