Unknown W. Brackets
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1cec9f5ea1
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GPU: Handle spot light with 0 exp or length.
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2018-11-22 08:53:25 -08:00 |
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Unknown W. Brackets
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9a4cd5bd9d
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GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
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2018-11-22 07:59:56 -08:00 |
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Unknown W. Brackets
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0c5c776bb9
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GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
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2018-11-17 18:33:07 -08:00 |
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Henrik Rydgård
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22c066515e
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Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
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2018-11-04 17:04:29 +01:00 |
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Henrik Rydgård
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fa40bcff8d
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Disable triangle range culling on D3D9 on Intel. Should fix #11477
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2018-10-21 09:36:15 +02:00 |
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xebra
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c49d9e2f72
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[spline/bezier]minor fix(referenced to c1f0e981 ).
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2018-10-07 23:54:24 +09:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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3216a83a92
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[spline/bezier]Expand loops in the shaders.
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2018-10-07 23:54:14 +09:00 |
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xebra
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8c279c0e25
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[spline/bezier]Precalculate weights in the shaders using the outer product.
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2018-10-07 23:54:13 +09:00 |
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xebra
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453e274fbe
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[spline/bezier]Fix around vertex type flags.
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2018-10-07 23:54:11 +09:00 |
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xebra
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d4a667397c
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[spline/bezier]Improve shader uniforms a bit.
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2018-10-07 23:54:10 +09:00 |
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xebra
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de5975f13e
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[spline/bezier]Reduce multiplications in the shaders from 16 to 4.
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2018-10-07 23:54:09 +09:00 |
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xebra
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103d180ae7
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[spline/bezier]Get rid of wasted if-checks at Graphics Processors.
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2018-10-07 23:54:08 +09:00 |
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xebra
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41d6c3cf3a
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[spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
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2018-10-07 23:54:08 +09:00 |
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xebra
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3d07bca010
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[spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
# Conflicts:
# GPU/Directx9/VertexShaderGeneratorDX9.cpp
# GPU/GLES/VertexShaderGeneratorGLES.cpp
# GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
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2018-10-07 23:54:07 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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Unknown W. Brackets
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26cd98cd7e
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GPU: Fix a shader unit typo.
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2018-09-24 23:05:32 -07:00 |
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Henrik Rydgård
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c1f0e981a3
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Throw in very minor fix (apply readonly to buffer used in tesselation).
Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
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2018-09-18 23:53:16 +02:00 |
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Unknown W. Brackets
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44ba31fbc6
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Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
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2018-09-17 07:27:26 -07:00 |
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Unknown W. Brackets
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332788d0b5
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GPU: Clean up some shader id flag usage.
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2018-09-09 09:59:42 -07:00 |
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Henrik Rydgård
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011e57c0e7
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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
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2018-05-13 20:42:17 +02:00 |
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Henrik Rydgård
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29c41c6a35
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Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
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2018-04-13 14:19:01 +02:00 |
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Henrik Rydgård
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163350bbcd
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Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
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2018-04-13 08:58:05 +02:00 |
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Henrik Rydgård
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0345e1a7d4
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Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)"
This reverts commit 87575910df .
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2018-04-10 12:28:30 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680 .
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2 .
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2018-04-10 12:14:23 +02:00 |
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Henrik Rydgård
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1bb7be489f
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Remove some unused tracking of whether lighting is used by a shader
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2018-03-17 10:33:50 +01:00 |
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Henrik Rydgård
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d8651fd85b
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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.
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2018-03-12 11:17:45 +01:00 |
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Henrik Rydgård
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87575910df
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Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)
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2018-03-05 00:43:54 +01:00 |
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Henrik Rydgård
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6fa9fcefb2
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Comment fixes, reindentation.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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7f758d52dc
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Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
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2017-12-21 11:02:11 +01:00 |
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Henrik Rydgård
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4a0c2ad683
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Minor uniform cleanup
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2017-12-08 11:54:49 +01:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Unknown W. Brackets
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2a540de329
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Reporting: Use a different link message on preload.
May help us determine if this only happens from a corrupt cache.
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2017-12-01 11:17:51 -08:00 |
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Henrik Rydgård
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4346a54eb7
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Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
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2017-11-12 13:55:42 +01:00 |
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Henrik Rydgård
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533f80a056
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Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
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2017-11-01 11:47:05 +01:00 |
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xebra
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f9ab61a005
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[spline/bezier]Implement hardware tessellation on Vulkan.
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2017-02-25 19:28:15 +09:00 |
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Henrik Rydgard
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6e940dfeda
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D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
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2017-02-14 11:59:13 +01:00 |
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Henrik Rydgard
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3f4e14f504
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D3D11: Lumines is now playable in non-buffered, with reverse colors.
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2017-02-10 11:25:24 +01:00 |
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Henrik Rydgard
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2a231b397b
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Unbreak environment mapping
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2017-01-30 16:13:47 +01:00 |
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Henrik Rydgard
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24cc3dbc70
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
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Henrik Rydgard
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49ce7178f5
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Fix bug when showing shader IDs in the shader viewer
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2016-12-21 15:50:20 +01:00 |
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Henrik Rydgard
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0fa2f2c7ae
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Remove more now-unused code
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2016-12-20 13:50:07 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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Unknown W. Brackets
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b1e57a29a4
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Handle core profile better in shader generators.
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2016-08-08 17:56:10 -07:00 |
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Unknown W. Brackets
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aae487348c
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Vulkan: Fix spot lighting shader syntax.
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2016-06-27 01:06:31 -07:00 |
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Henrik Rydgard
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51bcb02921
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Minor vulkan updates to match the latest SDK/validator
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2016-05-14 16:29:40 +02:00 |
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Henrik Rydgard
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1515754f2d
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Another prescale UV fix
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2016-03-20 23:02:56 +01:00 |
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Henrik Rydgard
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827481d41d
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Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment)
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2016-03-20 20:53:46 +01:00 |
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