Commit graph

109 commits

Author SHA1 Message Date
Unknown W. Brackets
9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Unknown W. Brackets
0f3f2e361f GLES: More uint const paranoia.
We don't use indexing on GLES now, but better to stay consistent.
2023-01-12 17:41:55 -08:00
Henrik Rydgård
86f34c52a4 Revert bad shader optimization 2023-01-12 00:30:41 +01:00
Henrik Rydgård
ca63bb1e5b Even more optimization/cleanup. Don't need to check ldot that we already know is >= 0.0. 2023-01-11 19:34:58 +01:00
Henrik Rydgård
965007d65b Tighten up the lighting shader code a bit, hopefully eliminating a branch or two. 2023-01-11 19:29:02 +01:00
Henrik Rydgård
4c2a41cc83 Break out the attenuation term, too 2023-01-11 19:29:02 +01:00
Henrik Rydgård
a508f7e345 Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights 2023-01-11 19:29:02 +01:00
Henrik Rydgård
7b62b4626f Comment fixes 2023-01-11 15:29:52 +01:00
Henrik Rydgård
3b46409350 Vertex shaders: On platforms with uniform buffers, use indexing and loop for real over the lights.
Strangely, greatly speeds up pipeline creation on PowerVR.
2023-01-11 15:24:56 +01:00
Henrik Rydgård
3d376b0ab7 Remove the rather redundant DoTexture flag from vshaders.
Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Unknown W. Brackets
f09c09caa8 GLES: Avoid GLSL redefinition error. 2023-01-08 22:30:15 -08:00
Unknown W. Brackets
f49f7c6371 D3D9: Force branch usage for fog compute.
When using `[flatten]`/default, it picks the wrong value, seemingly always
taking the else case (even if the condition is changed or reversed.)
2023-01-06 17:25:04 -08:00
Unknown W. Brackets
81f4a76ac9 GPU: Don't bother with fog uniform in sw transform. 2023-01-06 17:24:44 -08:00
Unknown W. Brackets
f3acdb9da8 GLES: Avoid a shader constant error.
Some Adreno drivers interpret 0u as an integer.
2023-01-05 17:56:58 -08:00
Henrik Rydgård
a58bf45540 Removes LM flag from vshader in the common case, if ubershader is enabled. 2023-01-05 13:09:49 +01:00
Henrik Rydgård
4e30c5c0c6 Unbreak fog, oops.
Fixes #16722
2023-01-04 13:01:00 +01:00
Henrik Rydgård
b84e24cb89 Invert the nesting of specularIsZero and lmode conditions in VS. 2023-01-04 11:04:24 +01:00
Henrik Rydgård
ae383147db Minor simplification in VS 2023-01-04 11:04:24 +01:00
Henrik Rydgård
18d00b0718 Remove lmode flag bit from fragment and geometry shaders 2023-01-04 11:04:23 +01:00
Henrik Rydgård
5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +01:00
Henrik Rydgård
26c748f959 Make fog-enable driven by uniform instead of fragment shader flag bit 2023-01-04 10:14:11 +01:00
Unknown W. Brackets
86d748fa0c GLES: Use uint for uint shift amounts.
This seems to cause trouble for some Adreno drivers as well.
2023-01-02 14:37:38 -08:00
Unknown W. Brackets
2b4a182b46 GLES: Use hex for uint constants.
Apparently some Adreno drivers have issues (fixed in 2014):
https://developer.qualcomm.com/forum/qdn-forums/maximize-hardware/mobile-gaming-graphics-adreno/27945
2023-01-02 13:13:48 -08:00
Henrik Rydgård
26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård
7950a00c14 Headless buildfix. Crashfix in shader generator test. 2022-12-01 22:49:00 +01:00
Lubos
d466ae161a OpenXR - HUD max scale fixed 2022-11-28 19:46:46 +01:00
Henrik Rydgård
7eee7f2573 Fix shader debug description issue. 2022-11-23 15:41:20 +01:00
Henrik Rydgård
8f103f3f47 Extract the Vulkan descriptor binding cleanup from #16345 2022-11-21 20:30:20 +01:00
Unknown W. Brackets
eae85836c9 GPU: Add a small error-compensation to depth clip.
This was causing a depth that should've calculated as zero to be clipped,
because the multiply and division resulted in a value that was off by
about 2 / pow(2, 24) in the negative direction.
2022-11-12 20:01:46 -08:00
Lubos
72d197fc47 Revert "OpenXR - Disable range culling properly"
This reverts commit d1dabd40ee.
2022-11-10 18:44:11 +01:00
Henrik Rydgård
c6084c16c3 Fix GLSL compilation issues on really old Adreno drivers.
They don't seem to accept unsigned integers as switch cases.

Fixes some stuff in #16295 , not sure if all of it.
2022-11-08 22:59:43 +01:00
Henrik Rydgård
87bd7aaccc
Merge pull request #16356 from lvonasek/cleanup_camera_control
OpenXR - Camera adjust using any controller
2022-11-08 12:28:44 +01:00
Henrik Rydgård
4e8f97d64d Output shader descriptions directly in the source code 2022-11-08 00:21:08 +01:00
Lubos
d1dabd40ee OpenXR - Disable range culling properly 2022-11-07 22:10:12 +01:00
Henrik Rydgård
0f37854ef9 Drop some D3D11 screen rotation support (was only used on Windows Phone) 2022-11-05 22:17:06 +01:00
Henrik Rydgård
ad6725b684 VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
This uniform is used in two cases:

* Non-buffered rendering in Vulkan, software transform
* Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform
  - which I don't think anyone builds for anymore

Nice to not have it in the main uniform buffer, but mainly a
demonstrator/test of moving stuff to the new frame-global buffer, and
setting up the infrastructure.
2022-11-05 22:14:05 +01:00
Henrik Rydgård
96a5c52037 Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1 2022-10-28 09:39:56 +02:00
Henrik Rydgård
6d9008dab5 Fix validation issue with clears, remove redundant code 2022-10-27 11:05:59 +02:00
Henrik Rydgård
15d4495f76 Pass shadergen tests 2022-10-27 11:05:59 +02:00
Henrik Rydgård
2e87f0bc0b More work. Things are starting to work now. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
Henrik Rydgård
3af86ec6f7 Make it possible to specify extensions for Vulkan in the ShaderWriter 2022-10-22 17:46:57 +02:00
Henrik Rydgård
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
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
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
Unknown W. Brackets
3aa863ec41 GPU: Clip against neg Z even w/o cull support.
This should fix rendering issues on Apple devices.
2022-10-06 00:34:02 -07:00
Unknown W. Brackets
bc3d3cf9fb GPU: Optimize clip distances needed.
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
Unknown W. Brackets
8025def8d2 Vulkan: Clip to neg z in the geometry shader.
This is only used when clip distance is unsupported, such as on Mali.
2022-10-04 22:10:24 -07:00