Henrik Rydgård
2d59bb8d9a
Remove D3D9 support, to make future changes easier
2025-03-26 18:14:20 +01:00
oltolm
3a285bbd2f
d3d9: refactor CompileShaderToByteCodeD3D9
2024-10-13 21:45:39 +02:00
Henrik Rydgård
7950a00c14
Headless buildfix. Crashfix in shader generator test.
2022-12-01 22:49:00 +01:00
Unknown W. Brackets
b33662550f
Vulkan: Use stencil export when available.
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This prevents multiple passes to upload stencil buffers.
2022-11-24 18:48:46 -08:00
Henrik Rydgård
15d4495f76
Pass shadergen tests
2022-10-27 11:05:59 +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
69bc7b060f
glslang: Set a missing resource limit. Avoids spurious errors in shader unit test
2022-10-10 17:17:17 +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
Henrik Rydgård
cdee10fe86
Vulkan: Basic geoshader code generation.
2022-10-02 07:42:17 -07:00
Unknown W. Brackets
e5fbc1d39d
unittest: Cleanup stage/glsl version.
2022-10-01 12:18:26 -07:00
Henrik Rydgård
694dbe1271
Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit.
2022-09-11 14:40:01 +02:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
4da2ca0935
Implement shader blending for D3D9
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This was easy, dunno why I never got around to it before..
I guess I didn't know about VPOS.
This does raise our minimum shader model requirement to ps_3_0.
2022-08-30 12:19:56 +02:00
Henrik Rydgård
1ccfd7986a
wip
2022-08-26 15:51:25 +02:00
Henrik Rydgård
048a556ada
Add floating point version of reinterpret shaders
2022-08-24 14:40:37 +02:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
Henrik Rydgård
83b7386f7d
Switch reinterpret shaders over to the Draw2D framework.
2022-08-23 11:12:23 +02:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
5a7bddbfa6
Allow binding depth as 565 by going through depal.
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This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Henrik Rydgård
31fe0fc39e
Remove some unnecessary bool returns.
2022-08-16 11:23:34 +02:00
Henrik Rydgård
83fd8a2fd8
Convert depal shaders to use the ShaderWriter. Add tests for depal shaders.
2022-08-09 15:32:27 +02:00
Henrik Rydgård
41e327a66b
Cleanup and testfixes
2022-08-03 13:34:59 +02:00
Henrik Rydgård
cacb2a3200
Unit test, comment
2022-08-03 13:34:58 +02:00
Unknown W. Brackets
7099df6619
unittest: Skip D3D shader compile on non-Windows.
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Tests were just failing before.
2022-01-29 14:07:26 -08:00
Unknown W. Brackets
e2efc245db
Android: Fix headless and unittest build.
2021-01-10 12:16:02 -08:00
Henrik Rydgård
7de7680416
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
Henrik Rydgård
e77a9d7368
Reorganize the end of the fragment shader generator.
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Thanks unknown.
2020-11-09 11:19:02 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
f2e315b9a6
More shadergen work
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Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård
19b4febbbf
More reinterpret shader gen and test work.
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More work on reinterpret
Buildsystem fixes
2020-11-08 10:41:20 +01:00
Henrik Rydgård
03e8eac6ef
Merge the two ShaderLanguage enums.
2020-11-04 09:40:11 +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
ba7c2e856b
Fix through mode differences
2020-11-01 19:58:50 +01:00
Henrik Rydgård
8efb40180e
Make the hardware skinning code match
2020-11-01 19:58:50 +01:00
Henrik Rydgård
fbb7f72eec
Vertex shader merge work
2020-11-01 19:58:45 +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
3d0630c04a
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b7d674411e
Test parsing of generated OpenGL shaders too (by using glslang).
2020-10-31 18:32:43 +01:00
Henrik Rydgård
c2a6090c3f
More D3D9 fixes.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
af4d6e7642
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b070ed45e9
Evolve the HLSL and GLSL fragment shader generators even closer together.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
984a4d2641
Start adding HLSL support to the GLSL shader generator.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
200c25bcc9
wip
2020-10-31 18:32:42 +01:00
Henrik Rydgård
2977c56a12
Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator.
2020-10-25 08:34:35 +01:00
Henrik Rydgård
fb2ac3a67e
Additional fixes
2020-10-25 08:34:35 +01:00
Henrik Rydgård
6055350a2c
Initial work on fixing tess
2020-10-25 08:34:35 +01:00
Henrik Rydgård
057fd9f8a3
Bridge more vertex shader differences
2020-10-25 08:34:35 +01:00
Henrik Rydgård
22b26ffc09
Time for the vertex shaders. Set up a test, start eliminating differences.
2020-10-25 08:34:35 +01:00