Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
fb74c9dfeb
Clean up a small inconsistency
2017-12-07 21:09:09 +01:00
Henrik Rydgård
2ebae034a4
Vulkan: Show samplers in "shader debug"
2017-12-07 09:28:18 +01:00
Henrik Rydgård
cb835fb17d
Merge pull request #10240 from unknownbrackets/vertdec
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arm64: Use LDRUH instead of two LDRBs
2017-12-06 14:09:26 +01:00
Unknown W. Brackets
715a7b7318
Global: Silence some unused declaration warnings.
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These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
5788e33b2f
arm64: Use LDRUH instead of two LDRBs.
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Small boost - 5.66x instead of 5x steps.
2017-12-03 06:35:44 -08:00
Unknown W. Brackets
9c52155d3f
GPU: Minor cleanup.
2017-12-02 09:47:59 -08:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Unknown W. Brackets
5c5dd5c4c4
GPU: Annotate free shader ID bits.
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Some ere missing.
2017-12-02 08:52:36 -08:00
Henrik Rydgård
734d9c494c
Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
2017-12-02 11:05:10 +01:00
Henrik Rydgård
a67357db05
Merge pull request #10223 from unknownbrackets/minor
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Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
be6343612f
GPU: Add missing shader id to short desc.
2017-12-01 11:17:12 -08:00
Henrik Rydgård
8a0645859e
Merge pull request #10222 from unknownbrackets/minor
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A few more reporting cleanups
2017-12-01 19:40:11 +01:00
Unknown W. Brackets
db300da1d7
Reporting: Improve no pos verts message.
2017-12-01 09:45:58 -08:00
Unknown W. Brackets
f9ce1587cb
Reporting: Skip reporting reused depthbuffers.
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Basically all games do it, no longer interesting.
2017-12-01 09:38:37 -08:00
Henrik Rydgård
8a58b768f1
Check for HW-transform and through when loading GL shader cache.
2017-12-01 11:32:16 +01:00
Henrik Rydgård
be115822f7
Minor cleanup. Add a debug assert in shader ID calculation
2017-12-01 11:23:09 +01:00
Unknown W. Brackets
0b61ffad08
GPU: Try to avoid FB download without an FBO.
2017-11-30 15:37:43 -08:00
Henrik Rydgård
3e011238c5
Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
2017-11-30 22:44:39 +01:00
Henrik Rydgård
4129459495
Avoid an assert in ARM64 emitter, seen in Google Play crash logs
2017-11-29 21:31:42 +01:00
Henrik Rydgård
bc959470e5
Loosen up some asserts that seem to trigger unexpectedly... need investigation.
2017-11-29 19:07:07 +01:00
Henrik Rydgård
6ea669368c
Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
2017-11-29 18:53:52 +01:00
Unknown W. Brackets
bd1ed897cf
Global: Fix some warnings.
2017-11-25 14:08:49 -08:00
Henrik Rydgård
28b60a724f
Process immediate draw commands. Not yet sending to graphics backends.
2017-11-24 17:54:56 +01:00
Henrik Rydgård
2c86217552
Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
2017-11-21 16:19:28 +01:00
Henrik Rydgård
9468b3d073
Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
2017-11-21 15:18:31 +01:00
Henrik Rydgård
6a3d41892a
Workarounds for issue with "accurate depth". See #9545 , #10087
2017-11-21 12:11:05 +01:00
Henrik Rydgård
674d5c7dbb
Merge pull request #10130 from hrydgard/lod-bias-fixes
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Mipmaps: Disable slope mode pending a better method. Implementing it entirely as a LOD bias is not the way it works.
2017-11-20 13:49:39 +01:00
Henrik Rydgård
7ab6956828
The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
2017-11-20 12:39:01 +01:00
Henrik Rydgård
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
875f70b06d
Remove wrong comments
2017-11-17 16:22:07 +01:00
Henrik Rydgård
ca21f93d52
GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554 , finally!
2017-11-17 13:36:48 +01:00
Henrik Rydgård
23f7819329
Unify RebindFramebuffer, mostly.
2017-11-15 20:44:25 +01:00
Henrik Rydgård
971995fa3d
Move aniso to the sampler cache key.
2017-11-15 19:07:41 +01:00
Henrik Rydgård
909fb6b3a4
Cleanups
2017-11-15 16:31:17 +01:00
Henrik Rydgård
313223364c
Buildfix, update comments slightly
2017-11-15 14:21:17 +01:00
Henrik Rydgård
65275c29b7
Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
2017-11-15 14:21:17 +01:00
Henrik Rydgård
f564c59248
Mipmaps: Disable LOD bias in slope mode as that's not how it works.
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Works around #9772
2017-11-15 14:21:17 +01:00
LunaMoo
2c27b3b56b
Fix texture conversion.
2017-11-14 02:35:14 +01:00
Henrik Rydgård
3e749a94ce
Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
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This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.
Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Unknown W. Brackets
65e71f57c7
TexCache: Add NEON alpha checks for Vulkan.
2017-11-12 16:45:05 -08:00
Unknown W. Brackets
f087b87b0c
TexCache: Simplify CheckAlpha funcs and SIMD.
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Only check for full alpha now, which is simpler.
2017-11-12 16:41:19 -08:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgård
b8dc4d1fb8
Buildfixes for Android
2017-11-12 16:55:36 +01:00
Henrik Rydgård
93e148fed6
Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
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Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård
da09e10aa3
Make the interface to hw tess slightly more flexible.
2017-11-12 11:04:13 +01:00
Henrik Rydgård
9cd4db5f18
Vulkan hw tess: Use pushbuffers instead of temp images to upload data.
2017-11-11 20:39:19 +01:00
Henrik Rydgård
47c06b9633
Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
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As a side effect, this should fix #10082 since backwards depth is no
longer used.
2017-11-11 11:36:26 +01:00
Henrik Rydgård
05930ea32e
MotoGP: Compat hack to disable framebuffer readbacks.
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This is the only known game to copy its framebufer to RAM before display on every frame and we already have a
hack so we can display the high resolution framebuffer, but we still did the readback for no good reason.
This eliminates the readback.
2017-11-10 16:32:56 +01:00
Henrik Rydgård
17d624d311
Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
2017-11-10 15:59:36 +01:00