Commit graph

971 commits

Author SHA1 Message Date
Henrik Rydgård
4e1bc2b3e0 Further std::string removal 2021-03-13 17:55:07 +01:00
Henrik Rydgård
f8ad621df5 PipelineManagerVulkan: Log shader source when pipeline creation fails. 2021-03-08 00:12:38 +01:00
Unknown W. Brackets
82a7a26409 GPU: Look up replaced filtering options. 2021-02-27 17:17:21 -08:00
Henrik Rydgård
2f3bc2d373
Merge pull request #14056 from unknownbrackets/debugger-mem
Track memory allocations and writes for debug info
2021-02-21 10:18:11 +01:00
Unknown W. Brackets
557bf0d963 TexCache: Check for videos rendered as slices.
In a few places, we were checking only the start address of the video.
2021-02-20 20:59:04 -08:00
Unknown W. Brackets
10a77d29ab Debugger: Track texture usage too. 2021-02-15 15:01:23 -08:00
Unknown W. Brackets
ae474f5f18 GPU: Correct some field shadowing. 2021-02-15 12:00:29 -08:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Henrik Rydgård
c48bdf7efc Vulkan: Fix image layout issues after compute shader uploads.
We're already in GENERAL so probably not worth to transfer to DST just
to do even more transfers due to the silliness of GenerateMip.

I'm planning to rework the whole texture upload thing to be far more
optimal with some kind of TextureUploadManager

Fixes #13987
2021-01-30 23:09:42 +01:00
Unknown W. Brackets
c630d365cd Vulkan: Allow tex shaders to specify a max scale. 2021-01-28 01:03:02 -08:00
Henrik Rydgård
136c861d17
Merge pull request #13972 from unknownbrackets/clear-stencil
GPU: Respect stencil write mask for 5551 buffers
2021-01-25 09:38:16 +01:00
Unknown W. Brackets
9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See #13391.
2021-01-24 15:54:13 -08:00
Unknown W. Brackets
97b68e6964 Vulkan: Prevent scaling shader leak.
No need to recreate if they haven't changed.
2021-01-18 13:31:43 -08:00
Unknown W. Brackets
a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Unknown W. Brackets
4240fa3053 GPU: Correct some incorrect deallocations. 2021-01-01 15:43:13 -08:00
Henrik Rydgård
16f629df3e Split the DepthRangeHack compat setting into itself and DisableRangeCulling
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.

Also disables range culling for Splinter Cell Essentials (see #13035)

We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård
7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård
559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård
f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00
Henrik Rydgård
9818c8aabd Better debug names for BlitFramebuffer operations. 2020-11-28 13:45:26 +01:00
Henrik Rydgård
3c2733d8eb Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668.
Also make a function static.
2020-11-22 18:00:07 +01:00
Henrik Rydgård
575ae376a9 Don't try to texture from depth if not supported by backend. Works around #13621 2020-11-10 23:36:33 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård
3e06eaccfb Fix some comments 2020-11-08 14:57:35 +01:00
Henrik Rydgård
793e89d2e3 Fix some comments, rename a function. 2020-11-08 14:34:04 +01:00
Henrik Rydgård
391b8155c5 More work on detangling the concepts and making things make more sense. 2020-11-08 13:14:23 +01:00
Henrik Rydgård
3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård
f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård
c23ed09a32 Unify FramebufferManager::BindFramebufferAsColorTexture 2020-11-07 11:10:54 +01:00
Henrik Rydgård
a24f4e3e70 Start unifying BindFramebufferAsColorTexture 2020-11-07 11:03:53 +01:00
Henrik Rydgård
d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00
Henrik Rydgård
44ec286ba4 Framebuffer: Keep the render scale factor around, no need to recompute it. 2020-11-06 09:11:57 +01:00
Henrik Rydgård
225734c0b3 Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.

Fixes #13628
2020-11-06 09:09:18 +01:00
Henrik Rydgård
84037f448e Remove colorDepth property of framebuffers. They're all 8888. 2020-11-05 14:51:46 +01:00
Henrik Rydgård
7b2236778b Remove remnants of an old, no longer applicable readback optimization 2020-11-05 14:38:20 +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
0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +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
b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 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
71706724e1 Somehow forgot to delete VertexShaderGeneratorVulkan.cpp 2020-10-26 09:59:16 +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
69c8912b93 More tess 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
7532116b69 Fix additional minor differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård
a8f4a4d749 Fix more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård
057fd9f8a3 Bridge more vertex shader differences 2020-10-25 08:34:35 +01:00