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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Henrik Rydgard
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0b1cfaf751
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Be more economical with UBO pushbuffer space by reusing the last data when possible.
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2016-03-20 19:35:31 +01:00 |
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Henrik Rydgard
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18d78f9a35
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Minor optimizations
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2016-03-20 19:35:03 +01:00 |
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Henrik Rydgard
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76d8a87b2f
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Vulkan: Attempt at fixing dual source blending. Should work but doesn't.
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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2481714a8e
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Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet)
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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432f276bec
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Cleanups. Don't loop over bones in vshader, causes trouble
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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1677697735
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Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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3bf88d7475
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Plug the texture memory leak
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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29341e53a5
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Assorted fixes and cleanups.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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28ae840abe
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Pipelines, samplers, description sets, oh my
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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ddb36a35a0
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Some descriptor binding fixes
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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906b259a85
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First PSP shaders actually compile
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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5216a24590
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Back to work on the PSP renderer
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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cfbecf5071
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More progress
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2016-03-20 19:26:41 +01:00 |
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Henrik Rydgard
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129c706cfc
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Just some work on the shader generators
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2016-03-20 19:26:12 +01:00 |
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Henrik Rydgard
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c64064024d
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Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
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2016-03-20 19:18:35 +01:00 |
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