Commit graph

132 commits

Author SHA1 Message Date
Unknown W. Brackets
4329aaa31c GPU: Apply color test mask as a uint.
This is simpler and allows us to unify paths better.
2022-09-26 06:57:41 -07:00
Unknown W. Brackets
a19a057e8c GPU: Consistently use uvec3 for colortest. 2022-09-26 06:57:41 -07:00
Henrik Rydgård
d9f74d2fb7 ivec->uvec, comment fix 2022-09-26 13:05:25 +02:00
Henrik Rydgård
f4b71e2dc7 Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård
07ca9e4656 Fold the "materialUpdate" flag into the light ubershader part.
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.

The perf impact should be minimal if not positive due to less pipeline
changes.

GLES fixes

Make the vertex input declarations match (always declare fog input).  Fixes D3D11 validation

Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
a52e62a187 Enable depth uploads on render-to-clut-buffer. Esoteric but needed for #11100. Compat flag for now. 2022-09-14 22:18:34 +02:00
Henrik Rydgård
8d00df12a4 Detect the CLUT8/8888 situation
Implement CLUT8 depal from 8888 textures. Hard to tell if working
2022-09-14 22:18:34 +02:00
Henrik Rydgård
b4d0ac2e1c Unify CLUT texture size at 512 to reduce complexity. Worth the extra bytes. 2022-09-13 11:56:56 +02:00
Henrik Rydgård
3e7f6b57aa Shadergen issues found by the test 2022-09-11 16:52:33 +02:00
Henrik Rydgård
694dbe1271 Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit. 2022-09-11 14:40:01 +02:00
Henrik Rydgård
9bd8b11bf8 Implement shader depal for D3D11. 2022-09-11 13:41:17 +02:00
Henrik Rydgård
e828df9f25 Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType). 2022-09-08 00:32:03 +02:00
Henrik Rydgård
b15c65540e Fix the new logic-op-in-shader on OpenGL and D3D11
Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the
water effect somehow. Will come back to it later.
2022-09-04 22:53:05 +02:00
Henrik Rydgård
7882c4cd6d Shader unit test fix 2022-09-04 20:06:59 +02:00
Henrik Rydgård
8800f2046b Preserve alpha in shader logic op emulation. Include logic op in check for packUnorm4x8. 2022-09-04 19:27:26 +02:00
Henrik Rydgård
2474eb6a72 Shader bit setup and code generation for logic-ops-in-shader 2022-09-04 11:14:47 +02:00
Henrik Rydgård
87b14fe1c2 Some more renaming and refactoring, extracted from a future PR 2022-09-04 00:10:55 +02:00
Henrik Rydgård
de712b7804 More renaming 2022-09-02 22:20:11 +02:00
Henrik Rydgård
4da2ca0935 Implement shader blending for D3D9
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
67c911d13f Fix smoothed CLUT lookups. Shouldn't go beyond the mask's reach.
Should help #15896
2022-08-24 17:13:36 +02:00
Henrik Rydgård
d459eac891 Fix checks for depth texture support, GLES syntax errors 2022-08-24 11:26:07 +02:00
Henrik Rydgård
2a6015c1e3 Better checks for smoothed depal 2022-08-22 15:25:28 +02:00
Henrik Rydgård
6558bde0f6 Remove SmoothedDepal compat setting, instead detect the ramp directly. 2022-08-22 15:24:41 +02:00
Henrik Rydgård
f5e6754ac0 Special case depal lookups for Test Drive's strange usage.
This implements the hack I suggested in #13355, where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.

This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
2022-08-22 15:19:38 +02:00
Henrik Rydgård
886679c7ec Remove the color-to-depth mode 2022-08-20 08:29:33 +02:00
Henrik Rydgård
ade8b88766 Try to fix shader compilation error on Adreno reported by Lubos 2022-08-12 21:32:32 +02:00
Henrik Rydgård
92a3d45340 Lock out shaderDepal from D3D for now, will implement later. 2022-08-06 18:27:03 +02:00
Henrik Rydgård
5da7dd42b5 Fix Vulkan as well 2022-08-01 15:48:52 +02:00
Henrik Rydgård
b940c8a8b7 Fix for D3D11 and GL, but not Vulkan for some weird reason 2022-08-01 15:45:05 +02:00
Henrik Rydgård
7b7d16d2fb D3D9 fix 2022-08-01 12:11:42 +02:00
Henrik Rydgård
73fc9fb520 OpenGL fix 2022-08-01 11:57:22 +02:00
Henrik Rydgård
90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00
Henrik Rydgård
c158414858 Give the mip bias its own uniform flag. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
cc857e8217 Revert mistaken change in D3D9 fragment shader gen 2022-07-31 10:43:48 +02:00
Henrik Rydgård
46d6b43618 Support 3D textures in OpenGL ES, add feature check 2022-07-31 10:43:48 +02:00
Henrik Rydgård
129f3fe997 Testfix, cleanup 2022-07-31 10:43:48 +02:00
Henrik Rydgård
fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
566385f762 Remove some dead code 2022-07-31 10:43:48 +02:00
Henrik Rydgård
f87b4cf232 Implement 3D textures for D3D9 as well 2022-07-31 10:43:48 +02:00
Henrik Rydgård
0262fbc70a Implement 3D textures for D3D11 2022-07-31 10:43:48 +02:00
Henrik Rydgård
e455d6bcfe Some safety checks to avoid bad combinations, probably not really needed in practice. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
d7aa3ee486 Fix the mip bias to take the texture depth and sampling offset into account. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
2cb9e09ad3 Implement new discovery of a larger CLUT than we thought, plus non-shared CLUTs for 8-bit indices.
Not sure yet what limitations apply, regarding using it for even more
16-bit colors, etc...
2022-07-31 10:43:48 +02:00
Henrik Rydgård
f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Henrik Rydgård
0ff8c721e4 Improve comment, variable name 2022-07-12 00:17:26 +02:00
Henrik Rydgård
e52e9094ca Vulkan fragment shaders: Don't opportunistically emit "layout (early_fragment_tests)"
The purpose of this is not really for optimization, it's to get a
specific behavior that we really don't care about. Drivers are pretty
good at getting this potential performance improvement automatically
if it's possible without changing the output.

git blame says I added it, heh.

Don't think it'll make much difference one way or another, though, but
trying to reduce complexity.
2022-07-12 00:14:22 +02:00
Henrik Rydgård
6b2dec91b5 Finish BlueToAlpha functionality 2022-04-30 18:17:17 +02:00
Henrik Rydgård
462972f7ea Add option to redirect blue to alpha if 565 mode is rendered and mask is 0x0FFFFF.
This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.

Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask
2022-04-30 18:17:16 +02:00
Unknown W. Brackets
c18236b5fa GPU: Avoid switch on uint.
Vivante seems to get confused.
2021-04-10 14:01:33 -07:00