Commit graph

130 commits

Author SHA1 Message Date
Unknown W. Brackets
d16caa71af Vulkan: Add geometry shader ID tracking.
We're still not generating them, yet.  But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
38e16324f0 Vulkan: Clean up shader module tag. 2022-10-02 07:42:16 -07:00
Unknown W. Brackets
878a049f60 GPU: Add dirtying for geo shader state.
Not yet used, but dirtied at the right times.
2022-10-02 07:42:16 -07:00
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
9d1355e137 Always do the vertex shader part of the fog computation.
In #16104, we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).

Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Henrik Rydgård
08d2cb4486 Bump the shader cache version 2022-09-24 22:40:42 +02:00
Henrik Rydgård
b86648b352 Address feedback 2022-09-12 16:30:08 +02:00
Henrik Rydgård
4ad345d78d Better shader compile logging 2022-09-12 15:39:29 +02:00
Henrik Rydgård
a2eaad5445 Debug-name shader modules with their shader desc strings 2022-09-12 15:39:29 +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
14b5a1a7cd Fix pipeline lifetime issue, misc. 2022-09-08 00:38:32 +02:00
Henrik Rydgård
befcfb470c Fix shader caching. 2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25 Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType). 2022-09-08 00:32:03 +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
6b1e4806cf Don't parallelize shader compiles in debug mode, sync in debug allocator kills performance. 2022-09-03 23:07:39 +02:00
Henrik Rydgård
fb3f417e77 Fix lying comment, log level reduction 2022-09-03 16:15:46 +02:00
Henrik Rydgård
6e605fa2bc Fix silly logic, fixes the shader leak. 2022-09-03 15:21:07 +02:00
Henrik Rydgård
8775837c11 Work towards finding the leak 2022-09-03 15:21:07 +02:00
Henrik Rydgård
fc418ee16f Create shader modules (and compile GLSL) on worker threads 2022-09-03 15:21:07 +02:00
Henrik Rydgård
ec0586ba50 Use promises to hold shader modules, for later asyncification 2022-09-03 15:21:07 +02:00
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård
b447092742 Some Vulkan renderpass load/store optimizations. 2022-08-28 23:16:48 +02:00
Henrik Rydgård
6781dd5fe8 Fix Katamari 2022-08-26 23:47:22 +02:00
Unknown W. Brackets
7ec62a32b4 GPU: More consistently clear ptrs on DeviceLost().
Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård
81fba1f4a4 Minor refactor 2021-11-21 22:08:53 +01:00
Unknown W. Brackets
8a5f07b860 Vulkan: Don't cache vulkan_ with draw context.
Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00
Henrik Rydgård
5dab9994b6 Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType).
Should fix #14774
2021-09-07 23:52:06 +02:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -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
Henrik Rydgård
7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +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
2977c56a12 Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator. 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
Henrik Rydgård
020fb55a65 Completes the merge, deleting the Vulkan-specific fragment shader generator. 2020-10-23 10:03:44 +02:00
Henrik Rydgård
3d36049b65 Rename shader generator functions, a bit of moving around and adding an errorString param. 2020-10-21 23:20:25 +02:00
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård
9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff8148dd92 Move native/util, native/data and native/i18 to Common/Data.
Also move colorutil.cpp/h

linking build fix experiment

Delete a bunch of unused CMakeLists.txt files

CMakeLists.txt linking fix

Don't include NativeApp.h from any headers.

Android.mk buildfix

Half of the UWP fix

Buildfix

Minor project file cleanup

Buildfixes

Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård
ed88761ecc Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h. 2020-09-29 15:51:51 +02:00
Henrik Rydgård
b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård
ba0d04a142 Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
Henrik Rydgård
882cc6295e Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00