Commit graph

1140 commits

Author SHA1 Message Date
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
766dbc5a9f Move ShaderTranslation.cpp/h to Common/GPU. 2020-11-09 11:18:43 +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
7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +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
be837912e1 Delete the HLSL shader generator, switch to the newly generic one. 2020-11-01 19:58:54 +01:00
Henrik Rydgård
17778131bd Share the uniform buffer declarations between D3D11 and VK. 2020-11-01 19:58:53 +01:00
Henrik Rydgård
f1dbd25de9 Fix remaining differences between generated shaders 2020-11-01 19:58:53 +01:00
Henrik Rydgård
642f2004d3 Start working on getting tess to match 2020-11-01 19:58:53 +01:00
Henrik Rydgård
ba7c2e856b Fix through mode differences 2020-11-01 19:58:50 +01:00
Henrik Rydgård
9b3662460c Make the lighting code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård
8efb40180e Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård
b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård
fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +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
fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +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
2f1bbd314e Fragment shader gen: Remove unnecessary allocations 2020-10-31 18:32:43 +01:00
Henrik Rydgård
3d0630c04a Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
Henrik Rydgård
c311eeaf7d Switch D3D9 too to the glsl shader generator 2020-10-31 18:32:43 +01:00
Henrik Rydgård
8d70fd269e Minor D3D9 fixes 2020-10-31 18:32:43 +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
a2ed609e90 HLSL fix 2020-10-31 18:32:43 +01:00
Henrik Rydgård
c2a6090c3f More D3D9 fixes. 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
b070ed45e9 Evolve the HLSL and GLSL fragment shader generators even closer together. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
b4a76a9f09 Change fragment shader output to work the same in GLSL and HLSL. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
d833b5985d Make discard work the same way in the HLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
984a4d2641 Start adding HLSL support to the GLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
92d73e3b03 HLSL: Use #define to switch to glsl-like vector types. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
5ee9cfef0d Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00
Henrik Rydgård
148d3b72e5 Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
2020-10-25 08:34:35 +01:00