Commit Graph
9475 Commits
Author SHA1 Message Date
Henrik Rydgård f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård 19b4febbbf More reinterpret shader gen and test work.
More work on reinterpret

Buildsystem fixes
2020-11-08 10:41:20 +01:00
Henrik Rydgård 614540aa6e Merge pull request #13634 from hrydgard/device-lost-improvements
Device lost improvements, unify BindFramebufferAsColorTexture
2020-11-07 19:47:35 +01:00
Henrik Rydgård 106fc70a75 Forgot a line in caa960ee8e 2020-11-07 11:25:05 +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 e37468700d Remove some accidentally added lines 2020-11-07 00:57:26 +01:00
Henrik Rydgård caa960ee8e GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully 2020-11-07 00:32:00 +01:00
Henrik Rydgård 381ca11561 Fix bugs caused by 44ec286ba4 2020-11-06 21:50:16 +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Henrik Rydgård 225734c0b3 Partially revert "Remove remnants of an old, no longer applicable readback optimization"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 3c5a05acb3 Buildfix 2020-11-05 18:25:14 +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Henrik Rydgård 7b2236778b Remove remnants of an old, no longer applicable readback optimization 2020-11-05 14:38:20 +01:00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 127cf41480 Fix bug in framebuffer naming 2020-11-05 08:51:29 +01:00
Henrik Rydgård d39badc8c1 Inline "OptimizeDownloadRange" to make the code more readable 2020-11-05 08:50:16 +01:00
Henrik Rydgård 6db943e831 Merge the two ShaderStage enums 2020-11-05 08:34:35 +01:00
Henrik Rydgård 207b76da6e Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård 03e8eac6ef Merge the two ShaderLanguage enums. 2020-11-04 09:40:11 +01:00
Henrik Rydgård 733a152c54 Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
Henrik Rydgård 88e772cdf7 GLSL ES: Extensions must go first. Fixes #13620 2020-11-03 19:53:02 +01:00
Henrik Rydgård 3e6d121016 Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.

Fixes #13619

This reverts commit 32eb882bc6.
2020-11-03 11:39:12 +01:00
Unknown W. Brackets f3415f4f9c GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
2020-11-02 21:56:43 -08:00
Henrik Rydgård 21830d4984 Bugfix last commit 2020-11-02 16:22:20 +01:00
Henrik Rydgård ce4ee010ac Apparently only MSVC can handle the ambiguity. 2020-11-02 11:45:47 +01:00
Henrik Rydgård 97e8d5b93b Buildfix the rest of the platforms 2020-11-02 10:37:11 +01:00
Henrik Rydgård 0292d1719d GEDebugger: Use utf-8 internally. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 39b5eb5b3d ShaderWriter, a replacement for the sprintf WRITE macro. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 291742535b Safety, comments 2020-11-02 10:02:52 +01:00
Henrik Rydgård 32eb882bc6 Clarify some logic, improve framebuffer names 2020-11-02 10:02:49 +01:00
Henrik Rydgård 085900adb5 Fix vertex shader generator bug. Got caught by the new test 2020-11-02 09:03:08 +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 be837912e1 Delete the HLSL shader generator, switch to the newly generic one. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 30b1aafcde Another hlsl compatibility fix 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 105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård 4053c3d1ec Fix #version statement for GLES 2.0 vertex shaders 2020-11-01 19:42:33 +01:00
Henrik Rydgård 2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +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 d32fc34b2b Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.

Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00