Commit Graph
3315 Commits
Author SHA1 Message Date
Henrik Rydgård 0de12f5ca9 Some refactoring of framebuffer views, layer issues, more work. 2022-10-27 11:05:58 +02:00
Henrik Rydgård 2e87f0bc0b More work. Things are starting to work now. 2022-10-27 11:05:58 +02:00
Henrik Rydgård c668736924 Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines 2022-10-27 11:05:58 +02:00
Henrik Rydgård 12d1f94d47 Start stereo postshader work 2022-10-27 11:05:58 +02:00
Henrik Rydgård fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
Henrik Rydgård 80e1db07a7 Minor ShaderWriter refactor, prep for later changes 2022-10-24 17:45:18 +02:00
Henrik Rydgård ecf2797173 Minor refactor of ShaderWriter flags. Extracted from the stereo PR 2022-10-23 21:57:01 +02:00
Unknown W. Brackets add2edcab8 VR: Always pass the bounding box check.
Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets 261f1e13db GPU: Account for scissor/viewport in bound test.
The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.

If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets 93ee82d84f GPU: Respect depth clamp in bounding box check.
Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp.  This matches PSP tests.
2022-10-22 16:05:30 -07:00
Unknown W. Brackets 8b80c5fb28 GPU: Allow/use indices in bounding box check.
Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets 519c90e049 GPU: Correct large morph vertex advance.
Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets 6ddf22487b GPU: Correct bounding box for larger counts.
Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Henrik Rydgård 3af86ec6f7 Make it possible to specify extensions for Vulkan in the ShaderWriter 2022-10-22 17:46:57 +02:00
Henrik Rydgård 6aa3e4b242 Minor refactoring in PresentationCommon
Broken out from stereo work
2022-10-21 15:53:09 +02:00
Henrik Rydgård f2193814ee PresentationCommon: Use refcounts to simplify shader module management 2022-10-21 14:18:29 +02:00
Henrik Rydgård cafce7365b Vulkan: Fix frame ordering issue with postprocessing shaders
Requested an init command buffer outside the frame, which is dangerous
and caused validation problems with command pool resets.

Would like to assert on insideFrame in GetInitCmd, but we use it from
some init code where it does work correctly. Might clean that up at some
point.
2022-10-21 12:52:21 +02:00
Henrik RydgårdandGitHub a830f18054 Merge pull request #16265 from unknownbrackets/lighting-nonormal
GPU: Respect world matrix and reverse flag w/o normals
2022-10-21 09:16:53 +02:00
Unknown W. Brackets d23293ee72 GPU: Respect matrix and reverse flag w/o normals.
See frame dump in #14223, which requires world matrix be applied.
2022-10-20 23:15:25 -07:00
fp64andGitHub 2c814c568a Some more codestyle cleanup 2022-10-20 06:59:35 -04:00
fp64andGitHub 9a01db5f42 Change wrap_mode to clamp for bicubic upscaler
It was set to wrap, even though the comment claimed otherwise. Previous implementation had clamp, as do (I think) other upscaling modes (Hybrid, etc.).

Also make upscaler codestyle a little more consistent with the rest.
2022-10-20 06:53:49 -04:00
Henrik Rydgård 90d395a10d Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Henrik Rydgård 269eb55c17 Build/warning fix 2022-10-18 10:48:16 +02:00
Henrik Rydgård aa51bfd1ef Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere. 2022-10-17 19:57:11 +02:00
Henrik Rydgård 30aa07b156 Two more renames to make things read better 2022-10-17 08:47:05 +02:00
Henrik Rydgård 9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Unknown W. Brackets 162b27e136 GPU: Replace logic ops with blend for simple cases.
So that alpha/stencil are handled correctly.
2022-10-16 22:24:43 -07:00
Henrik Rydgård a605366254 Add ShaderId utility function to be used for some sanity checking. 2022-10-13 22:39:47 +02:00
Henrik Rydgård 4d1da5859c Add simple way to add debug annotation in the middle of the command stream. Vulkan-only. 2022-10-13 22:39:44 +02:00
Unknown W. Brackets 2f9392083a GPU: Respect stencil state in shader blend. 2022-10-11 22:26:31 -07:00
Henrik RydgårdandGitHub e0e29a1556 Merge pull request #16197 from hrydgard/more-uniform-optimization
More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Henrik Rydgård d30d8bf35c Removes the option, autodetect instead - only enable if the GPU doesn't support bitwise ops. 2022-10-11 16:09:57 +02:00
Henrik RydgårdandGitHub 901f698a10 Merge pull request #16201 from unknownbrackets/gedebugger
GE Debugger: Normalize framebuffer texture preview
2022-10-11 11:33:19 +02:00
Henrik RydgårdandGitHub 804220afb1 Merge pull request #16198 from unknownbrackets/gles-stencil
Readback stencil buffer for debugger on GLES
2022-10-11 10:55:38 +02:00
Henrik Rydgård baa9451cb7 Warning fixes 2022-10-11 09:55:53 +02:00
Unknown W. Brackets 416265431b GE Debugger: Display if tex is framebuf.
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets 48c39543af GE Debugger: Normalize framebuffer texture preview.
Previously, we would show the render-to-texture with its original
dimensions.  While useful, this skewed the preview coordinates and was
sometimes confusing.  Additionally, depth texturing didn't preview.

This pads and subsets the texture preview so it's the right size.
2022-10-10 21:54:24 -07:00
Unknown W. Brackets fc9f200224 GE Debugger: Centralize current fb tex fetch code. 2022-10-10 21:50:53 -07:00
Unknown W. Brackets 999055791d D3D9: Remove block transfer code overrides.
We can just use Draw now.  Keep depth, though, since it applies scale.
2022-10-10 21:48:38 -07:00
Unknown W. Brackets fc68cd9457 GLES: Add debug readback of stencil data.
This allows the existing gpu.buffer.renderStencil to snapshot the state.
2022-10-10 17:09:14 -07:00
Unknown W. Brackets 59cc7a8000 GPU: Rename stencil write pipeline. 2022-10-10 16:54:29 -07:00
Henrik Rydgård 089ac9a50e Comment about VR uniforms 2022-10-10 18:02:19 +02:00
Henrik Rydgård ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
Henrik Rydgård aec22491fe Don't expand alphaColorRef to 128 bytes on backends where we don't need to. 2022-10-10 18:02:01 +02:00
Henrik RydgårdandGitHub d56bdcb81e Merge pull request #16196 from hrydgard/improved-render-stats
Improved stats in the Vulkan GPU profiler
2022-10-10 15:40:17 +02:00
Henrik Rydgård 32699da6df Vulkan (trivial): Fix numDraws stat when merging render passes. Shorten a name. 2022-10-10 10:06:30 +02:00
Unknown W. Brackets 1dc35b3ac4 GLES: Simplify, enable debug depth readback. 2022-10-10 01:04:57 -07:00
Unknown W. Brackets f8908c691b GLES: Use Draw for depth readback shader.
Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00