Henrik Rydgård
d72ad3b3f4
Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
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Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.
Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Unknown W. Brackets
1d00824528
Vulkan: Only use geometry shaders with accurate z.
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Just to be safe, since that's what it's most well tested with.
2022-11-26 23:28:57 -08:00
Henrik Rydgård
3dd45c6561
Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
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Was probably redundant anyway.
2022-11-24 11:02:21 +01:00
Henrik Rydgård
70d1d8fa07
Replace the "GetCurrentStepId"-based state invalidation with callbacks
2022-11-24 10:52:42 +01:00
Henrik Rydgård and GitHub
ddd2c6e343
Merge pull request #16409 from hrydgard/preserve-framebuffers
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Preserve framebuffer on pause screen even if render resolution is changed
2022-11-22 10:03:47 +01:00
Henrik Rydgård
8f103f3f47
Extract the Vulkan descriptor binding cleanup from #16345
2022-11-21 20:30:20 +01:00
Henrik Rydgård
cbfa4bfc8e
Centralize ClearCacheNextFrame
2022-11-21 18:13:13 +01:00
Henrik Rydgård
ce5a1b8b7e
Some minor "centralization"
2022-11-21 17:55:30 +01:00
Henrik Rydgård
37ec31dedd
Fix resizing issue. Took some refactoring.
2022-11-20 12:57:32 +01:00
Unknown W. Brackets
4a367148e6
GPU: Centralize more GPU_USE flags, like depth.
2022-11-13 08:04:47 -08:00
Unknown W. Brackets
66668d4b3f
Vulkan: Correct alpha in Adreno workaround.
2022-11-12 17:41:48 -08:00
Unknown W. Brackets
70c3205564
GPU: Correct equal depth checks.
2022-11-09 20:34:29 -08:00
Unknown W. Brackets
1c0a37f252
GPU: Correct vertex decoder in software transform.
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It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
745d9ad320
GPU: Avoid enabling depth test pointlessly.
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See #16015 . Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
855d16ffb3
GPU: Prefer scaling depth to 16-bit if using 24.
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In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3333f2a5aa
GPU: Avoid clears for non-simple depth values.
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Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches. We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Henrik Rydgård
970c266b41
Restore parallel GLSL builds
2022-11-08 00:30:21 +01:00
Henrik Rydgård
4d637342f7
Log source code for failed pipeline creations
2022-11-08 00:21:08 +01:00
Henrik Rydgård
24d5cd087c
Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
2022-11-07 14:30:24 +01:00
Henrik Rydgård
ad14d628b6
Turn off boundSecondaryIsInputAttachment_ when we don't have one.
2022-11-07 09:30:47 +01:00
Henrik Rydgård
668904a515
Vulkan: Use the very same view as input attachment and color attachment, not just the same image
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Fixes most of the new validation errors seen #16351 , though one remains.
I believe that to be a bug in the validation layers, will investigate
later.
2022-11-07 09:14:55 +01:00
Henrik Rydgård and GitHub
41c812651d
Merge pull request #16347 from unknownbrackets/softgpu-skin
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Always skin in decode for software transform and rendering
2022-11-06 20:21:02 +01:00
Unknown W. Brackets
3de2557ecb
GPU: Always skin in decode for software transform.
2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
ad6725b684
VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
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This uniform is used in two cases:
* Non-buffered rendering in Vulkan, software transform
* Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform
- which I don't think anyone builds for anymore
Nice to not have it in the main uniform buffer, but mainly a
demonstrator/test of moving stuff to the new frame-global buffer, and
setting up the infrastructure.
2022-11-05 22:14:05 +01:00
Henrik Rydgård
c6fe91224a
Vulkan: Fixes validation errors with "null" textures
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These arise in non-buffered rendering when we don't have a framebuffer
to texture from.
2022-10-28 18:40:55 +02:00
Henrik Rydgård
8e0b82f92e
Address feedback
2022-10-28 17:42:21 +02:00
Henrik Rydgård
d9cfcf215e
Need to request the proper type of uniform buffer descriptors.
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Otherwise, assert on Mali.
2022-10-28 10:20:47 +02:00
Henrik Rydgård
ab1cebec51
Actually bind a global uniform buffer, too. Not yet used.
2022-10-28 10:15:36 +02:00
Henrik Rydgård
96a5c52037
Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
2022-10-28 09:39:56 +02:00
Henrik Rydgård
e0bbebc65e
Clean up GPU_Vulkan::BuildReportingInfo a bit
2022-10-27 11:05:59 +02:00
Henrik Rydgård
763afd4a8e
Improve compatibility checks for stereo rendering.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
31fd928a5c
Name more image views. Very useful with a little patch to the Vulkan debug layers.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
8413473fa4
Fix more cases, GTA works now.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
524e92374f
Use arrays more consistently.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
6af4644ab2
Stereo on mobile fixes
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more 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
1d8ab38ce5
Vulkan: Use v2 feature checks, and add check for multiview features.
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Extracted from the multiview PR, and renamed some stuff.
2022-10-24 00:21:28 +02:00
Henrik Rydgård and GitHub
8cd602a9c6
Merge pull request #16257 from unknownbrackets/error-cleanup
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Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48
Vulkan: Correct some enum switch warnings.
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Nice to log debug annotations anyway.
2022-10-18 21:52:38 -07:00
Henrik Rydgård
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +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
Henrik Rydgård and GitHub
e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
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More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
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Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
fc9f200224
GE Debugger: Centralize current fb tex fetch code.
2022-10-10 21:50:53 -07:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +02:00
Unknown W. Brackets
bc84d6345b
Vulkan: Disable geometry shaders for Mali <= 18.
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These drivers apparently have some weird behavior.
2022-10-09 00:57:10 -07:00