Commit Graph
9567 Commits
Author SHA1 Message Date
Unknown W. Brackets 66668d4b3f Vulkan: Correct alpha in Adreno workaround. 2022-11-12 17:41:48 -08:00
Unknown W. Brackets 98758573e3 GPU: Convert alphamask to FF/00 for 5551.
When masking via uniform, we don't care about the lower bits of alpha.
Games often use 7F / 80 to control writes of FF/00.
2022-11-12 17:41:48 -08:00
Lubos 72d197fc47 Revert "OpenXR - Disable range culling properly"
This reverts commit d1dabd40ee.
2022-11-10 18:44:11 +01:00
Unknown W. Brackets 70c3205564 GPU: Correct equal depth checks. 2022-11-09 20:34:29 -08:00
Henrik RydgårdandGitHub 2886c33c06 Merge pull request #16370 from lvonasek/compat_openxr_sonic
OpenXR - Sonic Rivals fixed
2022-11-09 21:28:34 +01:00
Lubos b980f55645 OpenXR - Don't get mirroring from identity matrix 2022-11-09 19:07:45 +01:00
Unknown W. Brackets 1c0a37f252 GPU: Correct vertex decoder in software transform.
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Henrik RydgårdandGitHub a8537576e5 Merge pull request #16361 from unknownbrackets/depth-equal
GPU: Avoid clears for non-simple depth values
2022-11-09 09:57:12 +01:00
Unknown W. Brackets 745d9ad320 GPU: Avoid enabling depth test pointlessly.
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.
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.
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
Unknown W. Brackets 585569c2c2 TexCache: Cleanup BGRA flag dirtying. 2022-11-08 20:01:14 -08:00
Henrik Rydgård c6084c16c3 Fix GLSL compilation issues on really old Adreno drivers.
They don't seem to accept unsigned integers as switch cases.

Fixes some stuff in #16295 , not sure if all of it.
2022-11-08 22:59:43 +01:00
Henrik RydgårdandGitHub 584ca5db6e Merge pull request #16364 from unknownbrackets/gpu-self-copy
GPU: Avoid self memcpy()
2022-11-08 18:05:07 +01:00
Unknown W. Brackets 1f20e11d61 GPU: Avoid self memcpy(). 2022-11-08 07:41:32 -08:00
Henrik RydgårdandGitHub 87bd7aaccc Merge pull request #16356 from lvonasek/cleanup_camera_control
OpenXR - Camera adjust using any controller
2022-11-08 12:28:44 +01:00
Luboš VonásekandGitHub 92384c2854 Space added 2022-11-08 07:09:27 +01:00
Unknown W. Brackets bc53a0d7c4 TexCache: Correct 16->32 for CLUT4 with shift. 2022-11-07 18:41:47 -08:00
Unknown W. Brackets 17f6c00c3c TexCache: Fix 16->32 colors with CLUT start pos. 2022-11-07 18:34:10 -08:00
Unknown W. Brackets 04cd6c4f7d TexCache: Align expandClut buffer, cleanup sizes.
We shouldn't need larger than 2 KB CLUT buffers, since it's actually only
1 KB.  We have a hack that allows 2 KB for separate mip map levels.
2022-11-07 18:18:02 -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 4e8f97d64d Output shader descriptions directly in the source code 2022-11-08 00:21:08 +01:00
Lubos d1dabd40ee OpenXR - Disable range culling properly 2022-11-07 22:10:12 +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
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 RydgårdandGitHub 41c812651d Merge pull request #16347 from unknownbrackets/softgpu-skin
Always skin in decode for software transform and rendering
2022-11-06 20:21:02 +01:00
Henrik Rydgård 69941c0d72 Android fix 2022-11-06 20:01:22 +01:00
Henrik Rydgård c91e7912bf Change "Simulate block transfer" to "Skip GPU Readbacks". Group the speed hacks together 2022-11-06 19:30:38 +01:00
Henrik Rydgård 519db766b6 Change "Rendering Mode" to just a "Skip buffer effects" checkbox. Reuse translations. 2022-11-06 19:26:56 +01:00
Unknown W. BracketsandGitHub 31cb3a8eae Merge pull request #16346 from hrydgard/remove-retain-changed-textures-setting
Change the "Retain changed textures" option into a compat.ini option.
2022-11-06 10:18:21 -08:00
Unknown W. Brackets 527947fd81 GPU: Correct softgpu curve issue. 2022-11-06 09:06:07 -08:00
Unknown W. Brackets 3de2557ecb GPU: Always skin in decode for software transform. 2022-11-06 08:55:07 -08:00
Unknown W. Brackets 7880eb15c1 softgpu: Always use software skinning.
There's only software skinning, after all.
2022-11-06 08:44:22 -08:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård 95cb358fbf Change the "Retain changed textures" option into a compat.ini option.
This option benefits so few games and can hurt others, so that it's
better that we specifically enable it for known cases like Popolocrois.
2022-11-06 17:28:50 +01:00
Unknown W. Brackets 66472c39ce GPU: Use skinned position always in bounding check.
Meanwhile, move to a flag on decoder options instead of global check.
2022-11-06 08:23:31 -08:00
Unknown W. Brackets a5d3af9cb0 GPU: Cleanup GetVertTypeID() usage. 2022-11-06 08:01:57 -08:00
Henrik Rydgård b4507cd5cc Make a lot more code VR build for all platforms 2022-11-06 14:36:51 +01:00
Henrik Rydgård 0f37854ef9 Drop some D3D11 screen rotation support (was only used on Windows Phone) 2022-11-05 22:17:06 +01:00
Henrik Rydgård ad6725b684 VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
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
Lubos c6b83dd9d8 OpenXR - Enable camera movement and stereo in flatscreen mode 2022-11-03 20:00:30 +01:00
Henrik RydgårdandGitHub 03a90b1bbf Merge pull request #16321 from unknownbrackets/gedebugger-record
GE Debugger: Try harder to identify unchanged VRAM
2022-11-02 07:15:39 +01:00
Unknown W. Brackets 1ffdf0d5b8 GE Debugger: Respect unchanged VRAM each frame.
Oops, wasn't setting the version each run after caching the frame dump
data.
2022-11-01 22:56:29 -07:00
Unknown W. Brackets 00e8720749 GE Debugger: Try harder to identify unchanged VRAM.
If we exit to the CPU (stall), we don't know if VRAM gets changed by the
CPU.  We can check to avoid making the dump require unnecessary copying.
2022-11-01 22:47:46 -07:00
Unknown W. Brackets 5afb009b56 GE Debugger: Dump textures only if possibly used. 2022-11-01 22:15:11 -07:00
Unknown W. Brackets e7185f93b3 GE Debugger: Restrict marking of dirty VRAM better. 2022-11-01 22:14:23 -07:00
Henrik Rydgård 7967da0f6f Vulkan: Fix descriptor set binding in geometry shader generator. Should fix #16315 2022-11-01 13:43:48 +01:00
Unknown W. Brackets 0a98ac43fa Debugger: Allow currently-invalid memory reference. 2022-10-29 17:43:35 -07:00