Commit Graph
45601 Commits
Author SHA1 Message Date
Henrik Rydgård 2097a9c39b Merge pull request #16114 from unknownbrackets/mpeg-fix
Mpeg: Correct Au update size
2022-09-26 17:02:56 +02:00
Unknown W. Brackets 4e31a469f0 Mpeg: Correct Au update size. 2022-09-26 07:40:17 -07:00
Unknown W. Brackets ce835d1892 Merge pull request #16109 from unknownbrackets/optimize-shader-constants
GPU: Apply color test mask as a uint
2022-09-26 07:00:05 -07:00
Unknown W. Brackets 4329aaa31c GPU: Apply color test mask as a uint.
This is simpler and allows us to unify paths better.
2022-09-26 06:57:41 -07:00
Unknown W. Brackets a19a057e8c GPU: Consistently use uvec3 for colortest. 2022-09-26 06:57:41 -07:00
Henrik Rydgård d9f74d2fb7 ivec->uvec, comment fix 2022-09-26 13:05:25 +02:00
Henrik Rydgård fc30b04430 ShaderUniforms: cleanup, put every "4-float" on a line for clarity 2022-09-26 13:05:25 +02:00
Henrik Rydgård cfa427c37a Shuffle constants around, squeezing them into gaps. Saves another 16 bytes. 2022-09-26 13:05:24 +02:00
Henrik Rydgård f4b71e2dc7 Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård 51ec3eba4f Merge pull request #16112 from hrydgard/dynamic-matupdate
Fold the "materialUpdate" flag into the light-ubershader
2022-09-26 12:35:57 +02:00
Henrik Rydgård 07ca9e4656 Fold the "materialUpdate" flag into the light ubershader part.
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.

The perf impact should be minimal if not positive due to less pipeline
changes.

GLES fixes

Make the vertex input declarations match (always declare fog input).  Fixes D3D11 validation

Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård ad1021ea4b Add some recent flags to FragmentShaderDesc 2022-09-26 12:06:16 +02:00
Henrik Rydgård 76f03d30bf Remove suspicious dirty flag 2022-09-26 11:21:40 +02:00
Henrik Rydgård 196f8e3461 Prepare for dynamic mat update 2022-09-26 11:21:40 +02:00
Henrik Rydgård 9c63973c9a Minor debugger fix 2022-09-26 11:21:40 +02:00
Henrik Rydgård 94e439280e Merge pull request #16111 from hrydgard/always-compute-fog-in-vs
Always do the vertex shader part of the fog computation.
2022-09-26 11:20:06 +02:00
Henrik Rydgård 970998479b Merge pull request #16110 from unknownbrackets/sse4-normalize
GPU: Fix SSE4 Vec3f normalize
2022-09-26 09:46:50 +02:00
Henrik Rydgård 9d1355e137 Always do the vertex shader part of the fog computation.
In #16104, we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).

Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Unknown W. Brackets c80f325912 GPU: Fix SSE4 Vec3f normalize.
Was sometimes adding in garbage data, which could create NANs.
2022-09-26 00:24:12 -07:00
Unknown W. Brackets 391320db52 Merge pull request #16104 from hrydgard/light-ubershader
Generate "Ubershaders" that can handle all lighting configurations
2022-09-25 14:52:01 -07:00
Unknown W. Brackets c8c25dbbf3 Merge pull request #16108 from hrydgard/fix-vulkan-pretransition-bug
Vulkan: Fix bug setting up pretransitions for both color and depth of the same framebuffer
2022-09-25 14:41:35 -07:00
Henrik Rydgård f30252f8d5 Oops! Also, testfix 2022-09-25 23:35:08 +02:00
Henrik Rydgård 96f054f098 Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff 2022-09-25 23:35:08 +02:00
Henrik Rydgård 7adba20fac Experiment: Generate "Ubershaders" that can handle all lighting configurations
This drastically reduces the shader compile stutter that happens when a lot of new
light setups are created, like on the first punch in Tekken 6.

There's more stuff that might benefit from being made dynamic like this.
These branches are very cheap on modern GPUs since they're branching on
a uniform variable, so no divergence.

Only tested on Vulkan. I think we'll need to keep the old path too for
gpus like Mali-450...
2022-09-25 23:35:01 +02:00
Henrik Rydgård a7642bac15 Replace faulty layout transition deduplication algorithm. 2022-09-25 23:24:54 +02:00
Henrik Rydgård 894ab45677 Vulkan: Add debug names to our command buffers, so you can see which one errored in validation 2022-09-25 23:24:29 +02:00
Henrik Rydgård e30e45fa26 Minor cleanup in TinySet 2022-09-25 23:23:53 +02:00
Henrik Rydgård b1afeeaf43 Merge pull request #16100 from unknownbrackets/d3d9-debugger
D3D9: Allow INTZ depth buffers more correctly
2022-09-25 17:37:56 +02:00
Unknown W. Brackets e6db0bef2d Merge pull request #16099 from hrydgard/vulkan-dont-always-alloc-depth
Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
2022-09-25 08:05:50 -07:00
sum2012 282505c70f Trying to improve sceMpegAvcDecodeYCbCr
Fix #11060
2022-09-25 23:00:03 +08:00
Henrik Rydgård 788e80b2fc Merge pull request #16105 from GABO1423/master
(UWP) Remove expandedResources
2022-09-25 16:33:59 +02:00
GABO1423 212598fc27 (UWP) Remove expandedResources 2022-09-25 10:04:56 -04:00
Henrik Rydgård a26a353c25 Merge pull request #16102 from unknownbrackets/softgpu-bin-tweaks
softgpu: Avoid waiting for a thread to drain
2022-09-25 10:01:44 +02:00
Henrik Rydgård 70c5ca62e6 Remove debug log. Add some new debug log though, unrelated to this PR, for fb clut + fb texture. Plus a couple asserts. 2022-09-25 09:56:39 +02:00
Henrik Rydgård 8a4147c042 Merge pull request #16101 from unknownbrackets/softgpu-fixes
softgpu: Avoid fast path in another wrong case
2022-09-25 09:52:29 +02:00
Henrik Rydgård a76dcf0e76 Merge pull request #16098 from hrydgard/dont-compile-incompatible-shader-variants
Vulkan: Don't compile shader variants for incompatible render pass types
2022-09-25 09:48:39 +02:00
Lubos 355bd37e17 OpenXR - Pico specific code refactor 2022-09-25 09:25:37 +02:00
sum2012 497bad3312 oop 2022-09-25 12:04:33 +08:00
Unknown W. Brackets 24560eef5c softgpu: Avoid waiting for a thread to drain.
If we can, we want to keep the thread queues healthy, but not full.
Reduce the amount we push on a typical drain to avoid the Wait().
2022-09-24 20:01:00 -07:00
Unknown W. Brackets 1aa6841759 softgpu: Increase queued prims.
We made them smaller, so we can queue more of them in the same space.
Helps a little bit.
2022-09-24 20:01:00 -07:00
sum2012 5c7485b815 Change int to size_t 2022-09-25 10:18:16 +08:00
Unknown W. Brackets 444781c7b0 softgpu: Fix triangle strip with partial rects.
Seen in Wild Arms XF shop menu.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets c47d7eab38 softgpu: Simply 5551 blending fast path.
Since it only supports multiply and add, let's just stick with that.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets 1eeb4f0bcf softpu: Refactor out 5551 fast path checks.
They were duplicated, and better to organize them according to state.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets f30b1d048d softgpu: Avoid fast path in another wrong case.
Seen in Kurohyo.  Missed that the alpha blend check essentially means only
standard blending can work.
2022-09-24 17:53:09 -07:00
sum2012 d084b5cf96 strtol and toupper use native
and buildfix for ubuntu
Thanks unknownbrackets
2022-09-25 08:31:46 +08:00
Unknown W. Brackets 81e8336985 D3D9: Allow INTZ depth buffers more correctly.
The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Henrik Rydgård 753fd13494 Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
Pretty small impact, but good to do.

An interesting extension of this would upconvert framebuffers in the
FramebufferManager to have a depth buffer the first time depth is used on them,
but this doesn't do that yet.
2022-09-24 23:21:48 +02:00
Henrik Rydgård 08d2cb4486 Bump the shader cache version 2022-09-24 22:40:42 +02:00
Henrik Rydgård 9f3dfe7ebe Vulkan: Don't compile pipeline variants that don't make sense given their flags.
Ran into this with cache files from previous version of my change.

Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00