Henrik Rydgård
26c748f959
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 10:14:11 +01:00
Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
...
Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567
2022-12-30 22:57:05 +01:00
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
...
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Lubos
992d4c5147
OpenXR - Final Fantasy rendering fixed
2022-12-17 17:52:04 +01:00
Lubos
3de2ba1e9f
OpenXR - 3rd Birthday rendering fixed
2022-12-17 16:51:05 +01:00
Henrik Rydgård
ee19db091f
Add accessor for UseFlags
2022-12-13 18:27:45 +01:00
Henrik Rydgård
ad1cd40ff7
Bump shader cache versions before release, just to be safe.
2022-12-13 08:45:20 +01:00
Henrik Rydgård
b7a3cf56cc
OpenGL: Fix lifetime issue with uniform/sampler "locs" for thin3d pipelines
2022-12-09 20:52:19 +01:00
Unknown W. Brackets
77e510bd90
GPU: Use accurate depth for depth range hack.
...
This should be easier to ensure stays well tested.
2022-12-04 19:27:23 -08:00
Henrik Rydgård and GitHub
02b8bf33fb
Merge pull request #16458 from hrydgard/desktop-friendly-msaa
...
Implement MSAA support for desktop GPUs in Vulkan
2022-12-03 11:22:41 +01:00
Lubos
39c399df47
OpenXR - GTA Chinatown wars rendering fixed
2022-12-02 17:53:03 +01:00
Lubos
769b1d7342
OpenXR - Assasins Creed rendering fixed
2022-12-02 17:45:29 +01:00
Lubos
66cbe55ffc
OpenXR - Tony Hawk HUD fixed
2022-12-02 16:47:26 +01:00
Lubos
1e2cf07c6b
OpenXR - Monster Hunter HUD fixed
2022-12-02 15:16:41 +01:00
Henrik Rydgård
cd0acec3f0
Crashfix the other backends
2022-12-02 13:49:28 +01:00
Lubos
de78007e66
OpenXR - Enable HUD in a few more games
2022-11-29 22:17:12 +01:00
Lubos
812c7d13aa
OpenXR - HUD disappearing in Flatout fixed
2022-11-29 21:25:13 +01:00
Lubos
aa66b93124
MOve VR heuristics into a standalone method
2022-11-25 16:05:30 +01:00
Lubos
b2d809f4cd
typos fixed
2022-11-25 15:58:51 +01:00
Lubos
1ef036d07c
OpenXR - Farplane distance limit adjusted
2022-11-25 13:33:53 +01:00
Lubos
390ee28cd9
OpenXR - HUD fixes
2022-11-25 12:01:51 +01:00
Lubos
0b089dd1e5
OpenXR - HUD support improved
2022-11-25 11:08:49 +01:00
Lubos
3aae47c331
OpenXR - Add a TODO for follow-up PR
2022-11-25 09:31:44 +01:00
Lubos
08432dd4e1
OpenXR - Camera controls adjust HUD instead of FOV
2022-11-25 09:25:23 +01:00
Lubos
a58ea86318
OpenXR - HUD scale option added
2022-11-25 09:18:16 +01:00
Lubos
5417e828de
OpenXR - Do not rescale the postprocess effects
2022-11-25 09:05:48 +01:00
Lubos
0e2fd7c2a2
OpenXR - Fix HUD in many games which breaks postprocess effects
2022-11-24 19:17:00 +01:00
Henrik Rydgård and GitHub
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 Rydgård and GitHub
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
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
b4507cd5cc
Make a lot more code VR build for all platforms
2022-11-06 14:36:51 +01:00
Lubos
c6b83dd9d8
OpenXR - Enable camera movement and stereo in flatscreen mode
2022-11-03 20:00:30 +01:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Lubos
eed75889e4
OpenXR - Ensure scene analyze is called the same way as before
2022-10-18 12:23:23 +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
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +02:00
Lubos
1a6180583e
OpenXR - Reduce uniform calls
2022-10-17 19:00:38 +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
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 Rydgård and GitHub
87d00f79da
Merge pull request #16165 from unknownbrackets/geo-shader
...
Vulkan: Clip clamped depth in geometry shader
2022-10-06 09:18:08 +02:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
...
Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
Unknown W. Brackets
bc3d3cf9fb
GPU: Optimize clip distances needed.
...
We only need to write one clip distance to clip clamped depth, since we
don't clamp when it needs clipping on both sides.
2022-10-05 21:17:17 -07:00
lainon
3cdf72b68b
Better readability and optimization insertion into container by replacing 'insert' -> 'emplace', 'push_back' -> 'emplace_back'
2022-09-30 12:35:28 +03:00
lainon
b304551747
Code readability, vec reserve() and remove excess c_str()
2022-09-30 12:31:32 +03:00
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
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