Henrik Rydgård
795ddf16e5
Mipmaps: Use a uniform to specify the texture lod in SLOPE and CONST modes. Fixes the mipmap test for D3D11, Vulkan and modern GL properly, while keeping Tony Hawk games working.
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Also implements increasing the lod level with the render resolution
properly.
2017-12-08 15:53:49 +01:00
Unknown W. Brackets
9f000ddf35
GLES: Avoid hanging while precompiling shaders.
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We want to continue updating the screen so it doesn't seem frozen.
2017-12-03 11:30:00 -08:00
Unknown W. Brackets
681ce953ec
GLES: Log shader cache filesize error better.
2017-12-02 10:20:44 -08:00
Unknown W. Brackets
e50ec2c350
GLES: Validate shader cache filesize on preload.
2017-12-02 09:14:19 -08:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård and GitHub
a67357db05
Merge pull request #10223 from unknownbrackets/minor
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Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
2a540de329
Reporting: Use a different link message on preload.
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May help us determine if this only happens from a corrupt cache.
2017-12-01 11:17:51 -08:00
Henrik Rydgård
8a58b768f1
Check for HW-transform and through when loading GL shader cache.
2017-12-01 11:32:16 +01:00
Henrik Rydgård and GitHub
24e5fbc115
Merge pull request #10215 from unknownbrackets/minor
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Improvements for things found in reporting
2017-12-01 00:54:39 +01:00
Unknown W. Brackets
e0ccbd31b6
GLES: Report shader errors with shader desc.
2017-11-30 15:34:29 -08:00
Henrik Rydgård
7b2ad5fe72
Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
2017-12-01 00:28:07 +01:00
Henrik Rydgård
3e011238c5
Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
2017-11-30 22:44:39 +01:00
Henrik Rydgård
2c86217552
Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
2017-11-21 16:19:28 +01:00
Henrik Rydgård
33d3d2f178
GL: Compute "availableUniform" when generating shaders instead of by querying.
2017-11-19 11:25:31 +01:00
Henrik Rydgård
32df9e25da
GL: Compute the attrMask while generating the vshader instead of querying.
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This will help in the future when we defer GL rendering like we did Vulkan - we will be able to use uniforms, but we won't be able to react to the result of these queries immediately.
Also slightly faster though noone will notice.
2017-11-19 11:24:32 +01:00
Unknown W. Brackets
72e0a24724
GPU: Reset shader state on shader reset.
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Was ending up with lastFSID being -1, but being used.
Seen in gpu/commands/blend test.
2017-09-20 08:37:54 -07:00
Henrik Rydgård
871fa713ed
Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.
2017-08-28 15:22:18 +02:00
Henrik Rydgård
4938ab786e
Fix possible crash when loading GL shader caches. Should help #9930 .
2017-08-25 22:49:51 +02:00
Henrik Rydgård
91a0331f99
Bump the GL shader cache version
2017-08-24 14:58:13 +02:00
Henrik Rydgård
b21ed852ce
Switch over the GL shader manager to the new hashmaps.
2017-08-20 19:29:43 +02:00
Henrik Rydgård
c2bd739b49
Optimize uniform uploads for D3D9 and GL as well.
2017-08-20 13:53:39 +02:00
Henrik Rydgard
078e1151f9
Dirty-flag the fragment shader ID.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
56cd991833
All: Only recompute the vertex shader ID when dirty
2017-08-14 11:36:06 +02:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
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This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Unknown W. Brackets
ad8a0e6cc0
Add an ini setting to hide performance warnings.
2017-03-11 19:31:00 -08:00
Henrik Rydgard
5d4700ae7e
Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
2017-03-03 14:18:40 +01:00
xebra
0172bbe8aa
[spline/bezier]Minor fixes for HW tess GLES.
2017-02-25 18:40:20 +09:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
f1c96c056d
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
2a231b397b
Unbreak environment mapping
2017-01-30 16:13:47 +01:00
Henrik Rydgard
0e4fb11a2d
If we can predict that the texcoord.z will always be 1.0 after the matrix, skip texture projection. Should help #9189
2017-01-30 16:03:57 +01:00
Henrik Rydgard
24cc3dbc70
Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
2017-01-30 16:03:57 +01:00
Henrik Rydgard
e59cafe177
Don't rely on gstate_c.spline or bezier during shader compile, as that doesn't work with the cache. Should fix #9249
2017-01-28 22:34:10 +01:00
Henrik Rydgård
d5d9d87dc6
Update the shader cache version to avoid obsolete shaders sticking around. Should fix #9249 .
2017-01-28 22:11:48 +01:00
Henrik Rydgard
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36
Move uniform dirty-flag to gstate_c, opening up for other uses.
2017-01-24 18:12:20 +01:00
Henrik Rydgard
3c221a7ebd
Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
2017-01-23 21:11:39 +01:00
Henrik Rydgard
63c00ec528
Don't need to take vertex format into account when applying UV scale for spline/bezier
2017-01-23 17:44:13 +01:00
Henrik Rydgard
bd4436c6eb
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
Henrik Rydgard
d9acd27126
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00