Commit Graph
6237 Commits
Author SHA1 Message Date
Henrik Rydgård 3e06eaccfb Fix some comments 2020-11-08 14:57:35 +01:00
Henrik Rydgård 793e89d2e3 Fix some comments, rename a function. 2020-11-08 14:34:04 +01:00
Henrik Rydgård 391b8155c5 More work on detangling the concepts and making things make more sense. 2020-11-08 13:14:23 +01:00
Henrik Rydgård 3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård 2aa9ee97f4 Simplify shader blend logic in FragmentShaderGenerator.cpp 2020-11-08 12:54:05 +01:00
Henrik Rydgård d81522af11 Address feedback. 2020-11-08 11:32:55 +01:00
Henrik Rydgård 9105249901 Add compat flag for reinterpret shader, also disable on platforms that can't support it yet 2020-11-08 11:32:55 +01:00
Henrik Rydgård 4e16fcaf1a Fix reinterpret shader for D3D11 2020-11-08 11:32:55 +01:00
Henrik Rydgård 28f8578408 Cleanup reinterpret shader resources in FramebufferManagerCommon::DeviceLost(). 2020-11-08 11:32:55 +01:00
Henrik Rydgård 96c36d5c10 More work on reinterpret. Get Vulkan running 2020-11-08 11:32:55 +01:00
Henrik Rydgård 981d0a2abe Reinterpret the data when binding a framebuffer with a different 16-bit format.
Car reflections in Outrun are better (see #11358) but have some
blue/yellow color garbage that will need a different fix.
2020-11-08 11:32:55 +01:00
Henrik Rydgård 1ccc8c129c Reinterpret code runs, no idea if it works 2020-11-08 11:32:55 +01:00
Henrik Rydgård f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård 19b4febbbf More reinterpret shader gen and test work.
More work on reinterpret

Buildsystem fixes
2020-11-08 10:41:20 +01:00
Henrik Rydgård 614540aa6e Merge pull request #13634 from hrydgard/device-lost-improvements
Device lost improvements, unify BindFramebufferAsColorTexture
2020-11-07 19:47:35 +01:00
Henrik Rydgård 106fc70a75 Forgot a line in caa960ee8e 2020-11-07 11:25:05 +01:00
Henrik Rydgård c23ed09a32 Unify FramebufferManager::BindFramebufferAsColorTexture 2020-11-07 11:10:54 +01:00
Henrik Rydgård a24f4e3e70 Start unifying BindFramebufferAsColorTexture 2020-11-07 11:03:53 +01:00
Henrik Rydgård d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00
Henrik Rydgård e37468700d Remove some accidentally added lines 2020-11-07 00:57:26 +01:00
Henrik Rydgård caa960ee8e GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully 2020-11-07 00:32:00 +01:00
Henrik Rydgård 381ca11561 Fix bugs caused by 44ec286ba4 2020-11-06 21:50:16 +01:00
Henrik Rydgård 7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård 44ec286ba4 Framebuffer: Keep the render scale factor around, no need to recompute it. 2020-11-06 09:11:57 +01:00
Henrik Rydgård 225734c0b3 Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.

Fixes #13628
2020-11-06 09:09:18 +01:00
Henrik Rydgård 3c5a05acb3 Buildfix 2020-11-05 18:25:14 +01:00
Henrik Rydgård 84037f448e Remove colorDepth property of framebuffers. They're all 8888. 2020-11-05 14:51:46 +01:00
Henrik Rydgård 7b2236778b Remove remnants of an old, no longer applicable readback optimization 2020-11-05 14:38:20 +01:00
Henrik Rydgård 127cf41480 Fix bug in framebuffer naming 2020-11-05 08:51:29 +01:00
Henrik Rydgård d39badc8c1 Inline "OptimizeDownloadRange" to make the code more readable 2020-11-05 08:50:16 +01:00
Henrik Rydgård 6db943e831 Merge the two ShaderStage enums 2020-11-05 08:34:35 +01:00
Henrik Rydgård 207b76da6e Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård 03e8eac6ef Merge the two ShaderLanguage enums. 2020-11-04 09:40:11 +01:00
Henrik Rydgård 733a152c54 Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
Henrik Rydgård 88e772cdf7 GLSL ES: Extensions must go first. Fixes #13620 2020-11-03 19:53:02 +01:00
Henrik Rydgård 3e6d121016 Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.

Fixes #13619

This reverts commit 32eb882bc6.
2020-11-03 11:39:12 +01:00
Unknown W. Brackets f3415f4f9c GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
2020-11-02 21:56:43 -08:00
Henrik Rydgård 21830d4984 Bugfix last commit 2020-11-02 16:22:20 +01:00
Henrik Rydgård ce4ee010ac Apparently only MSVC can handle the ambiguity. 2020-11-02 11:45:47 +01:00
Henrik Rydgård 97e8d5b93b Buildfix the rest of the platforms 2020-11-02 10:37:11 +01:00
Henrik Rydgård 0292d1719d GEDebugger: Use utf-8 internally. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 39b5eb5b3d ShaderWriter, a replacement for the sprintf WRITE macro. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 291742535b Safety, comments 2020-11-02 10:02:52 +01:00
Henrik Rydgård 32eb882bc6 Clarify some logic, improve framebuffer names 2020-11-02 10:02:49 +01:00
Henrik Rydgård 085900adb5 Fix vertex shader generator bug. Got caught by the new test 2020-11-02 09:03:08 +01:00
Henrik Rydgård f4ea3ccf22 Move the generic vertex shader generator into GPU/Common and rename it. 2020-11-01 19:58:54 +01:00
Henrik Rydgård be837912e1 Delete the HLSL shader generator, switch to the newly generic one. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 30b1aafcde Another hlsl compatibility fix 2020-11-01 19:58:54 +01:00
Henrik Rydgård 17778131bd Share the uniform buffer declarations between D3D11 and VK. 2020-11-01 19:58:53 +01:00
Henrik Rydgård f1dbd25de9 Fix remaining differences between generated shaders 2020-11-01 19:58:53 +01:00