Commit Graph
28430 Commits
Author SHA1 Message Date
Henrik Rydgård 642f2004d3 Start working on getting tess to match 2020-11-01 19:58:53 +01:00
Henrik Rydgård ba7c2e856b Fix through mode differences 2020-11-01 19:58:50 +01:00
Henrik Rydgård 9b3662460c Make the lighting code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård 8efb40180e Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +01:00
Henrik Rydgård 105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård 4053c3d1ec Fix #version statement for GLES 2.0 vertex shaders 2020-11-01 19:42:33 +01:00
Henrik Rydgård 2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +01:00
Henrik Rydgård 5568ad2bc3 Merge pull request #13610 from hrydgard/vertex-shader-id-cleanup
Remove a redundant bit from vertex shader IDs.
2020-11-01 15:42:37 +01:00
Henrik Rydgård 0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +01:00
Henrik Rydgård 45218ec73d Merge pull request #13609 from hrydgard/merge-glsl-hlsl-fragment-shadergens
Merge GLSL and HLSL fragment shader generators into one generic
2020-11-01 09:53:56 +01:00
Henrik Rydgård d32fc34b2b Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.

Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00
Henrik Rydgård ee11f6af76 Merge pull request #13608 from shenweip/stopunloadselfmodule
When stops and unloads self module, make sure that the thread is properly deleted.
2020-10-31 23:03:33 +01:00
Henrik Rydgård 042f799573 Fix silly issue in vertex shader gen 2020-10-31 22:59:38 +01:00
Henrik Rydgård 99d63714b5 UWP buildfix 2020-10-31 22:52:54 +01:00
Henrik Rydgård 0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
Henrik Rydgård dd00672d88 Just some cleanups that get to tag along 2020-10-31 18:32:49 +01:00
Henrik Rydgård 2f1bbd314e Fragment shader gen: Remove unnecessary allocations 2020-10-31 18:32:43 +01:00
Henrik Rydgård 7a63b5e69e Cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård 3d4fc7c696 Check for a couple additional GL extensions 2020-10-31 18:32:43 +01:00
Henrik Rydgård 3d0630c04a Remove the HLSL fragment shader generator. The GLSL one can now do its job. 2020-10-31 18:32:43 +01:00
Henrik Rydgård c311eeaf7d Switch D3D9 too to the glsl shader generator 2020-10-31 18:32:43 +01:00
Henrik Rydgård cf1a5e2c67 Switch D3D11 over to use the GLSL fragment shader generator 2020-10-31 18:32:43 +01:00
Henrik Rydgård d981511459 Misc cleanup 2020-10-31 18:32:43 +01:00
Henrik Rydgård 8d70fd269e Minor D3D9 fixes 2020-10-31 18:32:43 +01:00
Henrik Rydgård b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 2020-10-31 18:32:43 +01:00
Henrik Rydgård 44c57d87f4 Get D3D9 fragment shader generation to parity 2020-10-31 18:32:43 +01:00
Henrik Rydgård a2ed609e90 HLSL fix 2020-10-31 18:32:43 +01:00
Henrik Rydgård c2a6090c3f More D3D9 fixes. 2020-10-31 18:32:43 +01:00
Henrik Rydgård af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +01:00
Henrik Rydgård b070ed45e9 Evolve the HLSL and GLSL fragment shader generators even closer together. 2020-10-31 18:32:42 +01:00
Henrik Rydgård b4a76a9f09 Change fragment shader output to work the same in GLSL and HLSL. 2020-10-31 18:32:42 +01:00
Henrik Rydgård d833b5985d Make discard work the same way in the HLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård 984a4d2641 Start adding HLSL support to the GLSL shader generator. 2020-10-31 18:32:42 +01:00
Henrik Rydgård 200c25bcc9 wip 2020-10-31 18:32:42 +01:00
Henrik Rydgård 92d73e3b03 HLSL: Use #define to switch to glsl-like vector types. 2020-10-31 18:32:42 +01:00
Henrik Rydgård 2f4dfedaa9 Fix loading old savestates.
Was broken in #13592
2020-10-31 18:27:26 +01:00
shenweip f5afd98226 When stops and unloads self module, make sure that the thread is properly deleted. 2020-10-31 23:25:52 +08:00
Henrik Rydgård f3c05cb81a Merge pull request #13575 from Florin9doi/android_audio_record2
[Android] Audio record using OpenSL
2020-10-31 10:25:14 +01:00
AdamN ff1b2fb8b8 Merge pull request #13606 from ANR2ME/adhoc_fix
[Adhoc] - Fix Significant FPS drops on Hitman Reborn Battle Arena 2
2020-10-31 15:52:56 +07:00
ANR2ME e56b5592bf Fix significant FPS drops on Hitman Reborn Battle Arena 2 2020-10-31 13:19:32 +07:00
ANR2ME 47f27ed184 Updated Blocking simulation of AdhocSocket (especially PdpRecv) 2020-10-31 13:18:17 +07:00
ANR2ME 2432c51f01 Updated Minimum Timeout workaround settings to use 0 as default (no override) 2020-10-31 13:15:24 +07:00
Henrik Rydgård a4a0b4ba00 Merge pull request #13579 from ANR2ME/adhoc_fix
Adhoc fix - Updating Adhocctl behavior after doing some small test
2020-10-29 11:57:58 +01:00
Henrik Rydgård 36a6140722 Merge pull request #13597 from hrydgard/remove-d3d11-level-9
Remove support for D3D11_level_9
2020-10-29 08:59:33 +01:00
Henrik Rydgård f4b28119af Merge pull request #13592 from shenweip/FindModule
IMP sceKernelFindModuleByUID and sceKernelFindModuleByName.
2020-10-29 00:55:39 +01:00
Henrik Rydgård 5ee9cfef0d Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00
ANR2ME 4eca124710 Blocks current thread to synchronize initial GameMode data. Fixes desync issue when GameMode multiplayer mission is being started. 2020-10-29 06:08:51 +07:00