Henrik Rydgård
7d5bb79257
Fix depal texture binding bug
2022-10-27 11:05:59 +02:00
Henrik Rydgård
31fd928a5c
Name more image views. Very useful with a little patch to the Vulkan debug layers.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
cd203291ba
Fix rendering in non-stereo mode
2022-10-27 11:05:59 +02:00
Henrik Rydgård
15d4495f76
Pass shadergen tests
2022-10-27 11:05:59 +02:00
Henrik Rydgård
2a1526c352
Address feedback
2022-10-27 11:05:59 +02:00
Henrik Rydgård
390a136cb5
Stereo now works through shader depal too
2022-10-27 11:05:59 +02:00
Henrik Rydgård
8413473fa4
Fix more cases, GTA works now.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
524e92374f
Use arrays more consistently.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
91259aaad7
Always use array textures for framebuffers in Vulkan for simplicity.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
2bea495981
wip
2022-10-27 11:05:58 +02:00
Henrik Rydgård
f1b515caaf
Minor shaderwriter refactor
2022-10-27 11:05:58 +02:00
Henrik Rydgård
6af4644ab2
Stereo on mobile fixes
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
2e87f0bc0b
More work. Things are starting to work now.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
c668736924
Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines
2022-10-27 11:05:58 +02:00
Henrik Rydgård
3ce8133656
Non-stereo bugfix
2022-10-27 11:05:58 +02:00
Henrik Rydgård
12d1f94d47
Start stereo postshader work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
7a620962aa
thin3d: Replace hint at future MRT support with basic multi layer support
2022-10-27 11:05:58 +02:00
Henrik Rydgård
e41465f0b4
Merge pull request #16287 from lvonasek/compat_openxr_lego_starwars
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OpenXR - Stereo for Lego Star Wars games
2022-10-26 23:14:26 +02:00
Henrik Rydgård
70ef6f420c
Merge pull request #16286 from unknownbrackets/actions
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Build: Update deprecated actions & fix ccache
2022-10-26 23:13:49 +02:00
Lubos
b632b48724
OpenXR - Lego Star Wars III stereo support added
2022-10-26 21:42:58 +02:00
Lubos
5ad27d0769
OpenXR - 6DoF and stereo in Lego Star Wars II fixed
2022-10-26 21:23:40 +02:00
Unknown W. Brackets
d3e99fa308
Build: Fix Android/macOS ccache.
2022-10-26 08:48:43 -07:00
Henrik Rydgård
bbb55e9b1d
Merge pull request #16284 from unknownbrackets/gedebugger
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GE Debugger: Correct UV display with prescale
2022-10-26 09:32:57 +02:00
Unknown W. Brackets
e7eddab2a1
Build: Update deprecated actions.
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There are some deprecations coming and some actions might stop working.
It seems softprops/action-gh-release@v1 is not being actively maintained,
and isn't updated here.
2022-10-26 00:18:14 -07:00
Unknown W. Brackets
deba3d40bc
headless: Update tests.
2022-10-25 22:15:47 -07:00
Unknown W. Brackets
1e1c75d552
GE Debugger: Correct UV display with prescale.
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Sometimes these weren't flushed yet, and it made the texture preview and
vertices confusing and wrong (using old factors, not just no factors.)
2022-10-25 22:14:16 -07:00
Unknown W. Brackets
91886be119
Merge pull request #16283 from hrydgard/more-shaderwriter-refactor
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Minor ShaderWriter refactor, prep for later changes
2022-10-24 10:03:31 -07:00
Henrik Rydgård
80e1db07a7
Minor ShaderWriter refactor, prep for later changes
2022-10-24 17:45:18 +02:00
Henrik Rydgård
41f3443988
Merge pull request #16280 from unknownbrackets/d3d11-debugger
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GE Debugger: Allow reading tex on D3D11
2022-10-24 08:17:03 +02:00
Unknown W. Brackets
7533b64940
GE Debugger: Allow reading tex on D3D11.
2022-10-23 22:01:50 -07:00
Unknown W. Brackets
32c717c94f
Merge pull request #16279 from hrydgard/vulkan-feature-checks
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Vulkan: Use v2 feature checks, and add check for multiview features.
2022-10-23 15:52:31 -07:00
Henrik Rydgård
1d8ab38ce5
Vulkan: Use v2 feature checks, and add check for multiview features.
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Extracted from the multiview PR, and renamed some stuff.
2022-10-24 00:21:28 +02:00
Henrik Rydgård
e77ff0281f
Testfix
2022-10-24 00:20:45 +02:00
Unknown W. Brackets
8836bf7022
Merge pull request #16278 from hrydgard/shaderwriter-refactor
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Minor refactor of ShaderWriter flags.
2022-10-23 13:42:22 -07:00
Henrik Rydgård
ecf2797173
Minor refactor of ShaderWriter flags. Extracted from the stereo PR
2022-10-23 21:57:01 +02:00
Henrik Rydgård
a13ab3f76b
Merge pull request #16274 from unknownbrackets/gpu-boundingbox
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Correct accuracy of bounding box test
2022-10-23 12:53:18 +02:00
Unknown W. Brackets
79b1d1d35f
softgpu: Better approximate slope mip level mode ( #16276 )
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* samplerjit: Remove unused x/y parameters.
Still need to tune the accuracy of filtering, but those were not the
right way.
* softgpu: Better approximate slope mip level mode.
This isn't exactly right, but it's closer.
* softgpu: Calculate auto from largest difference.
Direction shouldn't matter.
2022-10-23 10:15:43 +02:00
Unknown W. Brackets
813bfded92
x86jit: Correct vh2f NAN handling ( #16275 )
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* x86jit: Correct vh2f NAN handling.
Allows another test to pass.
* x86jit: Reuse MAccessibleDisp().
2022-10-23 10:09:29 +02:00
Unknown W. Brackets
10531ec9e6
headless: Update tests.
2022-10-22 22:49:41 -07:00
Unknown W. Brackets
add2edcab8
VR: Always pass the bounding box check.
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Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
261f1e13db
GPU: Account for scissor/viewport in bound test.
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The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.
If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets
93ee82d84f
GPU: Respect depth clamp in bounding box check.
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Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp. This matches PSP tests.
2022-10-22 16:05:30 -07:00
Unknown W. Brackets
8b80c5fb28
GPU: Allow/use indices in bounding box check.
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Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
519c90e049
GPU: Correct large morph vertex advance.
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Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
b7a617023c
GPU: Consume cycles in bounding box check.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
6ddf22487b
GPU: Correct bounding box for larger counts.
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Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
299033929a
GE Debugger: List verts on bounding box command.
2022-10-22 16:05:29 -07:00