Henrik Rydgård
bf25f4b283
Shader uniforms (VK/D3D11): Fix issue where we could overwrite the fourth component padding.
2022-10-06 10:52:58 +02:00
Unknown W. Brackets
3aa863ec41
GPU: Clip against neg Z even w/o cull support.
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This should fix rendering issues on Apple devices.
2022-10-06 00:34:02 -07:00
Henrik Rydgård and GitHub
87d00f79da
Merge pull request #16165 from unknownbrackets/geo-shader
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Vulkan: Clip clamped depth in geometry shader
2022-10-06 09:18:08 +02:00
Henrik Rydgård and GitHub
3da1b46104
Merge pull request #16166 from unknownbrackets/hwtess
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GPU: Verify generated shader buffer length
2022-10-06 08:24:46 +02:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
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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.
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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
Unknown W. Brackets
14bf9d1923
Vulkan: Correct clamped Z clip when clipping neg Z.
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In the geometry shader, if used, we need to output the clip distance from
the clamped Z clip or it gets lost.
2022-10-05 20:48:38 -07:00
Unknown W. Brackets
8663541403
Vulkan: Avoid max_vertices=12 if unnecessary.
2022-10-05 20:11:10 -07:00
Unknown W. Brackets
3e5c09d432
Vulkan: Clip clamped depth in geometry shader.
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This corrects deformed geometry on Mali devices which don't support
user-space clipping but do support depth clamp.
2022-10-05 19:41:59 -07:00
Henrik Rydgård and GitHub
d6bd08cae7
Merge pull request #16162 from unknownbrackets/geo-shader
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Implement negative Z clipping in geometry shader
2022-10-06 01:00:41 +02:00
Unknown W. Brackets
5d88e50201
Vulkan: Generate indices in clipping.
2022-10-04 23:04:25 -07:00
Unknown W. Brackets
f24edbe8a8
Compat: Remove DisableRangeCulling.
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This hack was used because culling previously incorrectly handled Z, which
was fixed in #14833 .
2022-10-04 22:19:40 -07:00
Unknown W. Brackets
8025def8d2
Vulkan: Clip to neg z in the geometry shader.
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This is only used when clip distance is unsupported, such as on Mali.
2022-10-04 22:10:24 -07:00
Henrik Rydgård
362391b9d8
Fix Kurohyou again. See #9576
2022-10-04 20:56:41 +02:00
Henrik Rydgård and GitHub
b333695cd1
Merge pull request #16160 from unknownbrackets/vram-mirrors
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GPU: Use flags to fix triggered upload/download
2022-10-04 08:45:06 +02:00
Unknown W. Brackets
9ac4523fd2
GPU: Skip matching a framebuf for RAM.
2022-10-03 20:22:27 -07:00
Unknown W. Brackets
a1efed31b9
GPU: Use flags to fix triggered upload/download.
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No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Henrik Rydgård
1469a32a9d
Vertex decoder: Add fallback for non-SSE4.1
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See #16157
2022-10-03 19:06:17 +02:00
Henrik Rydgård
973d0435c1
Fix another crash with non-buffered rendering
2022-10-03 19:02:16 +02:00
Henrik Rydgård and GitHub
ed3cd1dc26
Merge pull request #16150 from unknownbrackets/vram-mirrors
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GPU: Mask away unused bits in framebuf/zbuf ptr, cleanup
2022-10-03 11:56:24 +02:00
Herman Semenov and GitHub
29b87e0c0b
Merge branch 'master' into master
2022-10-03 07:49:13 +00:00
Unknown W. Brackets
0be891c7ff
softgpu: Minor opt, ignore unused z_stride.
2022-10-02 21:31:07 -07:00
Unknown W. Brackets
58a4376998
GPU: Normalize framebuf addresses.
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In VRAM, always store without mirror. In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
Unknown W. Brackets
73040ebb8f
GE Debugger: Ignore mirrors for target in record.
2022-10-02 20:48:28 -07:00
Unknown W. Brackets
4a17ab8070
GE Debugger: Correct mask in target breakpoints.
2022-10-02 20:47:12 -07:00
Unknown W. Brackets
b9b59f7806
GPU: Mask away unused bits in framebuf/zbuf ptr.
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Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
4df7a8f357
Vulkan: Cleanup unused geometry shader vars.
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Without clipping, these aren't used (but could be in the future with
manual clipping.)
2022-10-02 07:43:35 -07:00
Unknown W. Brackets
2832edcc37
Vulkan: Allow configuring geometry shaders on/off.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
8df956b036
Vulkan: Block geometry shaders on older Mali.
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They're too slow to be usable.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
36eb0d9ad5
Vulkan: Use geo clip distance only where supported.
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It might be supported without cull or GS. Otherwise we may need to clip
the triangles manually.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
2ce0cda333
Vulkan: Enable geo shader for culling.
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The compat setting was really for some previously buggy cases that
couldn't work without cull.
2022-10-02 07:42:22 -07:00
Unknown W. Brackets
bfaa304461
Vulkan: Correct geometry shader culling.
2022-10-02 07:42:17 -07:00
Henrik Rydgård and Unknown W. Brackets
ac248338be
Vulkan: Cull in geoshader, hack to on for now.
2022-10-02 07:42:17 -07:00
Henrik Rydgård and Unknown W. Brackets
cdee10fe86
Vulkan: Basic geoshader code generation.
2022-10-02 07:42:17 -07:00
Unknown W. Brackets
fbdb278168
Vulkan: Update shader cache format for geo shaders.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
d16caa71af
Vulkan: Add geometry shader ID tracking.
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We're still not generating them, yet. But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
38e16324f0
Vulkan: Clean up shader module tag.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
878a049f60
GPU: Add dirtying for geo shader state.
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Not yet used, but dirtied at the right times.
2022-10-02 07:42:16 -07:00
Henrik Rydgård and GitHub
b36bfc37d5
Merge pull request #16139 from hrydgard/tighten-up-format-checks
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Tighten up some color format checks with displays and copies
2022-10-02 15:39:51 +02:00
Henrik Rydgård and GitHub
10b2263673
Merge pull request #16143 from unknownbrackets/edram-trans
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Report, save, and frame dump the Edram translation value
2022-10-02 09:25:45 +02:00
Unknown W. Brackets
fcc877a0f3
GE Debugger: Fix memcpy/memset recording.
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Uhh, oops. I'm surprised I didn't notice these were broken for so long.
2022-10-01 23:48:23 -07:00
Unknown W. Brackets
978fd9fc60
GE Debugger: Record the Edram translation value.
2022-10-01 23:48:06 -07:00
Unknown W. Brackets
24999e792a
Ge: Report and save Edram translation value.
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See #16126 for some details on its usage and effects.
2022-10-01 23:18:42 -07:00
Unknown W. Brackets
80cccd7abb
Build: Fix debug build on Windows 32-bit.
2022-10-01 17:07:27 -07:00
Henrik Rydgård
ab08db6fca
Tighten up some color format checks with displays and copies
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Now that we allow multiple color format buffers to overlap, and don't
just take one and change its format during copy for example, we could
use some additional checking.
Additionally, do a simple heuristic to reject "obviously" wrong copies
copies to framebuffers.
Fixes #15959 , should also help #16124
2022-10-02 00:10:19 +02:00
Henrik Rydgård and GitHub
151db69a32
Merge pull request #16138 from unknownbrackets/geo-shader-2
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Basic groundwork for geometry shaders
2022-10-01 22:23:48 +02:00
Unknown W. Brackets
87171cef98
GPU: Add geometry path for shader writer.
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Not yet used.
2022-10-01 12:45:43 -07:00
Unknown W. Brackets
59a489f883
Draw: Add COLOR1 semantic.
2022-10-01 12:14:46 -07:00
Henrik Rydgård
9ec41436d1
ES2 crash fix: Don't draw depth if lacking fragment shader depth write.
2022-10-01 19:28:52 +02:00
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