Henrik Rydgård
07ca9e4656
Fold the "materialUpdate" flag into the light ubershader part.
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This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
9d1355e137
Always do the vertex shader part of the fog computation.
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In #16104 , we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).
Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
2022-09-26 09:30:54 +02:00
Henrik Rydgård
08d2cb4486
Bump the shader cache version
2022-09-24 22:40:42 +02:00
Henrik Rydgård
9f3dfe7ebe
Vulkan: Don't compile pipeline variants that don't make sense given their flags.
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Ran into this with cache files from previous version of my change.
Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Henrik Rydgård
1259283c2e
More tweaks, fix crash on exit (double-join thread)
2022-09-23 22:10:29 +02:00
Henrik Rydgård
7884e4ccb3
Another uninitialized variable (VAI minihash/hash)
2022-09-23 12:33:16 +02:00
Henrik Rydgård
ac7ca963db
Make valgrind happy
2022-09-23 12:24:43 +02:00
Henrik Rydgård
8e30a7ccfc
Vulkan: Don't have renderpasses store/load depth buffers when we don't use them
2022-09-22 10:06:05 +02:00
Henrik Rydgård
aa19712fc3
Unify depth texture and framebuffer fetch checks
2022-09-20 10:47:49 +02:00
Henrik Rydgård
09bcf3ec13
Unify range culling detection
2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Henrik Rydgård
262a306b9a
Flag shader blending as broken on Adreno for now.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
5f5277a409
Need to have input attachments in the descriptor pool.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
d6d7a15d25
Get depal-from-dynamic-CLUT working
2022-09-14 22:18:35 +02:00
Henrik Rydgård
abd58199ce
Add way to bind cached textures to a DrawContext
2022-09-14 22:18:35 +02:00
Henrik Rydgård
0ed1f3d461
Switch multiple bools as parameters to DecodeTextureLevel to a flags enum.
2022-09-14 18:40:08 +02:00
Henrik Rydgård
b86648b352
Address feedback
2022-09-12 16:30:08 +02:00
Henrik Rydgård
4ad345d78d
Better shader compile logging
2022-09-12 15:39:29 +02:00
Henrik Rydgård
a2eaad5445
Debug-name shader modules with their shader desc strings
2022-09-12 15:39:29 +02:00
Henrik Rydgård
75efcd9dfd
Merge pull request #16000 from unknownbrackets/gedebugger
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Cleanup some crashes in GE debugger or with large textures
2022-09-11 19:41:11 +02:00
Henrik Rydgård
694dbe1271
Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit.
2022-09-11 14:40:01 +02:00
Unknown W. Brackets
6c6d817ce7
Vulkan: Avoid crash if large texture attempted.
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Doesn't do the clamp/wrap thing, but at least this won't crash.
2022-09-10 20:14:37 -07:00
Henrik Rydgård
f3c097680e
Merge pull request #15982 from hrydgard/renderpass-refactor
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Vulkan: Refactor renderpass handling
2022-09-08 09:35:55 +02:00
Henrik Rydgård
974cd38b1f
Some more debug names to vulkan objects
2022-09-08 09:16:40 +02:00
Unknown W. Brackets
e6b4495e22
GPU: Make NotifyConfigChanged() calls consistent.
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They're generally centralized in Common.
2022-09-07 23:41:00 -07:00
Henrik Rydgård
14b5a1a7cd
Fix pipeline lifetime issue, misc.
2022-09-08 00:38:32 +02:00
Henrik Rydgård
77819c6f80
Lifetime fixes, cleanups
2022-09-08 00:38:32 +02:00
Henrik Rydgård
befcfb470c
Fix shader caching.
2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
b15c65540e
Fix the new logic-op-in-shader on OpenGL and D3D11
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Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the
water effect somehow. Will come back to it later.
2022-09-04 22:53:05 +02:00
Henrik Rydgård
2474eb6a72
Shader bit setup and code generation for logic-ops-in-shader
2022-09-04 11:14:47 +02:00
Henrik Rydgård
ec173559f8
Additional cleanup
2022-09-04 00:10:55 +02:00
Henrik Rydgård
ceda7aef49
Add log functions to state structs
2022-09-04 00:10:55 +02:00
Henrik Rydgård
87b14fe1c2
Some more renaming and refactoring, extracted from a future PR
2022-09-04 00:10:55 +02:00
Henrik Rydgård
8e39018b95
Channel mask refactor
2022-09-04 00:10:54 +02:00
Henrik Rydgård
5f1ffeae70
Correct LogicOp API support detection
2022-09-04 00:08:40 +02:00
Henrik Rydgård
6b1e4806cf
Don't parallelize shader compiles in debug mode, sync in debug allocator kills performance.
2022-09-03 23:07:39 +02:00
Henrik Rydgård
b92ea74fb3
Merge pull request #15589 from hrydgard/glsl-compilation-parallelization
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Vulkan: Parallelize GLSL compilation
2022-09-03 17:00:01 +02:00
Henrik Rydgård
fb3f417e77
Fix lying comment, log level reduction
2022-09-03 16:15:46 +02:00
Henrik Rydgård
c06cf8efaa
Switch Vulkan pipelines to use promises for synchronization
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Slightly more expensive I guess but shouldn't be much of a bottleneck.
2022-09-03 15:21:08 +02:00
Henrik Rydgård
6e605fa2bc
Fix silly logic, fixes the shader leak.
2022-09-03 15:21:07 +02:00
Henrik Rydgård
8775837c11
Work towards finding the leak
2022-09-03 15:21:07 +02:00
Henrik Rydgård
93422f6dea
Don't block on shader creation until it's time to create the pipeline.
2022-09-03 15:21:07 +02:00
Henrik Rydgård
e2c740827a
Use shader module promises as keys in pipeline cache instead of the actual shader modules.
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Prevents early block.
2022-09-03 15:21:07 +02:00
Henrik Rydgård
fc418ee16f
Create shader modules (and compile GLSL) on worker threads
2022-09-03 15:21:07 +02:00
Henrik Rydgård
ec0586ba50
Use promises to hold shader modules, for later asyncification
2022-09-03 15:21:07 +02:00
Henrik Rydgård
c846c2dfa8
Remove confusing resetFramebufferRead flag from secondary framebuffer binding
2022-09-03 14:48:07 +02:00
Henrik Rydgård
8c56abd3dc
Remove setting "Disable slower framebuffer effects"
2022-09-03 11:06:43 +02:00