Commit Graph
6155 Commits
Author SHA1 Message Date
Henrik Rydgård 8b2aeade15 Fix checks for fragment test cache in GLES fragment shader generator 2020-10-28 23:51:22 +01:00
Henrik Rydgård 71706724e1 Somehow forgot to delete VertexShaderGeneratorVulkan.cpp 2020-10-26 09:59:16 +01:00
Henrik Rydgård 148d3b72e5 Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
2020-10-25 08:34:35 +01:00
Henrik Rydgård 2977c56a12 Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator. 2020-10-25 08:34:35 +01:00
Henrik Rydgård fb2ac3a67e Additional fixes 2020-10-25 08:34:35 +01:00
Henrik Rydgård 69c8912b93 More tess fixes 2020-10-25 08:34:35 +01:00
Henrik Rydgård 6055350a2c Initial work on fixing tess 2020-10-25 08:34:35 +01:00
Henrik Rydgård 7532116b69 Fix additional minor differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård a8f4a4d749 Fix more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård 057fd9f8a3 Bridge more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård 22b26ffc09 Time for the vertex shaders. Set up a test, start eliminating differences. 2020-10-25 08:34:35 +01:00
Henrik Rydgård 254c316b10 Merge pull request #13570 from hrydgard/gl-allow-wrap-framebuffers
GL: Allow texture wrapping on framebuffers
2020-10-23 22:41:10 +02:00
Henrik Rydgård 020fb55a65 Completes the merge, deleting the Vulkan-specific fragment shader generator. 2020-10-23 10:03:44 +02:00
Henrik Rydgård 56ddd597c1 Fix more tiny differences. The fragment shader generators now match! 2020-10-23 10:03:44 +02:00
Henrik Rydgård fe8691fba7 Fix additional differences 2020-10-23 10:03:44 +02:00
Henrik Rydgård aea4635d60 Fix minute differences between the shader generators found by the new tester 2020-10-23 10:03:44 +02:00
Henrik Rydgård ef18938aa0 Hack up a test comparing Vulkan fragment haders generated by the GL GLSL generator to the ones generated by the Vulkan generator. 2020-10-23 10:03:44 +02:00
Henrik Rydgård 9e245d6835 OpenGL: Share the shader version detection.
Use a version integer instead of a string
2020-10-23 10:03:44 +02:00
Henrik Rydgård c45515866b Cleanup
Clean up GLSL language setup further
2020-10-23 10:03:44 +02:00
Henrik Rydgård 2917b0e9e6 GLES: Read compat params first, emit code later. 2020-10-23 10:03:44 +02:00
Henrik Rydgård e30de2f6a5 More splat3 2020-10-23 10:03:44 +02:00
Henrik Rydgård 43ce4e7493 Remove an unmotivated ifdef. Additional cleanup 2020-10-22 00:10:21 +02:00
Henrik Rydgård 2c0a3c2e23 Prepare for more GLSL testing 2020-10-21 23:39:34 +02:00
Henrik Rydgård 3d36049b65 Rename shader generator functions, a bit of moving around and adding an errorString param. 2020-10-21 23:20:25 +02:00
Henrik Rydgård c6f51bbc1e Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
Found a potential error with tesselation without normals already.
2020-10-21 23:20:15 +02:00
Henrik Rydgård 712f56fb7d Vulkan: remove array indexing for light parameters to match the other backends 2020-10-21 23:20:11 +02:00
Henrik Rydgård 391d2ea73d Rename vk uniforms to match the other backends 2020-10-21 21:13:08 +02:00
Henrik Rydgård 92e1dce2db Error handling fixes 2020-10-18 20:26:19 +02:00
Henrik Rydgård e80a526015 D3D11: Implement depth texturing. Fixes, for D3D11, #6411. 2020-10-18 20:14:25 +02:00
Henrik Rydgård 6cc8c2ebc1 Merge pull request #13328 from hrydgard/libretro-fixes
Fix libretro with Vulkan
2020-10-14 22:08:11 +02:00
Henrik Rydgård b8e8325888 Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
We considered any texture from kernel memory "reliable", which is wrong
since games can allocate out of the upper half of kernel RAM, which is
called "volatile" memory.

Fixes issue #13511
2020-10-14 00:09:08 +02:00
aliaspider 1aff9b3e2b Vulkan: fix stack overflow. 2020-10-13 06:05:30 +01:00
Henrik Rydgård 332bb7feeb VK: Whenever safely possible, shrink the render area.
We just set the render area to the union of the scissor rects used in a pass.

Might help some games on some mobile hardware, a little bit.

Possibly #13464?
2020-10-11 23:23:25 +02:00
Henrik Rydgård 495fd9a13c Fix OpenGL crash introduced in #13536 2020-10-11 22:34:37 +02:00
Henrik Rydgård ced83b4785 Libretro/VK: Add a README for debugging, so I don't forget. Minor cleanups. 2020-10-11 19:06:09 +02:00
Henrik Rydgård afb35c3be3 Fix GPU profile display on notched screens 2020-10-11 19:04:35 +02:00
Henrik Rydgård 5ece3de8ba Track and accumulate pipeline flags for render passes.
(Information that will later let us make some interesting optimizations)
2020-10-11 12:22:25 +02:00
Henrik Rydgård 940611fe65 Remove the USE_GENERAL_LAYOUT_FOR* debug defines. 2020-10-11 11:06:54 +02:00
Henrik Rydgård dc0f7ca8ee VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
Fixes some recent issues with Intel GPUs on Vulkan.
2020-10-11 10:57:35 +02:00
Henrik Rydgård b28baed7d3 Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
Performance improvement by avoiding unnecessary readbacks.

New one is called IntraVRAMBlockTransferAllowCreateFB.

This one only allows intra-VRAM block transfers to happen on-GPU, such as the one this
game uses for bloom. Good chances to avoid missing stuff that actually requires
real readback, if there's any.
2020-10-10 23:59:51 +02:00
shenweip a66cb1237d Warning fixes. 2020-10-10 19:18:46 +02:00
Henrik Rydgård 93e327ab78 Vulkan: Automatically generate mipmaps for replacement textures. 2020-10-05 22:36:55 +02:00
Henrik Rydgård 886a8b1ac6 Remove Timer.cpp/h. Move various collections into Common/Data/Collections. 2020-10-05 21:05:23 +02:00
Henrik Rydgård 4310e35714 Windows: Remove the native project. 2020-10-05 06:56:10 +02:00
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård 4f43cff5ca Move fileutil, net, image loaders, ui to Common. (#13506)
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing

Let's also move net while we're at it.

Move the ZIM/PNG loaders over to Common.

Move the UI framework into Common

iOS buildfix

* Buildfix

* Buildfixes

* Apple buildfix

* This typo again..

* UWP buildfix

* Fix build of PPSSPPQt, such as it is (it's not in good condition...)

* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00
Henrik Rydgård f01ba6dc84 Move NativeApp.h to Common/System, split into NativeApp.h and System.h
Buildfix
2020-10-04 11:42:16 +02:00
Henrik Rydgård b7edf75437 Move Display.cpp/h to Common. 2020-10-04 11:42:16 +02:00
Henrik Rydgård 821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård 989e353482 Common.h shouldn't include Log.h.
Buildfixes

More buildfixes. Move JSON code to common.
2020-10-04 11:42:14 +02:00