Commit Graph
39166 Commits
Author SHA1 Message Date
Henrik Rydgård afe3ba01fc Merge pull request #16118 from hrydgard/vertex-cache-hash-improvement
Better bit scrambling when computing draw call IDs for vertex cache.
2022-09-27 10:28:16 +02:00
Henrik Rydgård e538f5a441 Better bit scrambling when computing draw call IDs for vertex cache.
Fixes #13324
2022-09-27 10:09:52 +02:00
Henrik Rydgård 29d8f40c28 Merge pull request #16117 from unknownbrackets/softgpu-texgen
Correct texture projection issues, mainly in softgpu
2022-09-27 09:02:27 +02:00
Unknown W. Brackets 23af9be9f4 softgpu: Handle rectangle texture projection. 2022-09-26 18:44:39 -07:00
Unknown W. Brackets faa6c2d461 softgpu: Implement triangle texture projection. 2022-09-26 18:12:20 -07:00
Unknown W. Brackets 6282f8b05f softgpu: Expand texture coords to include q.
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
Unknown W. Brackets 8376176b2f softgpu: Split clippos out of rasterization vert.
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
Unknown W. Brackets 97ae4ae712 GPU: Correct flat normal projection mapping. 2022-09-26 15:11:11 -07:00
Unknown W. Brackets 34a8056017 GPU: Correct normalized zero normal proj map.
Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets b3c0f177e2 softgpu: Save last tc/normal in vertex reading.
Matches PSP behavior, reusing last set values.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets 59f11df98b Merge pull request #16116 from hrydgard/color-test-fix
Fix color test.
2022-09-26 14:18:12 -07:00
Henrik Rydgård 9b46adb985 Fix color test.
Fixes the new color test bug reported in #13324, though doesn't fix that
issue (didn't confirm it still is one).
2022-09-26 22:51:46 +02:00
Henrik Rydgård 87e49d8775 Merge pull request #16115 from hrydgard/fb-create-nearest-filter
Add compatibility flag for loading pixels on framebuffer create using nearest filtering
2022-09-26 21:49:41 +02:00
Henrik Rydgård 1c0d66aef7 Add compatibility flag for loading pixels on framebuffer create using nearest filtering
Solves the last problem with the speedometers - so we can finally say: Fixes #8509

Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts.  We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.

(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
2022-09-26 20:47:55 +02:00
Henrik Rydgård 89e6b1068f Merge pull request #16103 from hrydgard/optimize-shader-constants
Shrink our main uniform buffer by 32 bytes
2022-09-26 19:33:08 +02:00
Henrik Rydgård 2097a9c39b Merge pull request #16114 from unknownbrackets/mpeg-fix
Mpeg: Correct Au update size
2022-09-26 17:02:56 +02:00
Unknown W. Brackets 4e31a469f0 Mpeg: Correct Au update size. 2022-09-26 07:40:17 -07:00
Unknown W. Brackets ce835d1892 Merge pull request #16109 from unknownbrackets/optimize-shader-constants
GPU: Apply color test mask as a uint
2022-09-26 07:00:05 -07:00
Unknown W. Brackets 4329aaa31c GPU: Apply color test mask as a uint.
This is simpler and allows us to unify paths better.
2022-09-26 06:57:41 -07:00
Unknown W. Brackets a19a057e8c GPU: Consistently use uvec3 for colortest. 2022-09-26 06:57:41 -07:00
Henrik Rydgård d9f74d2fb7 ivec->uvec, comment fix 2022-09-26 13:05:25 +02:00
Henrik Rydgård fc30b04430 ShaderUniforms: cleanup, put every "4-float" on a line for clarity 2022-09-26 13:05:25 +02:00
Henrik Rydgård cfa427c37a Shuffle constants around, squeezing them into gaps. Saves another 16 bytes. 2022-09-26 13:05:24 +02:00
Henrik Rydgård f4b71e2dc7 Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård 51ec3eba4f Merge pull request #16112 from hrydgard/dynamic-matupdate
Fold the "materialUpdate" flag into the light-ubershader
2022-09-26 12:35:57 +02:00
Henrik Rydgård 07ca9e4656 Fold the "materialUpdate" flag into the light ubershader part.
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 ad1021ea4b Add some recent flags to FragmentShaderDesc 2022-09-26 12:06:16 +02:00
Henrik Rydgård 76f03d30bf Remove suspicious dirty flag 2022-09-26 11:21:40 +02:00
Henrik Rydgård 196f8e3461 Prepare for dynamic mat update 2022-09-26 11:21:40 +02:00
Henrik Rydgård 9c63973c9a Minor debugger fix 2022-09-26 11:21:40 +02:00
Henrik Rydgård 94e439280e Merge pull request #16111 from hrydgard/always-compute-fog-in-vs
Always do the vertex shader part of the fog computation.
2022-09-26 11:20:06 +02:00
Henrik Rydgård 970998479b Merge pull request #16110 from unknownbrackets/sse4-normalize
GPU: Fix SSE4 Vec3f normalize
2022-09-26 09:46:50 +02:00
Henrik Rydgård 9d1355e137 Always do the vertex shader part of the fog computation.
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
Unknown W. Brackets c80f325912 GPU: Fix SSE4 Vec3f normalize.
Was sometimes adding in garbage data, which could create NANs.
2022-09-26 00:24:12 -07:00
Unknown W. Brackets 391320db52 Merge pull request #16104 from hrydgard/light-ubershader
Generate "Ubershaders" that can handle all lighting configurations
2022-09-25 14:52:01 -07:00
Unknown W. Brackets c8c25dbbf3 Merge pull request #16108 from hrydgard/fix-vulkan-pretransition-bug
Vulkan: Fix bug setting up pretransitions for both color and depth of the same framebuffer
2022-09-25 14:41:35 -07:00
Henrik Rydgård f30252f8d5 Oops! Also, testfix 2022-09-25 23:35:08 +02:00
Henrik Rydgård 96f054f098 Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff 2022-09-25 23:35:08 +02:00
Henrik Rydgård 7adba20fac Experiment: Generate "Ubershaders" that can handle all lighting configurations
This drastically reduces the shader compile stutter that happens when a lot of new
light setups are created, like on the first punch in Tekken 6.

There's more stuff that might benefit from being made dynamic like this.
These branches are very cheap on modern GPUs since they're branching on
a uniform variable, so no divergence.

Only tested on Vulkan. I think we'll need to keep the old path too for
gpus like Mali-450...
2022-09-25 23:35:01 +02:00
Henrik Rydgård a7642bac15 Replace faulty layout transition deduplication algorithm. 2022-09-25 23:24:54 +02:00
Henrik Rydgård 894ab45677 Vulkan: Add debug names to our command buffers, so you can see which one errored in validation 2022-09-25 23:24:29 +02:00
Henrik Rydgård e30e45fa26 Minor cleanup in TinySet 2022-09-25 23:23:53 +02:00
Henrik Rydgård b1afeeaf43 Merge pull request #16100 from unknownbrackets/d3d9-debugger
D3D9: Allow INTZ depth buffers more correctly
2022-09-25 17:37:56 +02:00
Unknown W. Brackets e6db0bef2d Merge pull request #16099 from hrydgard/vulkan-dont-always-alloc-depth
Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
2022-09-25 08:05:50 -07:00
sum2012 282505c70f Trying to improve sceMpegAvcDecodeYCbCr
Fix #11060
2022-09-25 23:00:03 +08:00
Henrik Rydgård 788e80b2fc Merge pull request #16105 from GABO1423/master
(UWP) Remove expandedResources
2022-09-25 16:33:59 +02:00
GABO1423 212598fc27 (UWP) Remove expandedResources 2022-09-25 10:04:56 -04:00
Henrik Rydgård a26a353c25 Merge pull request #16102 from unknownbrackets/softgpu-bin-tweaks
softgpu: Avoid waiting for a thread to drain
2022-09-25 10:01:44 +02:00
Henrik Rydgård 70c5ca62e6 Remove debug log. Add some new debug log though, unrelated to this PR, for fb clut + fb texture. Plus a couple asserts. 2022-09-25 09:56:39 +02:00
Henrik Rydgård 8a4147c042 Merge pull request #16101 from unknownbrackets/softgpu-fixes
softgpu: Avoid fast path in another wrong case
2022-09-25 09:52:29 +02:00