Commit Graph
69 Commits
Author SHA1 Message Date
Henrik Rydgård caabc9023f Vulkan: Set all four coordinates to NaN instead of just W. Fixes range culling on ARM. Fixes #11999. 2019-08-08 23:14:20 +02:00
Unknown W. Brackets 1c19bce514 GPU: Correct specular exponent zero. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets 4816bfc1a6 GPU: Skip specular on negative diffuse factor.
This is correct per hardware tests, see #8403.  Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets 6e46d6c0f9 GPU: Correct powered diffuse with exp=0.
Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets 1cec9f5ea1 GPU: Handle spot light with 0 exp or length. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets 9a4cd5bd9d GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
2018-11-22 07:59:56 -08:00
Unknown W. Brackets 0c5c776bb9 GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Henrik RydgårdandGitHub 22c066515e Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Henrik Rydgård fa40bcff8d Disable triangle range culling on D3D9 on Intel. Should fix #11477 2018-10-21 09:36:15 +02:00
xebra c49d9e2f72 [spline/bezier]minor fix(referenced to c1f0e981). 2018-10-07 23:54:24 +09:00
xebra 89786b943d [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra 3216a83a92 [spline/bezier]Expand loops in the shaders. 2018-10-07 23:54:14 +09:00
xebra 8c279c0e25 [spline/bezier]Precalculate weights in the shaders using the outer product. 2018-10-07 23:54:13 +09:00
xebra 453e274fbe [spline/bezier]Fix around vertex type flags. 2018-10-07 23:54:11 +09:00
xebra d4a667397c [spline/bezier]Improve shader uniforms a bit. 2018-10-07 23:54:10 +09:00
xebra de5975f13e [spline/bezier]Reduce multiplications in the shaders from 16 to 4. 2018-10-07 23:54:09 +09:00
xebra 103d180ae7 [spline/bezier]Get rid of wasted if-checks at Graphics Processors. 2018-10-07 23:54:08 +09:00
xebra 41d6c3cf3a [spline/bezier]Move whole tessellation logic in the shaders into a subroutine. 2018-10-07 23:54:08 +09:00
xebra 3d07bca010 [spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
# Conflicts:
#	GPU/Directx9/VertexShaderGeneratorDX9.cpp
#	GPU/GLES/VertexShaderGeneratorGLES.cpp
#	GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
2018-10-07 23:54:07 +09:00
xebra 3c0fb44f2e [spline/bezier]Improve hwtess to use cached weights. 2018-10-07 23:54:05 +09:00
Unknown W. Brackets 26cd98cd7e GPU: Fix a shader unit typo. 2018-09-24 23:05:32 -07:00
Henrik Rydgård c1f0e981a3 Throw in very minor fix (apply readonly to buffer used in tesselation).
Validation layer seems buggy though as it still complains that we haven't
enabled the feature vertexPipelineStoresAndAtomics
2018-09-18 23:53:16 +02:00
Unknown W. Brackets 44ba31fbc6 Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
2018-09-17 07:27:26 -07:00
Unknown W. Brackets 332788d0b5 GPU: Clean up some shader id flag usage. 2018-09-09 09:59:42 -07:00
Henrik Rydgård 011e57c0e7 Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:42:17 +02:00
Henrik Rydgård 29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård 163350bbcd Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable. 2018-04-13 08:58:05 +02:00
Henrik Rydgård 0345e1a7d4 Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)"
This reverts commit 87575910df.
2018-04-10 12:28:30 +02:00
Henrik Rydgård 36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård 8953d7ff73 Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
2018-04-10 12:14:23 +02:00
Henrik Rydgård 1bb7be489f Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
Henrik Rydgård d8651fd85b Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård 87575910df Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number) 2018-03-05 00:43:54 +01:00
Henrik Rydgård 6fa9fcefb2 Comment fixes, reindentation. 2018-03-05 00:03:47 +01:00
Henrik Rydgård 40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Henrik Rydgård 7f758d52dc Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken. 2017-12-21 11:02:11 +01:00
Henrik Rydgård 4a0c2ad683 Minor uniform cleanup 2017-12-08 11:54:49 +01:00
Unknown W. Brackets 4731a2918c GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Unknown W. Brackets 2a540de329 Reporting: Use a different link message on preload.
May help us determine if this only happens from a corrupt cache.
2017-12-01 11:17:51 -08:00
Henrik Rydgård 4346a54eb7 Vulkan: Speed up and simplify hardware tesselation by using storage buffers. 2017-11-12 13:55:42 +01:00
Henrik Rydgård 533f80a056 Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc. 2017-11-01 11:47:05 +01:00
xebra f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
Henrik Rydgard 6e940dfeda D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard 3f4e14f504 D3D11: Lumines is now playable in non-buffered, with reverse colors. 2017-02-10 11:25:24 +01:00
Henrik Rydgard 2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard 24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Henrik Rydgard 49ce7178f5 Fix bug when showing shader IDs in the shader viewer 2016-12-21 15:50:20 +01:00
Henrik Rydgard 0fa2f2c7ae Remove more now-unused code 2016-12-20 13:50:07 +01:00
Henrik Rydgard 9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Unknown W. Brackets b1e57a29a4 Handle core profile better in shader generators. 2016-08-08 17:56:10 -07:00