Commit Graph
38 Commits
Author SHA1 Message Date
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
Unknown W. Brackets aae487348c Vulkan: Fix spot lighting shader syntax. 2016-06-27 01:06:31 -07:00
Henrik Rydgard 51bcb02921 Minor vulkan updates to match the latest SDK/validator 2016-05-14 16:29:40 +02:00
Henrik Rydgard 1515754f2d Another prescale UV fix 2016-03-20 23:02:56 +01:00
Henrik Rydgard 827481d41d Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment) 2016-03-20 20:53:46 +01:00
Henrik Rydgard 0b1cfaf751 Be more economical with UBO pushbuffer space by reusing the last data when possible. 2016-03-20 19:35:31 +01:00
Henrik Rydgard 18d78f9a35 Minor optimizations 2016-03-20 19:35:03 +01:00
Henrik Rydgard 76d8a87b2f Vulkan: Attempt at fixing dual source blending. Should work but doesn't. 2016-03-20 19:31:02 +01:00
Henrik Rydgard 2481714a8e Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet) 2016-03-20 19:30:11 +01:00
Henrik Rydgard 432f276bec Cleanups. Don't loop over bones in vshader, causes trouble 2016-03-20 19:30:11 +01:00
Henrik Rydgard 1677697735 Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
2016-03-20 19:30:11 +01:00
Henrik Rydgard 3bf88d7475 Plug the texture memory leak 2016-03-20 19:30:11 +01:00
Henrik Rydgard 29341e53a5 Assorted fixes and cleanups. 2016-03-20 19:30:11 +01:00
Henrik Rydgard 28ae840abe Pipelines, samplers, description sets, oh my 2016-03-20 19:30:11 +01:00
Henrik Rydgard ddb36a35a0 Some descriptor binding fixes 2016-03-20 19:30:11 +01:00
Henrik Rydgard 906b259a85 First PSP shaders actually compile 2016-03-20 19:30:11 +01:00
Henrik Rydgard 5216a24590 Back to work on the PSP renderer 2016-03-20 19:30:11 +01:00
Henrik Rydgard cfbecf5071 More progress 2016-03-20 19:26:41 +01:00
Henrik Rydgard 129c706cfc Just some work on the shader generators 2016-03-20 19:26:12 +01:00
Henrik Rydgard c64064024d Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
2016-03-20 19:18:35 +01:00