Commit Graph
33676 Commits
Author SHA1 Message Date
Henrik Rydgård ef7900fc7a Merge pull request #16128 from lvonasek/docs-openxr-readme
OpenXR - SDK readme
2022-09-28 16:43:32 +02:00
Luboš Vonásek 088272c0c4 Update README.md 2022-09-28 16:24:26 +02:00
Lubos d2de89e778 OpenXR - Add README.md about the SDK 2022-09-28 16:22:59 +02:00
Henrik Rydgård 6c7703b67f Merge pull request #16125 from stuken/vk_compute_alpha_fix
Remove alpha ignore in xbrz texture shaders.
2022-09-28 14:16:28 +02:00
Henrik Rydgård f52c9650e1 Merge pull request #16097 from lvonasek/platform_openxr_pico
OpenXR - Support for Pico headsets
2022-09-28 10:56:18 +02:00
Henrik Rydgård 30c7b45ac8 Merge pull request #16123 from unknownbrackets/gpu-matrix
softgpu: Correct matrix value update wrapping
2022-09-28 09:39:27 +02:00
Henrik Rydgård 181179a6d8 Merge pull request #16121 from unknownbrackets/debugger
Debugger: Add API to scan memory for funcs
2022-09-28 09:35:33 +02:00
Henrik Rydgård 46e7f5ab17 Merge pull request #16122 from unknownbrackets/gles-colortest
GLES: Fix colortest/logicop uint/int conversion
2022-09-28 09:31:46 +02:00
Unknown W. Brackets 6b20c0318d softgpu: Correct matrix value update wrapping.
The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.

This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00
Unknown W. Brackets 95d2083f04 Ge: Move matrix reading into GPU.
Let's keep managing its state / registers internal.
2022-09-27 22:23:02 -07:00
Unknown W. Brackets 38818f9f6e GLES: Fix colortest/logicop uint/int conversion.
Shown well in #16119.
2022-09-27 19:24:54 -07:00
Unknown W. Brackets 3b0c0f2916 Debugger: Add API to scan memory for funcs.
For example, when you know a range is being used or when you've deleted
the functions.
2022-09-27 19:14:32 -07:00
Unknown W. Brackets b60217d962 Debugger: Fix doc typo for disasm/assemble names. 2022-09-27 19:02:33 -07:00
Unknown W. Brackets ebbd17540c Merge pull request #16120 from hrydgard/better-pass-naming
Vulkan: Better debug names for RENDER passes.
2022-09-27 18:22:06 -07:00
Lubos 0c2120d596 Merge branch 'master' into platform_openxr_pico 2022-09-28 00:11:02 +02:00
Lubos 464fc446e3 OpenXR - Fix FBO colors on Pico 2022-09-28 00:10:30 +02:00
Lubos 409b9234d7 OpenXR - Fix the build on Quest 2022-09-28 00:01:18 +02:00
Lubos 05de5c7f3d OpenXR - Support for Pico controllers 2022-09-27 23:54:46 +02:00
Henrik Rydgård ca5c69d3dd Vulkan: Better debug names for RENDER passes. 2022-09-27 23:41:09 +02:00
Stuart Kenny 1d5fc2feaa Remove alpha ignore in xbrz texture shaders. 2022-09-27 20:22:58 +01:00
Lubos de1d829d47 Merge branch 'master' into platform_openxr_pico 2022-09-27 18:44:40 +02:00
Lubos a7542e0320 OpenXR - Initialization on Pico fixed 2022-09-27 18:44:15 +02:00
Lubos a9b6001daa OpenXR - Code formatting 2022-09-27 18:04:21 +02:00
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