Henrik Rydgård
085900adb5
Fix vertex shader generator bug. Got caught by the new test
2020-11-02 09:03:08 +01:00
Henrik Rydgård
f4ea3ccf22
Move the generic vertex shader generator into GPU/Common and rename it.
2020-11-01 19:58:54 +01:00
Henrik Rydgård
be837912e1
Delete the HLSL shader generator, switch to the newly generic one.
2020-11-01 19:58:54 +01:00
Henrik Rydgård
17778131bd
Share the uniform buffer declarations between D3D11 and VK.
2020-11-01 19:58:53 +01:00
Henrik Rydgård
8efb40180e
Make the hardware skinning code match
2020-11-01 19:58:50 +01:00
Henrik Rydgård
b6992e428b
More HLSL work. Some vertex shaders are starting to pass.
2020-11-01 19:58:50 +01:00
Henrik Rydgård
fbb7f72eec
Vertex shader merge work
2020-11-01 19:58:45 +01:00
Henrik Rydgård
105a6ce920
Oops, seems I screwed those #version statements up worse.
2020-11-01 19:53:08 +01:00
Henrik Rydgård
2e9f42a75f
Fix #version statement in GLES 2 fragment shaders
2020-11-01 18:06:56 +01:00
Henrik Rydgård
0938d495d9
Remove a redundant bit from vertex shader IDs.
...
(complicates automated testing of shader generation)
Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård
d32fc34b2b
Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
...
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00
Henrik Rydgård
0b1b36921e
Move the now-renamed fragment shader generator to GPU/Common.
2020-10-31 19:03:14 +01:00
Henrik Rydgård
3d0630c04a
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b7d674411e
Test parsing of generated OpenGL shaders too (by using glslang).
2020-10-31 18:32:43 +01:00
Henrik Rydgård
44c57d87f4
Get D3D9 fragment shader generation to parity
2020-10-31 18:32:43 +01:00
Henrik Rydgård
c2a6090c3f
More D3D9 fixes.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
af4d6e7642
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b4a76a9f09
Change fragment shader output to work the same in GLSL and HLSL.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
984a4d2641
Start adding HLSL support to the GLSL shader generator.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
200c25bcc9
wip
2020-10-31 18:32:42 +01:00
Henrik Rydgård
5ee9cfef0d
Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
...
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +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
6055350a2c
Initial work on fixing tess
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
020fb55a65
Completes the merge, deleting the Vulkan-specific fragment shader generator.
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
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
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
e80a526015
D3D11: Implement depth texturing. Fixes, for D3D11, #6411 .
2020-10-18 20:14:25 +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
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
886a8b1ac6
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +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
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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
Henrik Rydgård
9e41fafd0d
Move math and some file and data conversion files out from native to Common.
...
Buildfixing
Move some file util files
Buildfix
Move KeyMap.cpp/h to Core where they belong better.
libretro buildfix attempt
Move ini_file
More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
ff8148dd92
Move native/util, native/data and native/i18 to Common/Data.
...
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
2020-10-04 07:28:29 +02:00
Henrik Rydgård
3162f30158
Merge base/basictypes.h into Common/Common.h (mostly).
2020-09-29 15:51:51 +02:00