Commit graph

63 commits

Author SHA1 Message Date
Henrik Rydgård
3d376b0ab7 Remove the rather redundant DoTexture flag from vshaders.
Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Henrik Rydgård
088d0c39dc Remove the FS_TEXTURE_AT_OFFSET fragment shader flag 2023-01-10 12:37:21 +01:00
Henrik Rydgård
c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård
5022ddc4fc D3D9 bool constants have a separate register space, oops. 2023-01-10 09:42:54 +01:00
Henrik Rydgård
d4ce134292 Shader generator: Move FS_TEX_ALPHA to a uniform bool.
Part of #16567
2023-01-10 09:42:54 +01:00
Henrik Rydgård
18d00b0718 Remove lmode flag bit from fragment and geometry shaders 2023-01-04 11:04:23 +01:00
Henrik Rydgård
10dee90c83
Merge pull request #16628 from hrydgard/remove-fog-fshader-flag
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 11:01:19 +01:00
Henrik Rydgård
26c748f959 Make fog-enable driven by uniform instead of fragment shader flag bit 2023-01-04 10:14:11 +01:00
Henrik Rydgård
f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
Henrik Rydgård
61eaa4ea2d Just a very minor optimization 2022-12-27 17:15:31 +01:00
Henrik Rydgård
d72ad3b3f4 Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.

Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Unknown W. Brackets
6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
0de12f5ca9 Some refactoring of framebuffer views, layer issues, more work. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
2e87f0bc0b More work. Things are starting to work now. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård
a605366254 Add ShaderId utility function to be used for some sanity checking. 2022-10-13 22:39:47 +02:00
Unknown W. Brackets
3e5c09d432 Vulkan: Clip clamped depth in geometry shader.
This corrects deformed geometry on Mali devices which don't support
user-space clipping but do support depth clamp.
2022-10-05 19:41:59 -07:00
Unknown W. Brackets
d16caa71af Vulkan: Add geometry shader ID tracking.
We're still not generating them, yet.  But this tracks the objects and
IDs through the pipeline.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
87171cef98 GPU: Add geometry path for shader writer.
Not yet used.
2022-10-01 12:45:43 -07:00
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
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
694dbe1271 Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit. 2022-09-11 14:40:01 +02:00
Henrik Rydgård
2474eb6a72 Shader bit setup and code generation for logic-ops-in-shader 2022-09-04 11:14:47 +02:00
Henrik Rydgård
87b14fe1c2 Some more renaming and refactoring, extracted from a future PR 2022-09-04 00:10:55 +02:00
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård
6558bde0f6 Remove SmoothedDepal compat setting, instead detect the ramp directly. 2022-08-22 15:24:41 +02:00
Henrik Rydgård
886679c7ec Remove the color-to-depth mode 2022-08-20 08:29:33 +02:00
Henrik Rydgård
90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00
Henrik Rydgård
f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård
f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård
96c36d5c10 More work on reinterpret. Get Vulkan running 2020-11-08 11:32:55 +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
c2a6090c3f More D3D9 fixes. 2020-10-31 18:32:43 +01:00
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
3162f30158 Merge base/basictypes.h into Common/Common.h (mostly). 2020-09-29 15:51:51 +02:00
Unknown W. Brackets
ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
af58577aff GPU: Better typesafety for shader bits.
See 128c0ad.
2019-02-16 06:54:56 -08:00
Unknown W. Brackets
f8ce9b08ba Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
Unknown W. Brackets
7b815af331 GPU: Force use of indexes on cull mode flip.
Since we flip in the index, it can't be pure in this case.
2018-11-30 07:22:28 -08:00
xebra
453e274fbe [spline/bezier]Fix around vertex type flags. 2018-10-07 23:54:11 +09:00
Unknown W. Brackets
5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
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
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
6a90b8fbb4 Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.

Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
f086a0915f Further cleanup after the removal of hardware skinning. 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
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