Henrik Rydgård
70ec327b40
Vulkan: Slim down and rename the Mali hack.
2019-09-09 00:43:31 +02:00
Henrik Rydgård
f76adfd760
Vulkan ARM mali Z hack: Modify the matrix instead of the shader.
2019-09-09 00:09:57 +02:00
Henrik Rydgård
0462c01228
Workaround ARM Mali depth hardware bug. Fixes #11937
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When triangles coincide with the Z=1 plane in specific ways, triggered
by Burnout Legends' sky for example, the depth buffer gets corrupted.
This is worked around here by slightly rescaling Z. This type of
workaround is recommended by ARM driver engineers.
Ugly but what can you do when the hardware is bugged. I've done quick
tests on a number of games with no issues.
2019-09-08 23:44:26 +02:00
Unknown W. Brackets
7412e13767
SoftGPU: Implement dithering.
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Note: it applies even in 8888, so it can be used as a slight brightness
adjustment.
2019-05-26 09:52:34 -07:00
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0f880696be
SoftGPU: Respect stencil write mask on test fail.
2018-12-16 13:13:54 -08:00
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9a4cd5bd9d
GPU: Skip specular on powered diffuse.
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Matches hardware tests and improves lighting for Virtua Tennis, see #4140 .
2018-11-22 07:59:56 -08:00
Henrik Rydgård
22c066515e
Merge pull request #11425 from xebra/refactor_spline_bezier
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[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
Henrik Rydgård
842290b6dd
Workaround for bad int behaviour on Adreno / GLES. (no problems in
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Vulkan).
See #11480 , should help #11479 .
2018-10-20 13:22:14 +02:00
xebra
8ad38dfaae
[spline/bezier]oops
2018-10-07 23:54:25 +09:00
xebra
d4a667397c
[spline/bezier]Improve shader uniforms a bit.
2018-10-07 23:54:10 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
Unknown W. Brackets
77f0499f7f
GPU: Rename clipping flag to depth clamp.
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It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Henrik Rydgård
698bd75209
Fix regression caused by the new depal code for Vulkan. Fixes #10993
2018-05-04 22:24:11 +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
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
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2018-04-10 12:22:41 +02:00
Henrik Rydgård
7de3edb46c
Revert "Remove gstate_c.deferredVertTypeDirty"
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This reverts commit fcdb816235
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2018-04-10 12:22:41 +02:00
Henrik Rydgård
8ff5704fbf
Fix indentation mistake, minor cleanup.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
fcdb816235
Remove gstate_c.deferredVertTypeDirty
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
b94ca6e75e
Vulkan: Use depth clamping, where available.
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This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Henrik Rydgård
5c1dad9909
Remove more obsolete ifdefs
2017-12-19 17:59:00 +01:00
Henrik Rydgård
b75c8b72c6
Fix another little inconsistency (two uniforms were merged for bad reasons)
2017-12-07 21:39:09 +01:00
Henrik Rydgård
7b2ad5fe72
Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
2017-12-01 00:28:07 +01:00
Henrik Rydgård
b52b8b1329
Unbreak save states, fix other minor issues from review
2017-11-25 12:13:02 +01:00
Henrik Rydgård
28b60a724f
Process immediate draw commands. Not yet sending to graphics backends.
2017-11-24 17:54:56 +01:00
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9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgård
6a1fa728d8
Remove Globals.h
2017-08-31 17:15:22 +02:00
Henrik Rydgard
078e1151f9
Dirty-flag the fragment shader ID.
2017-08-14 11:36:07 +02:00
Henrik Rydgard
4e55654522
Add some missing VIEWPORTSCISSOR dirtying.
2017-08-14 11:35:11 +02:00
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34fe95192f
GPU: Cleanup some gstate accesses.
2017-05-26 19:03:04 -07:00
Unknown W. Brackets
1a56466865
SoftGPU: Match GLES lighting better, use floats.
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Using floats simplifies things and also makes it faster.
2017-05-13 12:54:18 -07:00
Unknown W. Brackets
ae4c28aa4d
D3D9: Support AUTO mip bias and approximate CONST.
2017-04-22 18:38:08 -07:00
Henrik Rydgård
5a8e9c4f71
Port some accessors over from #9255 to be able to catch these changes and dirty state later.
2017-04-03 17:04:58 +02:00
Unknown W. Brackets
d4ff7cc928
Spline: Simplify uniforms/dirty to one check.
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This makes backends more consistent in which values they use, and reduces
the (relatively uncommon compared to other drawcalls) dirty checks for
splines.
2017-03-19 20:05:56 -07:00
Henrik Rydgard
f24b1495ba
Assorted texture format cleanup, prep for supporting D3D11 on Win7
2017-02-22 16:23:04 +01:00
Henrik Rydgard
6a09d45aee
D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks.
2017-02-18 01:41:08 +01:00
xebra
82bb6cbaad
Fix #9275
2017-02-03 16:37:10 +09:00
xebra
1c1139870c
Modify gpu features flags checker to allow multi flags.
2017-02-01 22:36:27 +09:00
xebra
4fbc92d3f0
Revert gpu features flags to 32-bit.
2017-02-01 00:14:38 +09:00
xebra
159aa1415d
[spline/bezier]Add some gpu features flags for Instanced Tessellation.
2017-01-31 23:37:06 +09:00
xebra
ce27f7b0b5
Expand gpu features flags to 64-bit.
2017-01-31 23:37:06 +09:00
Henrik Rydgard
9c55e1e0de
Only enable RAM Clears for the SOCOM games that require it.
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Should remove the performance impact of #8994 which is bigger than
expected, it seems (cache pollution?)
2017-01-28 10:11:43 +01:00
Henrik Rydgard
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf
Split TextureChanged into two bools, so we can later convert to dirtyflags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be
Move framebufChanged into the dirty flag field
2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36
Move uniform dirty-flag to gstate_c, opening up for other uses.
2017-01-24 18:12:20 +01:00
Henrik Rydgard
bd4436c6eb
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
xebra
b78e184c51
[spline/bezier]Add some variables in gpu state cache for hardware tessellation.
2017-01-23 14:12:02 +01:00
Unknown W. Brackets
82f3df1e06
Vulkan: Initial support for aniso filtering.
2016-03-20 19:31:02 +01:00