113 Commits

Author SHA1 Message Date
Vincent Duvert 8bb459aae5 VideoCommon: Fix GetInterpolationQualifier calls
Commit 4969415 modified calls to GetInterpolationQualifier, but mistakenly changed the order of some boolean parameters: GetInterpolationQualifier(true, false) was changed to GetInterpolationQualifier(…, false, true).

Should fix #9783.
2016-10-16 12:48:32 +02:00
degasus 083be0832f LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00
Stenzek a71381e80a VideoCommon: Add APIType entry for Vulkan 2016-10-01 01:09:11 +10:00
Stenzek 7f3a876aae ShaderGen: posmtx should be a 4-component unsigned byte
This is a global change across backends, so should be tested for
regressions.
2016-10-01 01:09:11 +10:00
Stenzek d9c034e8cc ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Jules Blok 50984d85b0 Merge pull request #4164 from Armada651/sonic-clipping
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
EmptyChaos e0d4dc6fed VertexShaderGen: Fix D3D X3014 compile error
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok debaf63fe8 VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Preston Smith 94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith 5a6b876dbd Hardware renderer fix 2016-08-30 18:33:23 -05:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok 959d1879e5 VertexShaderGen: Fix far clipping.
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +02:00
Jules Blok 94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok 4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
Jules Blok 159247f4ad VertexShaderGen: Clamp to the console depth range.
This fixes the Mii Channel among others.
2016-08-15 13:11:24 +02:00
Jules Blok c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00
Lioncash 14e0b48ae4 VideoCommon: Make API_TYPE an enum class
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
2016-07-29 19:20:16 -04:00
Scott Mansell 1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell 4969415f38 Remove global refrences from common code.
Bug Fix: Previously vertex shaders and geometery shaders didn't track
         antialaising state in their UIDs, which could cause AA bugs
	 on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell 53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00