Commit Graph

297 Commits

Author SHA1 Message Date
Henrik Rydgård
d65dae7185 Depth scale functions: Clean up the naming, add a failing test 2023-02-10 14:57:45 +01:00
Henrik Rydgård
c11f7e3a5f Fix texture alpha when texturing from full-alpha textures.
Fixes #16875
2023-02-02 16:13:38 +01:00
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06045b9459 GLES: Cache equal flag, load from cache. 2023-01-05 18:24:29 -08:00
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de3c2783f4 Vulkan: Reload shaders if use flags change. 2023-01-05 18:24:29 -08:00
Henrik Rydgård
ee19db091f Add accessor for UseFlags 2022-12-13 18:27:45 +01:00
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a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
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77e510bd90 GPU: Use accurate depth for depth range hack.
This should be easier to ensure stays well tested.
2022-12-04 19:27:23 -08:00
Henrik Rydgård
f6fcc9e9a7 Add a way to view the "GPU_USE_" flags at runtime. Useful for sanity checking on-device. 2022-11-23 16:17:41 +01:00
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01d7d73438 GPU: Remove unused GPU_USE flag. 2022-11-13 08:09:57 -08:00
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585569c2c2 TexCache: Cleanup BGRA flag dirtying. 2022-11-08 20:01:14 -08:00
Henrik Rydgård
8413473fa4 Fix more cases, GTA works now. 2022-10-27 11:05:59 +02:00
Henrik Rydgård
fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård
aa51bfd1ef Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere. 2022-10-17 19:57:11 +02:00
Henrik Rydgård
7c5fc3ccb5 Reorder the GPU USE flags a bit 2022-10-17 19:55:11 +02:00
Henrik Rydgård
30aa07b156 Two more renames to make things read better 2022-10-17 08:47:05 +02:00
Henrik Rydgård
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Henrik Rydgård
d30d8bf35c Removes the option, autodetect instead - only enable if the GPU doesn't support bitwise ops. 2022-10-11 16:09:57 +02:00
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58a4376998 GPU: Normalize framebuf addresses.
In VRAM, always store without mirror.  In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
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b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
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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
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
287e025978 Minor cleanups around dirtying of render state 2022-09-22 09:12:58 +02:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
694dbe1271 Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit. 2022-09-11 14:40:01 +02:00