Commit Graph

80 Commits

Author SHA1 Message Date
Henrik Rydgård
6d3c34ecd5 Eliminate inf values resulting from depth range computation.
Fixes #17981
2023-12-12 18:48:22 +01:00
Henrik Rydgård
89ff606ccb D3D9 fix. Make a check more break-point-able. 2023-08-17 20:46:43 +02:00
Henrik Rydgård
def09bf575 Update the uvscale uniform a bit more conservatively on framebuffer changes
Plus fixes a few minor oversights

Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
0babac5c5f Manually revert "Remove LM flag from vshader too" (#16718)
Reverts #16718

Though maybe we can keep this one? Let's see.
2023-05-09 18:44:18 +02:00
Henrik Rydgård
f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00
Unknown W. Brackets
9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Henrik Rydgård
8b431b39ba Wrap the display globals in a struct (#16998)
* Wrap the display globals in a struct

Makes it easier to search/replace these, for future refactorings.

* Some renaming

* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)

* Attempt at buildfixing ios

* UWP buildfix
2023-02-25 13:09:44 +01:00
Henrik Rydgård
99e6fd62f7 Remove a baffling depth offset I don't quite get 2023-02-11 14:41:25 +01:00
Henrik Rydgård
a2c9491a06 Remove a division by 0 that I hadn't noticed before. 2023-02-11 13:27:44 +01:00
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
Henrik Rydgård
1c8e456c97 Also apply this to OpenGL and D3D9 2023-01-11 19:29:02 +01:00
Henrik Rydgård
4c2a41cc83 Break out the attenuation term, too 2023-01-11 19:29:02 +01:00
Henrik Rydgård
a508f7e345 Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights 2023-01-11 19:29:02 +01:00
Henrik Rydgård
c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård
00c44ea799 Get rid of the bool, not worth it. 2023-01-10 10:23:29 +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
a58bf45540 Removes LM flag from vshader in the common case, if ubershader is enabled. 2023-01-05 13:09:49 +01:00
Henrik Rydgård
5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +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
26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård
ad6725b684 VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
This uniform is used in two cases:

* Non-buffered rendering in Vulkan, software transform
* Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform
  - which I don't think anyone builds for anymore

Nice to not have it in the main uniform buffer, but mainly a
demonstrator/test of moving stuff to the new frame-global buffer, and
setting up the infrastructure.
2022-11-05 22:14:05 +01:00
Henrik Rydgård
aec22491fe Don't expand alphaColorRef to 128 bytes on backends where we don't need to. 2022-10-10 18:02:01 +02:00
Henrik Rydgård
bf25f4b283 Shader uniforms (VK/D3D11): Fix issue where we could overwrite the fourth component padding. 2022-10-06 10:52:58 +02:00
Henrik Rydgård
f4b71e2dc7 Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00