Commit Graph

53 Commits

Author SHA1 Message Date
Henrik Rydgård
7178c0cd42 Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state. 2023-05-25 10:19:01 +02:00
Henrik Rydgård
bb6d696a84 Merge the tex "ubershader" uniforms into one for convenience 2023-05-25 10:19:01 +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
Henrik Rydgård
3b46409350 Vertex shaders: On platforms with uniform buffers, use indexing and loop for real over the lights.
Strangely, greatly speeds up pipeline creation on PowerVR.
2023-01-11 15:24:56 +01:00
Henrik Rydgård
d894906a7e Fix formatting of lights uniform buffer (tabs->spaces) 2023-01-11 14:18:14 +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
a73ccd77e3 Add FOGCOEFENABLE to the list of base uniforms.
Spotted by Unknown in #16628 comments.
2023-01-05 08:34:54 +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
ab1cebec51 Actually bind a global uniform buffer, too. Not yet used. 2022-10-28 10:15:36 +02:00
Henrik Rydgård
fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård
089ac9a50e Comment about VR uniforms 2022-10-10 18:02:19 +02:00
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
fc30b04430 ShaderUniforms: cleanup, put every "4-float" on a line for clarity 2022-09-26 13:05:25 +02:00
Henrik Rydgård
cfa427c37a Shuffle constants around, squeezing them into gaps. Saves another 16 bytes. 2022-09-26 13:05:24 +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
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
96f054f098 Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff 2022-09-25 23:35:08 +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
650ce22359 Force low resolution for effects in Burnout Dominator. Fixes lens flare at high res 2022-09-14 22:18:34 +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
b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00