Unknown W. Brackets
2b4a182b46
GLES: Use hex for uint constants.
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Apparently some Adreno drivers have issues (fixed in 2014):
https://developer.qualcomm.com/forum/qdn-forums/maximize-hardware/mobile-gaming-graphics-adreno/27945
2023-01-02 13:13:48 -08:00
Henrik Rydgård
26884150d7
Remove the 0th descriptor set, move everything else back to 0
2022-12-16 13:05:40 +01:00
Henrik Rydgård
7950a00c14
Headless buildfix. Crashfix in shader generator test.
2022-12-01 22:49:00 +01:00
Lubos
d466ae161a
OpenXR - HUD max scale fixed
2022-11-28 19:46:46 +01:00
Henrik Rydgård
7eee7f2573
Fix shader debug description issue.
2022-11-23 15:41:20 +01:00
Henrik Rydgård
8f103f3f47
Extract the Vulkan descriptor binding cleanup from #16345
2022-11-21 20:30:20 +01:00
Unknown W. Brackets
eae85836c9
GPU: Add a small error-compensation to depth clip.
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This was causing a depth that should've calculated as zero to be clipped,
because the multiply and division resulted in a value that was off by
about 2 / pow(2, 24) in the negative direction.
2022-11-12 20:01:46 -08:00
Lubos
72d197fc47
Revert "OpenXR - Disable range culling properly"
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This reverts commit d1dabd40ee .
2022-11-10 18:44:11 +01:00
Henrik Rydgård
c6084c16c3
Fix GLSL compilation issues on really old Adreno drivers.
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They don't seem to accept unsigned integers as switch cases.
Fixes some stuff in #16295 , not sure if all of it.
2022-11-08 22:59:43 +01:00
Henrik Rydgård
87bd7aaccc
Merge pull request #16356 from lvonasek/cleanup_camera_control
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OpenXR - Camera adjust using any controller
2022-11-08 12:28:44 +01:00
Henrik Rydgård
4e8f97d64d
Output shader descriptions directly in the source code
2022-11-08 00:21:08 +01:00
Lubos
d1dabd40ee
OpenXR - Disable range culling properly
2022-11-07 22:10:12 +01:00
Henrik Rydgård
0f37854ef9
Drop some D3D11 screen rotation support (was only used on Windows Phone)
2022-11-05 22:17:06 +01:00
Henrik Rydgård
ad6725b684
VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
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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
96a5c52037
Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
2022-10-28 09:39:56 +02:00
Henrik Rydgård
6d9008dab5
Fix validation issue with clears, remove redundant code
2022-10-27 11:05:59 +02:00
Henrik Rydgård
15d4495f76
Pass shadergen tests
2022-10-27 11:05:59 +02:00
Henrik Rydgård
2e87f0bc0b
More work. Things are starting to work now.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
3af86ec6f7
Make it possible to specify extensions for Vulkan in the ShaderWriter
2022-10-22 17:46:57 +02:00
Henrik Rydgård
a830f18054
Merge pull request #16265 from unknownbrackets/lighting-nonormal
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GPU: Respect world matrix and reverse flag w/o normals
2022-10-21 09:16:53 +02:00
Unknown W. Brackets
d23293ee72
GPU: Respect matrix and reverse flag w/o normals.
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See frame dump in #14223 , which requires world matrix be applied.
2022-10-20 23:15:25 -07:00
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
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