Commit Graph

112 Commits

Author SHA1 Message Date
Unknown W. Brackets
2b4a182b46 GLES: Use hex for uint constants.
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.
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"
This reverts commit d1dabd40ee.
2022-11-10 18:44:11 +01:00
Henrik Rydgård
c6084c16c3 Fix GLSL compilation issues on really old Adreno drivers.
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
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.
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
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.
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