Henrik Rydgård
34c11c8acf
Merge pull request #16584 from hrydgard/vertex-format-vshader-id
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Pass in the vertex decoder to the shader ID computation
2023-01-04 10:26:18 +01:00
Henrik Rydgård
3dbe69f585
Cache version
2023-01-04 10:17:59 +01:00
Henrik Rydgård
9ceffa284d
Vulkan: Add robustness against bad shader module compiles
2022-12-31 12:21:53 +01:00
Henrik Rydgård
d2feb444b7
Bunch of defensive programming around shaders
2022-12-31 12:21:51 +01:00
Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
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Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567
2022-12-30 22:57:05 +01:00
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Henrik Rydgård
00ebf4957f
Make shader cache loading a bit more lenient.
2022-12-13 23:06:57 +01:00
Henrik Rydgård
65c721dce6
Rename Save/LoadCache to Save/LoadPipelineCache
2022-12-13 19:18:20 +01:00
Henrik Rydgård
ee19db091f
Add accessor for UseFlags
2022-12-13 18:27:45 +01:00
Henrik Rydgård
313a2b1327
Improve shader cache logging
2022-12-13 16:35:02 +01:00
Henrik Rydgård
ad1cd40ff7
Bump shader cache versions before release, just to be safe.
2022-12-13 08:45:20 +01:00
Unknown W. Brackets
78ed8d45a7
Vulkan: Defer deletion of shader module promises.
2022-12-03 14:53:10 -08:00
Henrik Rydgård
d72ad3b3f4
Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
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Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.
Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Henrik Rydgård
970c266b41
Restore parallel GLSL builds
2022-11-08 00:30:21 +01:00
Henrik Rydgård
24d5cd087c
Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
2022-11-07 14:30:24 +01:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
Henrik Rydgård
8cd602a9c6
Merge pull request #16257 from unknownbrackets/error-cleanup
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Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48
Vulkan: Correct some enum switch warnings.
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Nice to log debug annotations anyway.
2022-10-18 21:52:38 -07:00
Henrik Rydgård
7c5fc3ccb5
Reorder the GPU USE flags a bit
2022-10-17 19:55:11 +02:00
Henrik Rydgård
daca0b2109
Rename gstate_c.Supports to gstate_c.Use
2022-10-17 08:46:37 +02:00
Unknown W. Brackets
aee2ad46a2
GPU: Verify generated shader buffer length.
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Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
Henrik Rydgård
cdee10fe86
Vulkan: Basic geoshader code generation.
2022-10-02 07:42:17 -07:00
Unknown W. Brackets
fbdb278168
Vulkan: Update shader cache format for geo shaders.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
d16caa71af
Vulkan: Add geometry shader ID tracking.
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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