Unknown W. Brackets
38e16324f0
Vulkan: Clean up shader module tag.
2022-10-02 07:42:16 -07:00
Unknown W. Brackets
878a049f60
GPU: Add dirtying for geo shader state.
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Not yet used, but dirtied at the right times.
2022-10-02 07:42:16 -07:00
Henrik Rydgård
07ca9e4656
Fold the "materialUpdate" flag into the light ubershader part.
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This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård
9d1355e137
Always do the vertex shader part of the fog computation.
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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
08d2cb4486
Bump the shader cache version
2022-09-24 22:40:42 +02:00
Henrik Rydgård
b86648b352
Address feedback
2022-09-12 16:30:08 +02:00
Henrik Rydgård
4ad345d78d
Better shader compile logging
2022-09-12 15:39:29 +02:00
Henrik Rydgård
a2eaad5445
Debug-name shader modules with their shader desc strings
2022-09-12 15:39:29 +02:00
Henrik Rydgård
694dbe1271
Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit.
2022-09-11 14:40:01 +02:00
Henrik Rydgård
14b5a1a7cd
Fix pipeline lifetime issue, misc.
2022-09-08 00:38:32 +02:00
Henrik Rydgård
befcfb470c
Fix shader caching.
2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
2474eb6a72
Shader bit setup and code generation for logic-ops-in-shader
2022-09-04 11:14:47 +02:00
Henrik Rydgård
6b1e4806cf
Don't parallelize shader compiles in debug mode, sync in debug allocator kills performance.
2022-09-03 23:07:39 +02:00
Henrik Rydgård
fb3f417e77
Fix lying comment, log level reduction
2022-09-03 16:15:46 +02:00
Henrik Rydgård
6e605fa2bc
Fix silly logic, fixes the shader leak.
2022-09-03 15:21:07 +02:00
Henrik Rydgård
8775837c11
Work towards finding the leak
2022-09-03 15:21:07 +02:00
Henrik Rydgård
fc418ee16f
Create shader modules (and compile GLSL) on worker threads
2022-09-03 15:21:07 +02:00
Henrik Rydgård
ec0586ba50
Use promises to hold shader modules, for later asyncification
2022-09-03 15:21:07 +02:00
Henrik Rydgård
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
Henrik Rydgård
b447092742
Some Vulkan renderpass load/store optimizations.
2022-08-28 23:16:48 +02:00
Henrik Rydgård
6781dd5fe8
Fix Katamari
2022-08-26 23:47:22 +02:00
Unknown W. Brackets
7ec62a32b4
GPU: More consistently clear ptrs on DeviceLost().
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Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård
81fba1f4a4
Minor refactor
2021-11-21 22:08:53 +01:00