Unknown W. Brackets
08ac34bae0
GPU: Allow depth above 65535.
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Hopefully it rounds down for any == or <= tests.
2023-01-31 18:41:06 -08:00
Serena
30f6296767
Remove some Windows + Qt stuff + meow
2023-01-27 19:12:41 +03:00
Unknown W. Brackets
8d4007ce3f
Vulkan: Force align verts to 4 on Apple devices.
2023-01-18 07:24:18 -08:00
Unknown W. Brackets
0f3f2e361f
GLES: More uint const paranoia.
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We don't use indexing on GLES now, but better to stay consistent.
2023-01-12 17:41:55 -08:00
Henrik Rydgård
0604e51272
Merge pull request #16734 from hrydgard/remove-nonindexed-optimization-vk
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Vulkan: Don't use non-indexed draws for pure tristrips and fans (only PowerVR for now)
2023-01-12 08:09:21 +01:00
Henrik Rydgård
86f34c52a4
Revert bad shader optimization
2023-01-12 00:30:41 +01:00
Henrik Rydgård
beed3c06d2
Vulkan: Don't use non-indexed draws for pure tristrips and fans, creates extra pipelines.
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Bump shader cache version
2023-01-11 22:57:23 +01:00
Henrik Rydgård
ca63bb1e5b
Even more optimization/cleanup. Don't need to check ldot that we already know is >= 0.0.
2023-01-11 19:34:58 +01:00
Henrik Rydgård
965007d65b
Tighten up the lighting shader code a bit, hopefully eliminating a branch or two.
2023-01-11 19:29:02 +01:00
Henrik Rydgård
1c8e456c97
Also apply this to OpenGL and D3D9
2023-01-11 19:29:02 +01:00
Henrik Rydgård
4c2a41cc83
Break out the attenuation term, too
2023-01-11 19:29:02 +01:00
Henrik Rydgård
a508f7e345
Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights
2023-01-11 19:29:02 +01:00
Henrik Rydgård
7b62b4626f
Comment fixes
2023-01-11 15:29:52 +01:00
Henrik Rydgård
3b46409350
Vertex shaders: On platforms with uniform buffers, use indexing and loop for real over the lights.
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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
c4d8ebcad5
D3D11 fix
2023-01-11 14:16:46 +01:00
Henrik Rydgård
3d376b0ab7
Remove the rather redundant DoTexture flag from vshaders.
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Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Henrik Rydgård
56261af697
Uniform dirty-bits: Make room for four more uniforms. Then we're out and need to merge.
2023-01-11 00:16:17 +01:00
Henrik Rydgård
edaa5246d1
Merge pull request #16771 from hrydgard/more-getpointer-cleanup
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Core: A bit more GetPointer cleanup.
2023-01-10 14:36:08 +01:00
Henrik Rydgård
088d0c39dc
Remove the FS_TEXTURE_AT_OFFSET fragment shader flag
2023-01-10 12:37:21 +01:00
Henrik Rydgård
c7c48abb37
Switch the 2x flag to a uniform
2023-01-10 12:36:28 +01:00
Henrik Rydgård
e1a48d74c4
A bit more GetPointer cleanup.
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Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
2023-01-10 12:13:47 +01:00
Henrik Rydgård
00c44ea799
Get rid of the bool, not worth it.
2023-01-10 10:23:29 +01:00
Henrik Rydgård
5022ddc4fc
D3D9 bool constants have a separate register space, oops.
2023-01-10 09:42:54 +01:00
Henrik Rydgård
d4ce134292
Shader generator: Move FS_TEX_ALPHA to a uniform bool.
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Part of #16567
2023-01-10 09:42:54 +01:00