Commit Graph

44 Commits

Author SHA1 Message Date
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
cba6a63058 GPU: Generate normals for curves with lighting.
Improves #12354.  This needs to happen even if the vertex has no normals.
2019-09-28 15:08:37 -07:00
Unknown W. Brackets
af58577aff GPU: Better typesafety for shader bits.
See 128c0ad.
2019-02-16 06:54:56 -08:00
Unknown W. Brackets
f8ce9b08ba Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
Henrik Rydgård
ab7bd6fc67 Merge pull request #11624 from unknownbrackets/shaderid
GPU: Ignore light params for shade mapping in shader id
2018-12-03 09:35:10 +01:00
Unknown W. Brackets
482487dd8d GPU: Ignore light params for shade mapping.
They aren't part of the equation, so this simplifies and slightly reduces
number of shaders.
2018-12-02 14:11:19 -08:00
Unknown W. Brackets
9a7ee41191 Vulkan: Avoid OpKill workaround with no stencil.
It seems like depth gets messed up either way on discard, but behaves
sorta better without the write to depth.
2018-12-01 14:10:47 -08:00
xebra
453e274fbe [spline/bezier]Fix around vertex type flags. 2018-10-07 23:54:11 +09:00
Unknown W. Brackets
703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets
5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Henrik Rydgård
29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård
36fd2711d6 Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
6a90b8fbb4 Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.

Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
f086a0915f Further cleanup after the removal of hardware skinning. 2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680 Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
Henrik Rydgård
a67357db05 Merge pull request #10223 from unknownbrackets/minor
Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
be6343612f GPU: Add missing shader id to short desc. 2017-12-01 11:17:12 -08:00
Henrik Rydgård
8a58b768f1 Check for HW-transform and through when loading GL shader cache. 2017-12-01 11:32:16 +01:00
Henrik Rydgård
be115822f7 Minor cleanup. Add a debug assert in shader ID calculation 2017-12-01 11:23:09 +01:00
Henrik Rydgård
3e011238c5 Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too. 2017-11-30 22:44:39 +01:00
Henrik Rydgard
078e1151f9 Dirty-flag the fragment shader ID. 2017-08-14 11:36:07 +02:00
Henrik Rydgard
7230a8b427 Remove the "Disable alpha test" setting. It breaks too many things.
The  performance benefits in a few games on older hardware are not worth it.
We are able to automatically remove redundant alpha test in many cases now.
2017-04-01 11:36:35 +02:00
Henrik Rydgard
2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard
0e4fb11a2d If we can predict that the texcoord.z will always be 1.0 after the matrix, skip texture projection. Should help #9189 2017-01-30 16:03:57 +01:00