149 Commits

Author SHA1 Message Date
Unknown W. Brackets
49f6c461ad Reporting: Fix some header includes.
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.
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
Kernel: Fix reported StopThread error
2022-10-19 08:06:30 +02:00
Unknown W. Brackets
a42064eb48 Vulkan: Correct some enum switch warnings.
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.
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.
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
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.
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.
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.
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