Commit Graph

307 Commits

Author SHA1 Message Date
JosJuice
abffa93a72 MoltenVK: Fix pixel shader typo 2022-04-10 20:51:20 +02:00
JosJuice
bbb64ff993 Shadergen: Use real_ocol0 workaround for shader logic ops
Previously we were using this workaround when using framebuffer fetch
to emulate dual source blending, but it seems like we also need to use
it when using framebuffer fetch to emulate logic ops, otherwise some
Adreno devices get a crash when compiling OpenGL ES ubershaders.

Using the workaround in specialized shaders doesn't seem to be
necessary, but I've made the same change there for consistency.

This gets us closer to fixing https://bugs.dolphin-emu.org/issues/12791
but doesn't actually fix it.
2022-02-28 18:32:19 +01:00
JosJuice
608799f1e4 PixelShaderGen: Check uid_data for use_shader_logic_op
On devices which have hardware support for dual source blending
but not logic ops, this lets us skip performing the framebuffer
fetch in situations where the game isn't actually using logic ops.
2022-02-28 00:04:31 +01:00
Pokechu22
444f6fd0cb Treat alpha as 0 if alpha is 1 for blending
This removes the white box in fortune street again, without causing Mario Kart Wii to regress.
2022-02-08 15:15:15 -08:00
Pokechu22
0327e6acb4 Use the same logic for lerp bias for color and alpha
It doesn't make sense for alpha to add the bias ONLY when dividing by 2, while color doesn't apply the bias for divide by 2 only; hardware testing indicates that alpha should have the bias.

This fixes the menus in Mario Kart Wii (https://bugs.dolphin-emu.org/issues/11909) but reintroduces the white rectangle in Fortune Street.

This reverts commit 5aaa5141ed (and several other matching changes elsewhere).
2022-02-08 15:15:15 -08:00
Pokechu22
29d6dd609c Fix non-constexpr format strings 2022-01-13 11:11:08 -08:00
Pokechu22
fc0d958e26 PixelShaderGen: Fix invalid use of int3(0)
This syntax is allowed by GLSL, but HLSL doesn't allow it.  This meant that games using R8 comparisons in equal mode would produce shaders that failed to compile.  Super Mario Galaxy's water levels were affected by this.
2022-01-12 21:50:34 -08:00
JosJuice
a96cfe2531 GLES: Fix LOD bias int/float mismatch
Another simple GLES shader compilation error.
2021-12-28 19:19:22 +01:00
OatmealDome
056613ecc5 PixelShaderGen: Add LOD bias to texture() call on systems that don't support it in the sampler 2021-12-28 02:10:45 -05:00
JMC47
b1f79d9ecf Merge pull request #10215 from OatmealDome/shader-logic-ops
VideoCommon: Support shader logic ops on Metal (Apple GPUs) and OpenGL ES
2021-12-22 16:39:54 -05:00
Pokechu22
380b333387 PixelShaderGen: Convert to EnumMap 2021-12-18 12:51:55 -08:00
OatmealDome
18b2f6953d PixelShaderGen: Add shader logic ops support on OpenGL ES
To do this, I had to decouple framebuffer fetch from shader blending. We need to be able to access framebuffer fetch input when using shader logic ops.
2021-12-06 22:36:40 -05:00
OatmealDome
e0837cb847 PixelShaderGen: Add shader logic ops support on Metal 2021-12-06 22:36:40 -05:00
OatmealDome
c12b9b013b PixelShaderGen: Add logic ops to pixel_shader_uid_data 2021-12-06 22:36:34 -05:00
OatmealDome
04ec02c06b ConstantManager: Add logic ops to PixelShaderConstants 2021-11-24 17:52:26 -05:00
Pokechu22
1adff1c467 VideoCommon: Skip textureQueryLevels if it doesn't exist 2021-11-17 21:28:39 -08:00
Pokechu22
bdcfb31187 VideoCommon: Handle custom texture sizes correctly
Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke.  That can happen with custom textures, and also with scaled EFB copies at non-native IRs.  It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly).  The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
Pokechu22
93eea7cb13 VideoCommon: Add option to use old behavior (Fast Texture Sampling)
Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:27:32 -08:00
Pokechu22
ee80298ca4 VideoCommon: Implement diagonal LOD
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`.  However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
Pokechu22
51e3334526 VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible 2021-11-17 20:04:34 -08:00
Pokechu22
ddf2691395 VideoCommon: Manually handle texture wrapping and sampling 2021-11-17 20:04:34 -08:00
Pokechu22
4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22
9ef228503a VideoCommon: Provide raw texdims to shaders 2021-11-17 20:04:34 -08:00
Pokechu22
555a93057c VideoCommon: Allow BitfieldExtract in specialized shaders 2021-11-17 20:04:33 -08:00
Pokechu22
a372a5947b VideoCommon: Fix color channel logic when per-pixel lighting is in use
This was broken in #10012 (specifically by 06579e4d53 and c3dec34391).
2021-10-13 20:43:32 -07:00