ReinUsesLisp
df74ff3c8b
gl_shader_gen: Fixup code formatting
2019-01-15 17:54:53 -03:00
ReinUsesLisp
af5d7e2c49
video_core: Rename glsl_decompiler to gl_shader_decompiler
2019-01-15 17:54:53 -03:00
ReinUsesLisp
dbed6c6485
glsl_decompiler: Fixup geometry shaders
2019-01-15 17:54:53 -03:00
ReinUsesLisp
e1fea1e0c5
video_core: Implement IR based geometry shaders
2019-01-15 17:54:53 -03:00
ReinUsesLisp
a4f052f6b3
video_core: Replace gl_shader_decompiler
2019-01-15 17:54:50 -03:00
Fernando Sahmkow
d5d77848e6
Implemented a shader unique identifier.
2018-12-09 17:33:33 -04:00
ReinUsesLisp
924e834b8f
gl_shader_decompiler: Implement S2R's Y_DIRECTION
2018-11-25 04:37:29 -03:00
ReinUsesLisp
8d4bb10d44
gl_shader_decompiler: Guard out of bound geometry shader input reads
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Geometry shaders follow a pattern that results in out of bound reads.
This pattern is:
- VSETP to predicate
- Use that predicate to conditionally set a register a big number
- Use the register to access geometry shaders
At the time of writing this commit I don't know what's the intent of
this number. Some drivers argue about these out of bound reads. To avoid
this issue, input reads are guarded limiting reads to the highest
posible vertex input of the current topology (e.g. points to 1 and
triangles to 3).
2018-11-10 03:10:50 -03:00
Frederic L
7a5eda5914
global: Use std::optional instead of boost::optional ( #1578 )
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
2018-10-30 00:03:25 -04:00
FernandoS27
ed8ca608a0
Implement PointSize
2018-10-23 15:08:00 -04:00
FernandoS27
59a004f915
Use standard UBO and fix/stylize the code
2018-10-22 15:07:33 -04:00
ReinUsesLisp
3ec795d95e
gl_shader_decompiler: Move position varying declaration back to gl_shader_gen
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The intention of declaring them in gl_shader_decompiler was to be able
to use blocks to implement geometry shaders. But that wasn't needed in
the end and it caused issues when both vertex stages were being used,
resulting in a redeclaration of "position".
2018-10-20 02:19:30 -03:00
ReinUsesLisp
ee4d538850
gl_shader_decompiler: Implement geometry shaders
2018-10-07 17:36:00 -03:00
David Marcec
4c3bd33be2
Fixed renderdoc input/output textures not working due to render targets
2018-09-11 13:31:20 +10:00
Markus Wick
a781042700
gl_shader_gen: Initialize position.
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IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
2018-09-06 13:37:50 +02:00
bunnei
b55d8111e6
renderer_opengl: Implement a new shader cache.
2018-08-27 18:26:46 -04:00
Lioncash
dd35b4b18a
renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Subv
7784ce1854
Shaders: Write all the enabled color outputs when a fragment shader exits.
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We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv
c5284efd4f
Rasterizer: Implemented instanced rendering.
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We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00
bunnei
c4015cd93a
gl_shader_gen: Implement dual vertex shader mode.
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- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
2018-07-12 22:25:36 -04:00
bunnei
55c49d5bf4
gl_shader_gen: Set position.w to 1.
2018-06-15 20:47:04 -04:00
Subv
dbfc39d214
GPU: Implement sampling multiple textures in the generated glsl shaders.
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All tested games that use a single texture show no regression.
Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
2018-06-06 12:58:16 -05:00
bunnei
ce4f159b1c
gl_shader_gen: Support vertical/horizontal viewport flipping. ( #347 )
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* gl_shader_gen: Support vertical/horizontal viewport flipping.
* fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
2018-04-18 16:42:40 -04:00
bunnei
8d4899d6ea
gl_shader_decompiler: Allow vertex position to be used in fragment shader.
2018-04-17 16:36:40 -04:00
bunnei
73d9c494ea
shaders: Expose hints about used const buffers.
2018-04-15 11:50:10 -04:00
bunnei
10953495c1
gl_shader_gen: Add hashable setup/config structs.
2018-04-13 23:48:23 -04:00
bunnei
0a5832798a
renderer_opengl: Logging, etc. cleanup.
2018-03-26 21:16:59 -04:00
bunnei
d7b1ebe4a8
renderer_gl: Port over gl_shader_gen module from Citra.
2018-03-20 00:07:30 -04:00
James Rowe
1d28b2e142
Remove references to PICA and rasterizers in video_core
2018-01-12 19:11:03 -07:00
Yuri Kunde Schlesner
699c920991
Merge pull request #2900 from wwylele/clip-2
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PICA: implement custom clip plane
2017-09-16 10:23:00 +02:00
bunnei
ff4941fb3a
Merge pull request #2914 from wwylele/fresnel-fix
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pica/lighting: only apply Fresnel factor for the last light
2017-09-05 10:00:49 -04:00
wwylele
12fbc8c8df
pica/lighting: only apply Fresnel factor for the last light
2017-09-03 08:22:03 +03:00
wwylele
e2c41a5891
video_core: report telemetry for gas mode
2017-08-31 12:54:17 +03:00
bunnei
f0e461bf6f
Merge pull request #2891 from wwylele/sw-bump
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SwRasterizer/Lighting: implement bump mapping
2017-08-30 21:07:30 -04:00
wwylele
addbcd5784
gl_rasterizer: implement custom clip plane
2017-08-25 07:26:45 +03:00
wwylele
17c6104d2a
gl_rasterizer/lighting: more accurate CP formula
2017-08-22 09:34:44 +03:00
wwylele
5a4af616c6
gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader
2017-08-21 08:03:07 +03:00
wwylele
1eca380886
gl_rasterizer: add clipping plane z<=0 defined in PICA
2017-08-21 08:03:07 +03:00
wwylele
686fb3e78c
gl_shader_gen: don't call SampleTexture when bump map is not used
2017-08-11 18:35:00 +03:00
wwylele
8482933db8
gl_rasterizer: use texture buffer for proctex LUT
2017-07-01 11:02:48 +03:00
wwylele
8978ecb09c
gl_rasterizer: use texture buffer for fog LUT
2017-06-22 20:41:00 +03:00
wwylele
ab60414122
gl_rasterizer/lighting: fix LUT interpolation
2017-06-21 23:13:06 +03:00
wwylele
5a454173a8
gl_rasterizer/lighting: use the formula from the paper for germetic factor
2017-06-18 10:29:02 +03:00
wwylele
7052d43a67
gl_rasterizer/lighting: implement geometric factor
2017-06-15 14:59:01 +03:00
wwylele
972548e3ee
gl_rasterizer/lighting: Implement tangent mapping
2017-06-11 21:30:53 +03:00
wwylele
40b7d0bf3f
gl_rasterizer/lighting: implement lut input 5 (CP)
2017-06-11 21:30:53 +03:00
Sebastian Valle
39c7c1f580
Merge pull request #2727 from wwylele/spot-light
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Fragment lighting: implement spot light
2017-06-11 18:23:47 +00:00
wwylele
10906dceec
gl_rasterizer: implement spot light
2017-05-30 10:54:58 +03:00
wwylele
686cbf3ac6
gl_rasterizer: sync spot light status
2017-05-30 10:54:58 +03:00
Yuri Kunde Schlesner
3df85a103a
Merge pull request #2729 from yuriks/quaternion-fix
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OpenGL: Improve accuracy of quaternion interpolation
2017-05-28 01:24:06 -07:00