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2 Commits

Author SHA1 Message Date
GPUCode
208e1a0aaf rasterizer_cache: Clear null surface to transparent 2024-01-21 13:22:35 +02:00
GPUCode
1247bff174 glsl_shader_gen: Remove invariant qualifier
* Causes visual regressions in Pokemon with RADV
2024-01-21 11:57:56 +02:00
5 changed files with 23 additions and 22 deletions

View File

@@ -256,10 +256,6 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.bool_uniforms):
vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
}
break;
case PICA_REG_INDEX(vs.int_uniforms[0]):
@@ -268,10 +264,6 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.int_uniforms[3]): {
const u32 index = (id - PICA_REG_INDEX(vs.int_uniforms[0]));
vs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
}
break;
}
@@ -283,11 +275,7 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.uniform_setup.set_value[5]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[6]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[7]): {
const auto index = vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No && index) {
gs_setup.uniforms.f[index.value()] = vs_setup.uniforms.f[index.value()];
}
vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
break;
}

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@@ -27,23 +27,21 @@ void ShaderSetup::WriteUniformIntReg(u32 index, const Common::Vec4<u8> values) {
uniforms.i[index] = values;
}
std::optional<u32> ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
void ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
auto& uniform_setup = config.uniform_setup;
const bool is_float32 = uniform_setup.IsFloat32();
if (!uniform_queue.Push(value, is_float32)) {
return std::nullopt;
return;
}
const auto uniform = uniform_queue.Get(is_float32);
if (uniform_setup.index >= uniforms.f.size()) {
LOG_ERROR(HW_GPU, "Invalid float uniform index {}", uniform_setup.index.Value());
return std::nullopt;
return;
}
const u32 index = uniform_setup.index.Value();
uniforms.f[index] = uniform;
uniform_setup.index.Assign(index + 1);
return index;
uniforms.f[uniform_setup.index] = uniform;
uniform_setup.index.Assign(uniform_setup.index + 1);
}
u64 ShaderSetup::GetProgramCodeHash() {

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@@ -4,7 +4,6 @@
#pragma once
#include <optional>
#include "common/vector_math.h"
#include "video_core/pica/packed_attribute.h"
#include "video_core/pica_types.h"
@@ -59,7 +58,7 @@ public:
void WriteUniformIntReg(u32 index, const Common::Vec4<u8> values);
std::optional<u32> WriteUniformFloatReg(ShaderRegs& config, u32 value);
void WriteUniformFloatReg(ShaderRegs& config, u32 value);
u64 GetProgramCodeHash();

View File

@@ -67,6 +67,16 @@ RasterizerCache<T>::RasterizerCache(Memory::MemorySystem& memory_,
.wrap_s = TextureConfig::WrapMode::ClampToBorder,
.wrap_t = TextureConfig::WrapMode::ClampToBorder,
}));
auto& null_surface = slot_surfaces[NULL_SURFACE_ID];
runtime.ClearTexture(null_surface, {
.texture_level = 0,
.texture_rect = null_surface.GetScaledRect(),
.value =
{
.color = {0.f, 0.f, 0.f, 0.f},
},
});
}
template <class T>

View File

@@ -63,7 +63,13 @@ static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_p
if (is_output && separable_shader) {
// gl_PerVertex redeclaration is required for separate shader object
out += "out gl_PerVertex {\n";
// Apple Silicon GPU drivers optimize more aggressively, which can create
// too much variance and cause visual artifacting in games like Pokemon.
#ifdef __APPLE__
out += " invariant vec4 gl_Position;\n";
#else
out += " vec4 gl_Position;\n";
#endif
if (use_clip_planes) {
out += " float gl_ClipDistance[2];\n";
}