- Fix reading of varying registers in FP
Different registers have different behavior
- Always write to varying registers. If a register is not written to, it is initialized to (0, 0, 0, 1)
- Reimplements two-sided lighting correctly without hacks
- Also bumps shader cache version
- Improve support for float16_t by minimizing mixed inputs to functions
(ambiguous overloads)
- Minimize amount of downcasts in code by using opcode flags
- Re-enable float16_t support for vulkan
- Emulating f16 with f32 is not ideal and requires a lot of value clamping
- Using native data type can significantly improve performance and accuracy
- With openGL, check for the compatible extensions NV_gpu_shader5 and
AMD_gpu_shader_half_float
- With Vulkan, enable this functionality in the deviceFeatures if
applicable. (VK_KHR_shader_float16_int8 extension)
- Temporarily disable hw fp16 for vulkan
- Separate TXB from TXL: They are completely different!
- Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment
- Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work
- Document some more bits in SHADER_CONTROL register
According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries
NOTE: NV_fragement_program precedes NV_fragment_program2 which is very
close to what RSX consumes. It is hardware from that era afterall
* Update VKFragmentProgram.cpp
added missing exponent parameter
* fixed misplaced exponent in VKFragmentProgram.cpp
parameter that belonged to pow() was being passed to exp() instead, causing the shader compilation to fail
* fix for opengl fog_mode exponential2
same fix as the vulkan version
* directx fog_mode exponential2 fix
misplaced parameter
* directx fog_mode exponential2_abs fix
* vulkan fog_mode exponential2_abs fix
* opengl fog_mode exponential2 fix