iwubcode

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~~Tested a handful of games.~~ Nice work! EDIT: just was told that frame buffer fetch is only supported on very specific hardware. I had no idea! I need to read...

> Where does limitation of 8 textures come from? If it's from the render backends, that could be adjusted. I think 8 was chosen because that matches the GC/Wii hardware....

Ubershaders is implemented. Vulkan black textures are fixed. The code/commits are in a pretty good state. I see one more thing to do there. Sadly, Vulkan still being Vulkan. Validation...

I've added a minimal tev stage api for both the specialized and uber shaders. It allows you to get the input and output of each stage, along with analyzing the...

The coveted parallax occlusion is also possible. Thanks to @phire for working through this with me: Default ![tos_parallax_occulsion_no](https://user-images.githubusercontent.com/15224722/209851777-a0a00658-4e79-41c8-8543-c8f8a1f4279b.png) With parallax occlusion on (and metal details): ![tos_parallax_occulsion](https://user-images.githubusercontent.com/15224722/209851875-11d7829b-80b5-42a6-a771-d69dcc8fafdb.png)

Calling on the graphics masters. @K0bin / @TellowKrinkle / @Pokechu22 - would you all be willing to start looking this over? It's mostly ready. Some things to call out: 1)...

@TellowKrinkle - great idea. For a user shader outlined in the opening (the prince of persia red shader), I did what you requested. I introduced an error to get it...

I forgot one of the original reasons I wanted to implement this was to support animation. Well that's now possible: ![raguna_blink](https://user-images.githubusercontent.com/15224722/211138099-be3b8266-566d-473e-8847-c48487e91305.gif) The above is a three-frame blink animation (hastily drawn...

Minor cleanup and fixed a possibility of a crash (null pixel shader in the pipeline when the shader fails to compile).

@K0bin - thank you very much, you fixed the last blocker to this PR! I didn't think of using the _existing_ layout as a check, very smart! > Also, is...