Henrik Rydgård
986eee7ef3
Remove the global variable "useEmuThread", add some VK error checking for compute shader compiles
2026-07-18 23:45:27 +02:00
Henrik Rydgård
cff09041c9
Completely rework the flow in TextureCacheCommon::ApplyTexture
2026-07-18 11:57:48 +02:00
Henrik Rydgård
1ffdc52111
Remove another "next" variable, cleanup
2026-07-18 11:57:48 +02:00
Henrik Rydgård
40bce17f53
Some cleanup
2026-07-16 20:27:44 +02:00
Henrik Rydgård
0528646ea3
Invert the relationship between the two functions
2026-07-16 19:08:18 +02:00
Henrik Rydgård
e81055db16
Remove the need to call SetTexture() externally.
2026-07-16 18:32:47 +02:00
Henrik Rydgård
b4d1b3d469
Reshuffle so that SetTexture and ApplyTexture are always called together (will merge them later)
2026-07-16 18:23:58 +02:00
Henrik Rydgård
7c73ed71bf
Remove the ability to "set safe size" from SoftwareTransformCommon, now redundant
2026-07-16 18:05:59 +02:00
Henrik Rydgård
fef50f5348
Remove obsolete software transform vertex decoder hack that forced software skinning
2026-07-16 17:52:14 +02:00
Henrik Rydgård
92ec6a992b
Remove "pixelMapped" from gstate_c.
2026-07-16 17:45:22 +02:00
Henrik Rydgård
6f4f0c41b4
Split ApplyTexture into ApplyTexture and ApplySampler
2026-07-16 17:45:22 +02:00
Henrik Rydgård
2e012b8966
Unify the "BindSampler" function between the backends
2026-07-16 17:45:22 +02:00
Henrik Rydgård
66014870d2
Remove unnecessary "DirtyLastShader" mechanism.
2026-07-16 15:47:59 +02:00
Henrik Rydgård
57e6bafb62
Remove largely ineffective and nearly not functional "low memory mode". Unlikely to save us.
2026-07-16 15:28:40 +02:00
Henrik Rydgård
672b549109
Make GetFramebufferSamplingParams a loose function.
2026-07-16 15:28:33 +02:00
Henrik Rydgård
d2ae8af2bf
Start splitting apart Texture vs Sampler binding code
2026-07-16 15:03:23 +02:00
Henrik Rydgård
ea95eb420d
Clean up GetFramebufferSamplingParams
2026-07-16 15:03:20 +02:00
Henrik Rydgård
c3eafeb005
Remove obsolete vertex decoder code and options
2026-07-14 17:26:00 +02:00
Henrik Rydgård
cd40e2d4f0
Delete more code related to hardware skinning
2026-07-14 17:17:40 +02:00
Henrik Rydgård
61e1ef8f7a
Remove the "Software skinning" option. Now always on.
2026-07-14 17:02:57 +02:00
Henrik Rydgård
497baecc9e
Correct OnVkey locking on PauseScreen as well
2026-07-12 11:31:29 +02:00
Henrik Rydgård
28b2b1793b
Pipeline checker: Add support for checking for identical pipelines with different vertex formats
...
This turned out not to be very fruitful.
2026-07-10 19:07:27 +02:00
Henrik Rydgård
a207a46fba
VertexShaderGenerator: The hasColor bit is only relevant in hw transform.
2026-07-10 12:49:57 +02:00
Henrik Rydgård
aab24e67e4
Add a crude pipeline difference analyzer, to see what shaders it may payoff to merge.
2026-07-10 12:11:17 +02:00
Henrik Rydgård
a9c156804a
More simplification falling out from the previous change
2026-07-09 18:50:34 +02:00
Henrik Rydgård
d70697d3ae
Vulkan simplification: in PipelineCacheKey, use shader IDs instead of pointers to shaders.
2026-07-09 18:40:58 +02:00
Henrik Rydgård
9e687c3282
Make Description a member function of VShaderID / FShaderID. Assorted cleanup
2026-07-09 17:46:07 +02:00
Henrik Rydgård
5f7281bd8e
Remove old vestiges of geometry shader support
2026-07-08 18:25:08 +02:00
Henrik Rydgård
0c7ff6000d
Remove geometry shader tab from DevScreens.cpp
2026-07-08 18:25:08 +02:00
Henrik Rydgård
2e9ee49679
Reorganize the FS shader bits too, for a better sort order in the shader viewer
2026-07-07 20:16:37 +02:00
Henrik Rydgård
93b570f8c7
Reverse the bits so we actually get the desired shader sorting order in the debug shader viewer
2026-07-07 20:16:37 +02:00
Henrik Rydgård
6508ae0aae
Reorganize the vertex ShaderId bits, better sorting order
2026-07-07 20:16:32 +02:00
Henrik Rydgård
ebc564a465
Centralize handling of another GPU flag
2026-06-27 13:50:03 +02:00
Henrik Rydgård
d2f1193afc
Remove another unused GPU_USE_* flag
2026-06-27 13:19:13 +02:00
Henrik Rydgård
a4d21d23bb
Remove some remains of HW tessellation
2026-06-26 18:53:35 +02:00
Henrik Rydgård
7b3405ab86
Fix a Vulkan lifetime issue causing invalid descriptors on shutdown
...
Also simplifies the code a little
2026-06-25 21:56:33 +02:00
Henrik Rydgård
623545bd24
Delete the "Hardware tessellation" feature.
...
Very hard to maintain and debug, not worth it.
2026-06-16 16:17:14 +02:00
Henrik Rydgård
64e55324c7
Fix initialization bug in TextureCacheCommon
2026-06-14 14:02:09 +02:00
Henrik Rydgård
e0634f3df9
Assorted cleanup and tweaks
2026-06-13 13:34:41 +02:00
Henrik Rydgård
87cc608df1
Add the necessary logic to use in-shader CLUT lookups for regular textures
2026-06-11 12:42:16 +02:00
Henrik Rydgård
0bf1d12053
Prepare for shader depal (CLUT palette lookup) for ordinary textures
2026-06-11 11:58:58 +02:00
Henrik Rydgård
d33425d01d
Split out the CLUT texture cache from "TextureShaderCache"
2026-06-11 10:57:30 +02:00
Henrik Rydgård
f034cb45bb
Unify UpdateCurrentClut between D3D11 and Vulkan (GLES is still different)
2026-06-11 10:40:21 +02:00
Henrik Rydgård
5265422c0e
Remove the old "Fragment ubershader" setting. It's been on by default for years and is not really an ubershader.
2026-06-10 09:54:52 +02:00
Henrik Rydgård
a38c52601c
Turn TexCacheEntry::TexStatus into an enum class
2026-06-09 11:25:51 +02:00
Henrik Rydgård
ec6c7b08f5
Add a common TextureAlpha enum, replacing CheckAlphaResult and ReplacedTextureAlpha.
2026-06-09 11:25:50 +02:00
Henrik Rydgård
e0a961ddc5
Just some basic code cleanup in TextureCacheCommon.
2026-06-08 22:51:00 +02:00
Henrik Rydgård
2534eb4480
Disable anisotropic filtering for all flat draws.
...
May improve performance slightly, and should fix the last instances of #19555
2026-06-08 15:28:58 +02:00
Henrik Rydgård
169f473b95
Smart 2D texture filtering: Use the new vertex path to check for pixel mapping in transformed geometry
...
Previously, "Smart 2D texture filtering" was limited to through-mode
draws, but many games use fully transformed draws to do 2D elements.
An example of this is Outrun in the menus, and it's always been plagued by
horrible filtering artifacts.
With the improved Smart 2D texture filtering, the artifacts are gone!
Of course, instead of glitchy bilinear you instead get point sampled
texturing so it looks more pixellated, but no more ugly borders between letters
in the game.
2026-06-04 17:04:04 +02:00
Henrik Rydgård
5151df7366
Remove fbman, texcache parameters from SoftwareTransformParams
2026-06-02 11:39:33 +02:00