3508 Commits

Author SHA1 Message Date
Henrik Rydgård 7e61f82826 Cleanup the output of the pipeline analyzer 2026-07-10 19:07:30 +02:00
Henrik Rydgård 254e10fd4e Correct another couple of shader bit problems, found by the analyzer 2026-07-10 19:07:29 +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 9e687c3282 Make Description a member function of VShaderID / FShaderID. Assorted cleanup 2026-07-09 17:46:07 +02:00
Henrik Rydgård 0c7ff6000d Remove geometry shader tab from DevScreens.cpp 2026-07-08 18:25:08 +02:00
Henrik Rydgård 8e2b775967 Reorganize shader uniforms struct to make room for fogCoef[2] later 2026-07-08 12:17:40 +02:00
Henrik Rydgård 32fa86f6aa Simplify fog calculation in fragment shader slightly 2026-07-08 12:11:09 +02:00
Henrik Rydgård 2d8de4c1bf Improve error checking on game launch.
See #21886
2026-07-08 12:04:15 +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 d07ade200e Convert FragmentShaderDesc to use ShaderWriter, add missing bit Fog 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 e78a46407b Add new relay "Jeddah", minor update 2026-07-07 20:16:32 +02:00
Henrik Rydgård 6508ae0aae Reorganize the vertex ShaderId bits, better sorting order 2026-07-07 20:16:32 +02:00
Henrik Rydgård 90c48671d7 D3D11: Remove support for BGRA textures and preferred framebuffer formats 2026-07-03 16:20:22 +02:00
Henrik Rydgård 6d2948a09b Remove the cached UVScale in gstate_c. Conversion is cheap enough to do directly from gstate, no point in caching. 2026-07-03 13:17:35 +02:00
Henrik Rydgård e2fbf295cf Spline: Avoid having to modify and restore gstate_c.uv 2026-07-03 12:55:34 +02:00
Henrik Rydgård 8804042a9d NormalizeVertices: Take UV scale as a parameter 2026-07-03 12:55:34 +02:00
Henrik Rydgård 50970153c9 Minor cleanup 2026-07-03 12:55:23 +02:00
Henrik Rydgård 1b2f87bf1a Rename GPUgstate to GEState 2026-07-02 20:34:09 +02:00
Henrik Rydgård ebc564a465 Centralize handling of another GPU flag 2026-06-27 13:50:03 +02:00
Henrik Rydgård a4d21d23bb Remove some remains of HW tessellation 2026-06-26 18:53:35 +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 471f50c7be More sprite detection
Fixes #15757

Fixes #15755
2026-06-15 00:17:41 +02:00
Henrik Rydgård 64e55324c7 Fix initialization bug in TextureCacheCommon 2026-06-14 14:02:09 +02:00
Henrik Rydgård 5676e90896 Rename some stencil enums 2026-06-14 13:33:13 +02:00
Henrik Rydgård 49b3b4462c ImGeDebugger: Allow viewing the alpha channel (so you can compare it to stencil...) 2026-06-14 13:23:49 +02:00
Henrik Rydgård ea8a648737 Refactor UI shader presets, prepare for some updates to the ImGe debugger 2026-06-14 11:08:56 +02:00
Henrik Rydgård 536c4ace73 Fix the ugly line on Ridge Racer lens flares
Turns out we were not updating one column and row of the lens flare
image, which is done in a strange way by the game (CLUT in framebuffer).

Some math of the game is a little off and for some reason it's not
noticeable on hardware.
2026-06-14 01:09:33 +02:00
Henrik Rydgård 1a38b91d31 Fix compilation error on x86-32 2026-06-13 17:44:39 +02:00
Henrik Rydgård 7c1f052b87 ImGe debugger fix 2026-06-13 17:09:06 +02:00
Henrik Rydgård e0634f3df9 Assorted cleanup and tweaks 2026-06-13 13:34:41 +02:00
Henrik Rydgård d6e0dd1478 Always enable the secondary texture cache 2026-06-13 13:34:41 +02:00
Henrik Rydgård 3ff52b3c90 Software transform: Share the fog coef computation with the hardware transform code 2026-06-13 10:14:44 +02:00
Henrik Rydgård c5931ea690 Unify more shader uniform update code, fix bug in fallback for Uint8x3ToFloat4. 2026-06-13 10:14:39 +02:00
Henrik Rydgård 40a345bff8 Fix a filtering issue, enable this for Fushigi no Dungeon 4. 2026-06-12 23:52:50 +02:00
Henrik Rydgård 484b94c3f3 Build and warning fixes 2026-06-12 17:28:52 +02:00
Henrik Rydgård f3e590b059 Experiment with a compat flag that forces shader depal 2026-06-12 12:19:17 +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 4f925fa5f2 Minor code cleanup 2026-06-11 11:59:00 +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 73fbea4b3b Make the shader compilation test for D3D happy 2026-06-11 00:24:21 +02:00
Henrik Rydgård c9623374b1 Fix some issues with sprite border fix for RECT primitives 2026-06-10 15:29:18 +02:00
Henrik Rydgård 63a51dc6c2 Minor code cleanup 2026-06-10 15:10:03 +02:00
Henrik Rydgård ef111c0297 FragmentShader: Add support for two more shader depal formats: CLUT8 and DEPTH16. Unused.. but maybe not for long. 2026-06-10 15:09:56 +02:00
Henrik Rydgård 83d82dcf66 Shader depal: Don't generate a big switch in the shader, generate specialized shaders instead. 2026-06-10 12:22:11 +02:00
Henrik Rydgård 8faf6d9a3d Oops, fix regression from previous PR 2026-06-10 11:42:24 +02:00
Henrik Rydgård cd0802b9c8 Remove redundant flag from vertex shader IDs 2026-06-10 10:46:05 +02:00