Henrik Rydgård
92ec6a992b
Remove "pixelMapped" from gstate_c.
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
61e1ef8f7a
Remove the "Software skinning" option. Now always on.
2026-07-14 17:02:57 +02:00
Henrik Rydgård
38b0b0b126
Eliminate two divisions and multiplication from all vertex shaders
2026-07-13 12:11:31 +02:00
Henrik Rydgård
db712016bb
Comment improvements, rename a dirty-flag
2026-07-13 11:10:31 +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
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
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
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
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
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
7ced074154
Rearrange the texture status flags, rename Full alpha to Solid alpha for textures
2026-06-09 11:25:50 +02:00
Henrik Rydgård
1624a6da83
Delete some old now-unused variables, and remove an accidental use.
2026-06-03 13:28:40 +02:00
Henrik Rydgård
702088c2d0
Fix backwards check for minZ/maxZ in fragment shader
2026-05-31 10:40:14 +02:00
Henrik Rydgård
f8b153ba2b
Fix some issues with depth rounding, and depth clamp in D3D11
2026-05-30 19:07:59 +02:00
Henrik Rydgård
44ece6dfa2
Determine the clip flags directly when culling, simplifying the code.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
0eede05f5f
Implement fragment shader depth clamp and min/max discard. Slow on some hardware, but it's a fallback.
2026-05-30 19:07:59 +02:00
Henrik Rydgård
66fd3e65d8
Remove some redundant function parameters
2026-05-30 19:07:59 +02:00
Henrik Rydgård
eaacbbc226
D3D and OpenGL shader buildfixes
2026-05-30 19:07:59 +02:00
Henrik Rydgård
5808afef10
Implement minZ/maxZ through user clip planes
2026-05-30 19:07:58 +02:00
Henrik Rydgård
ae98055cec
Delete a lot of legacy depth and viewport code, fix OpenGL
2026-05-30 19:07:58 +02:00
Henrik Rydgård
69c7c75124
Replace u_proj_through with a simple scale/offset
...
First reasonable output appears.
2026-05-30 19:07:58 +02:00
Henrik Rydgård and GitHub
5513fcb223
Merge pull request #21705 from GermanAizek/constexpr-cpp17
...
GPU: modernize use C++17 constexpr for precalculate compilation
2026-05-27 12:21:39 +02:00
Herman Semenoff
400d136f51
GPU: modernize use C++17 constexpr for precalculate compilation
2026-05-19 21:57:45 +03:00
Henrik Rydgård
736d054b8f
Remove the u_proj_though matrix from the uniform buffer
2026-05-19 16:33:45 +02:00
Henrik Rydgård
e108828bcc
Unify Z handling between the backends
2026-05-19 15:17:44 +02:00
Henrik Rydgård
065a68ef4f
Split out screen rotation from the projection matrix
2026-05-17 10:58:54 +02:00
Henrik Rydgård
afb764e6ae
Rendering: Unify the Y-flipping state across backends (now only applied in-shader, not through matrices).
2026-05-14 23:30:06 +02:00
Henrik Rydgård
5a5c7028b9
Assorted warning fixes and data initialization to please valgrind
2026-02-19 11:24:46 +01:00
Henrik Rydgård
4cc5b230ce
The ritual bump of the shader cache version
2025-06-05 11:01:25 +02:00
Henrik Rydgård
8ed898c5e6
GPU: Constify VertexDecoder pointers, remove in some cases
2025-05-14 15:13:59 +02:00
Lubos
cf98037532
OpenXR - NonVR option fixed
2025-02-10 18:04:53 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +01:00
Henrik Rydgård
b3d08977d5
Delete unused code
2024-12-08 11:25:00 +01:00
Henrik Rydgård
4016539c85
Pre-release shader cache version bump for safety
2024-10-29 13:19:58 +01:00
Lubos
abeeeb1cbf
OpenXR - Sonic rivals rendering fix
2024-08-27 08:22:58 +02:00
Lubos
3154a5fac1
OpenXR - VR camera features on any platform
2024-08-07 09:25:12 +02:00
Lubos
3a6bf77f6b
OpenXR - Texts review
2024-08-05 12:45:42 +02:00
Lubos
b70c2cfd10
OpenXR - Anti-flickering rendering flow added
2024-07-22 13:33:03 +02:00
Henrik Rydgård and GitHub
e01ca5b057
Logging API change (refactor) ( #19324 )
...
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Lubos
7b089effa0
OpenXR - Use single VR projection matrix
2024-06-03 18:29:06 +02:00
Herman Semenov
f625f18eba
[GPU/HLES] 'fs' its already NULL, removed excess delete and bufferState_ always ATRAC_STATUS_HALFWAY_BUFFER
2024-04-11 14:52:55 +03:00
Herman Semenov
b57dab2812
[GPU] Make static and const methods if possible
2024-04-05 17:04:31 +03:00
Henrik Rydgård
d479b74ed9
v1.17.1
2024-02-04 14:08:02 +01:00
Henrik Rydgård
493122a2fc
v1.17
2024-01-27 14:48:00 +01:00
Henrik Rydgård
126d88ecfc
Back out clearly inconsequential/useless .reserve() calls
2023-12-29 08:27:56 +01:00