Commit Graph

146 Commits

Author SHA1 Message Date
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 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 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 5676e90896 Rename some stencil enums 2026-06-14 13:33:13 +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 cd0802b9c8 Remove redundant flag from vertex shader IDs 2026-06-10 10:46:05 +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 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 e75d9f8a5f Unify the bounding depth checks, correct them if minmax clip is needed 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 0b47955c64 Delete geometry shader culling support. Is mostly replaced, and will be fully replaced with software transform. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 8b84fd555d Apply triangle near-clipping in software transform.
Fixes, but only in SW transform, #10914

Re-enable range culling, oops.
2026-05-30 19:07:59 +02:00
Henrik Rydgård f0d715feaa During culling, evaluate minZ,maxZ,minW,maxW, and use them to cull some things. Also, assorted vshader work. 2026-05-30 19:07:58 +02:00
Henrik Rydgård 8ed898c5e6 GPU: Constify VertexDecoder pointers, remove in some cases 2025-05-14 15:13:59 +02:00
Henrik Rydgård df6ed8cfc9 Do some cleanup of #includes in GPU 2024-12-18 13:57:26 +01:00
Henrik Rydgård 1b769b61b1 Fragment shader: Don't error on bad blend eqs, instead use default eq (add) 2024-10-25 21:54:57 +02:00
Henrik Rydgård b4eecf3d5c Mali: Turn off any depth writes if depth test is set to NEVER. 2024-02-02 11:11:31 +01:00
Henrik Rydgård 6ce4933db8 Split the discard-stencil-bug flag into separate flags for Adreno and Mali 2024-02-02 11:11:31 +01:00
Herman Semenov ca94de8d4b [GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope) 2023-12-20 12:34:34 +03:00
Unknown W. Brackets b610e2f314 GPU: Handle invalid blendeq more accurately. 2023-09-23 13:08:25 -07:00
Henrik Rydgård f4b0cddda3 ShaderId: Safer way to check for backend. 2023-09-18 16:25:00 +02:00
Henrik Rydgård 946d4b6251 Avoid causing shader gen failures due to bad blend eq values 2023-09-18 16:12:27 +02:00
Henrik Rydgård 80e47b7bd3 Only dirty the uniform UVSCALEOFFSET when really needed
Broken out from #17479

With OpenGL, greatly reduces the amount of glUniform4fv calls in many games (and
similar in the other backends).
2023-05-25 15:00:57 +02:00
Henrik Rydgård 7178c0cd42 Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state. 2023-05-25 10:19:01 +02:00
Henrik Rydgård b42670cf59 Manually revert the rest of the lmode optimization 2023-05-09 18:44:24 +02:00
Henrik Rydgård 0babac5c5f Manually revert "Remove LM flag from vshader too" (#16718)
Reverts #16718

Though maybe we can keep this one? Let's see.
2023-05-09 18:44:18 +02:00
Henrik Rydgård f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00
Henrik Rydgård 3d376b0ab7 Remove the rather redundant DoTexture flag from vshaders.
Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Henrik Rydgård 088d0c39dc Remove the FS_TEXTURE_AT_OFFSET fragment shader flag 2023-01-10 12:37:21 +01:00
Henrik Rydgård c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård d4ce134292 Shader generator: Move FS_TEX_ALPHA to a uniform bool.
Part of #16567
2023-01-10 09:42:54 +01:00
Henrik Rydgård a58bf45540 Removes LM flag from vshader in the common case, if ubershader is enabled. 2023-01-05 13:09:49 +01:00
Henrik Rydgård 389c7bf44c FragmentShaderDesc improvement (debugging) 2023-01-05 11:49:03 +01:00
Henrik Rydgård 18d00b0718 Remove lmode flag bit from fragment and geometry shaders 2023-01-04 11:04:23 +01:00
Henrik Rydgård 10dee90c83 Merge pull request #16628 from hrydgard/remove-fog-fshader-flag
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 11:01:19 +01:00
Henrik Rydgård 26c748f959 Make fog-enable driven by uniform instead of fragment shader flag bit 2023-01-04 10:14:11 +01:00
Henrik Rydgård f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
Henrik Rydgård 61eaa4ea2d Just a very minor optimization 2022-12-27 17:15:31 +01:00
Unknown W. Brackets 106d730a20 GPU: Optimize out common case texture proj.
NFS Most Wanted 5-1-0 uses this when it could use uv scale/offset.
2022-12-01 23:20:25 -08:00
Henrik Rydgård d72ad3b3f4 Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.

Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Henrik Rydgård 7eee7f2573 Fix shader debug description issue. 2022-11-23 15:41:20 +01:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård e058f8aee6 Shadergen fix for OpenGL 2022-10-27 11:05:59 +02:00
Henrik Rydgård cd203291ba Fix rendering in non-stereo mode 2022-10-27 11:05:59 +02:00
Henrik Rydgård 0de12f5ca9 Some refactoring of framebuffer views, layer issues, more work. 2022-10-27 11:05:58 +02:00