Commit Graph

103 Commits

Author SHA1 Message Date
Henrik Rydgård 1b2f87bf1a Rename GPUgstate to GEState 2026-07-02 20:34:09 +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 87cc608df1 Add the necessary logic to use in-shader CLUT lookups for regular textures 2026-06-11 12:42:16 +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 7ced074154 Rearrange the texture status flags, rename Full alpha to Solid alpha for textures 2026-06-09 11:25:50 +02:00
Henrik Rydgård bb573e6e0c Well, it builds, but doesn't work yet. 2026-06-02 12:33:53 +02:00
Henrik Rydgård 0e8ba0d6fe Bugfixes, cleanup 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 5808afef10 Implement minZ/maxZ through user clip planes 2026-05-30 19:07:58 +02:00
Henrik Rydgård 490469c4e6 Re-implement range culling 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 736d054b8f Remove the u_proj_though matrix from the uniform buffer 2026-05-19 16:33:45 +02:00
Henrik Rydgård d243737c11 Revert "Convert the pre-rotation to just the matrix multiplication."
After the previous commit, the optimization is no longer needed, and
unnecessarily bloats the uniform buffer.

This reverts commit 62bcb1785e.
2026-05-17 11:02:35 +02:00
Henrik Rydgård 4b93a870db Optimize out pre-rotation entirely from vertex shaders when not needed 2026-05-17 11:01:50 +02:00
Henrik Rydgård 947217d1be Convert the pre-rotation to just the matrix multiplication. 2026-05-17 10:59:40 +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 0796918914 Remove and fix obsolete translation strings (from the D3D9 removal) 2025-08-29 23:12:06 +02:00
Henrik Rydgård 630824a7a3 Ge: Apply slight adjustment to cull range, see issue #17061 2025-02-13 14:57:42 -06:00
Henrik Rydgård fab034d866 Fix minor difference between ubershader and specialized vshaders 2024-07-24 20:50:33 +02:00
Henrik Rydgård 6d3c34ecd5 Eliminate inf values resulting from depth range computation.
Fixes #17981
2023-12-12 18:48:22 +01:00
Henrik Rydgård 89ff606ccb D3D9 fix. Make a check more break-point-able. 2023-08-17 20:46:43 +02:00
Henrik Rydgård def09bf575 Update the uvscale uniform a bit more conservatively on framebuffer changes
Plus fixes a few minor oversights

Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +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
Unknown W. Brackets 9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Henrik Rydgård 8b431b39ba Wrap the display globals in a struct (#16998)
* Wrap the display globals in a struct

Makes it easier to search/replace these, for future refactorings.

* Some renaming

* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)

* Attempt at buildfixing ios

* UWP buildfix
2023-02-25 13:09:44 +01:00
Henrik Rydgård 99e6fd62f7 Remove a baffling depth offset I don't quite get 2023-02-11 14:41:25 +01:00
Henrik Rydgård a2c9491a06 Remove a division by 0 that I hadn't noticed before. 2023-02-11 13:27:44 +01:00
Henrik Rydgård d65dae7185 Depth scale functions: Clean up the naming, add a failing test 2023-02-10 14:57:45 +01:00
Henrik Rydgård c11f7e3a5f Fix texture alpha when texturing from full-alpha textures.
Fixes #16875
2023-02-02 16:13:38 +01:00
Henrik Rydgård 1c8e456c97 Also apply this to OpenGL and D3D9 2023-01-11 19:29:02 +01:00
Henrik Rydgård 4c2a41cc83 Break out the attenuation term, too 2023-01-11 19:29:02 +01:00
Henrik Rydgård a508f7e345 Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights 2023-01-11 19:29:02 +01:00
Henrik Rydgård c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård 00c44ea799 Get rid of the bool, not worth it. 2023-01-10 10:23:29 +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 5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +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 26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård ad6725b684 VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
This uniform is used in two cases:

* Non-buffered rendering in Vulkan, software transform
* Non-buffered rendering in D3D11 level 9 on Windows Phone, software transform
  - which I don't think anyone builds for anymore

Nice to not have it in the main uniform buffer, but mainly a
demonstrator/test of moving stuff to the new frame-global buffer, and
setting up the infrastructure.
2022-11-05 22:14:05 +01:00
Henrik Rydgård aec22491fe Don't expand alphaColorRef to 128 bytes on backends where we don't need to. 2022-10-10 18:02:01 +02:00
Henrik Rydgård bf25f4b283 Shader uniforms (VK/D3D11): Fix issue where we could overwrite the fourth component padding. 2022-10-06 10:52:58 +02:00
Henrik Rydgård f4b71e2dc7 Fragment shader uniforms: Pack color mask in 32 bits instead of expand to 128 bits.
Allows us to save 16 bytes from the main uniform buffer, since there's
free 32-bit spaces here and there to use.
2022-09-26 13:04:56 +02:00
Henrik Rydgård 07ca9e4656 Fold the "materialUpdate" flag into the light ubershader part.
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.

The perf impact should be minimal if not positive due to less pipeline
changes.

GLES fixes

Make the vertex input declarations match (always declare fog input).  Fixes D3D11 validation

Tess fix
2022-09-26 12:06:16 +02:00
Henrik Rydgård 96f054f098 Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff 2022-09-25 23:35:08 +02:00