Commit Graph
91 Commits
Author SHA1 Message Date
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 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 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 736d054b8f Remove the u_proj_though matrix from the uniform buffer 2026-05-19 16:33:45 +02:00
Henrik Rydgård 065a68ef4f Split out screen rotation from the projection matrix 2026-05-17 10:58:54 +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
Herman Semenov b57dab2812 [GPU] Make static and const methods if possible 2024-04-05 17:04:31 +03:00
Henrik Rydgård fb4a1fb7dd Simplify disk-cache-load on GLES as well, for the same reasons as #18216 2023-09-30 13:45:13 +02:00
Henrik Rydgård 6e303e8f1d Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent. 2023-09-24 11:55:15 +02:00
Henrik Rydgård b7d28cd10a Remove redundant fail state. Bail from shader cache load if a fragment shader fails to generate, too. 2023-09-18 14:38:22 +02:00
Henrik Rydgård 10f93875c6 Fix the semantics of DenseHashMap to be consistent even when inserting nulls 2023-09-11 12:07:18 +02:00
Henrik Rydgård bb6d696a84 Merge the tex "ubershader" uniforms into one for convenience 2023-05-25 10:19:01 +02:00
Henrik Rydgård 9a3ff69091 Workaround for some SOCOM game's misuse of CLUT8 textures.
Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +02:00
Unknown W. Brackets 9e46a30c13 GPU: Correct some missing override specifiers. 2023-02-26 15:58:58 -08:00
Henrik Rydgård c74f5b2189 Prepare for unifying more stuff 2023-02-25 16:01:32 +01:00
Henrik Rydgård 289206fee0 Merge pull request #16782 from unknownbrackets/gl-shader-del
GLES: Delete LinkedShaders after the program
2023-01-11 09:07:30 +01:00
Unknown W. Brackets 5102ef8a31 GLES: Delete LinkedShaders after the program.
The program references the shader, so we have to delete in this order.
Caused problems on useFlag change as well as probably DeviceLost.
2023-01-10 22:13:40 -08:00
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
Unknown W. Brackets 06045b9459 GLES: Cache equal flag, load from cache. 2023-01-05 18:24:29 -08:00
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
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
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 96f054f098 Fix light ubershader for D3D11 and OpenGL, GLES unsigned/signed stuff 2022-09-25 23:35:08 +02:00
Lubos 4ce0579f70 OpenXR - Split projection matrix for color and depth buffer 2022-09-04 21:12:18 +02:00
Henrik Rydgård b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Lubos cb6448ff2d Merge branch 'master' into feature_openxr_6dof 2022-08-02 21:01:05 +02:00
Lubos 4814bed7df OpenXR - HUD support added 2022-08-02 20:58:16 +02:00
Henrik Rydgård fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Unknown W. Brackets b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00
Unknown W. Brackets 7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Henrik Rydgård 025bcb1673 Introduce Path, start using it all over the place.
Still lots left to convert!

Convert GetSysDirectory to return Path.

More buildfixing

Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård 6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård 7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård f4ea3ccf22 Move the generic vertex shader generator into GPU/Common and rename it. 2020-11-01 19:58:54 +01:00
Henrik Rydgård 0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
Henrik Rydgård b7d674411e Test parsing of generated OpenGL shaders too (by using glslang). 2020-10-31 18:32:43 +01:00