Commit Graph

321 Commits

Author SHA1 Message Date
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 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 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
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
Herman Semenov 0748ce610f [GPU/Common/D3D11/Directx9/GLES/Vulkan] Using reserve if possible 2023-12-15 14:08:22 +03:00
Herman Semenov 315340fc62 Using const reference for C++17 range-based loop and freq used objects 2023-12-13 17:33:01 +01:00
Henrik Rydgård 6d3c34ecd5 Eliminate inf values resulting from depth range computation.
Fixes #17981
2023-12-12 18:48:22 +01:00
Herman Semenov de80cc3883 Using reserve if possible 2023-12-12 15:13:43 +03:00
Henrik Rydgård ced821169e Bump shader cache versions 2023-10-09 19:39:25 +02:00
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 48d3efc473 Bump shader cache versions again, just because. 2023-09-27 17:38:15 +02:00