Commit Graph
9803 Commits
Author SHA1 Message Date
Henrik Rydgård ea95eb420d Clean up GetFramebufferSamplingParams 2026-07-16 15:03:20 +02:00
Henrik Rydgård c278fdf5a3 Rename some vars, move a function from header to cpp 2026-07-16 15:03:20 +02:00
Henrik Rydgård 013fc094de Remove NeedsZWHack old Mali workaround in vertex shaders. The new transform math seems to have fixed it some other way. 2026-07-15 12:14:33 +02:00
Henrik Rydgård c4889b3a2a Some more simplification of expressions in the vertex shader generator 2026-07-15 12:03:16 +02:00
Henrik Rydgård 8721e11694 Simplify expressions 2026-07-14 20:31:39 +02:00
Henrik Rydgård c3eafeb005 Remove obsolete vertex decoder code and options 2026-07-14 17:26:00 +02:00
Henrik Rydgård cd40e2d4f0 Delete more code related to hardware skinning 2026-07-14 17:17:40 +02:00
Henrik Rydgård 61e1ef8f7a Remove the "Software skinning" option. Now always on. 2026-07-14 17:02:57 +02:00
Henrik Rydgård a655278dc8 Fix vertex/index advance with through-mode 2D culling. Fixes Naruto 3
Fixes #21919
2026-07-14 15:29:55 +02:00
Henrik Rydgård 18a9de3eca Move AdvanceVerts to GPUStateCache 2026-07-14 15:28:21 +02:00
Henrik Rydgård 3e393d99e1 GeDebugger: Add some sanity checks in the vertex preview to avoid crashes 2026-07-14 14:15:32 +02:00
Henrik Rydgård 20113c67f3 Add a few (disabled) lines of code to kinda-simulate the Mali feature set. 2026-07-13 20:00:10 +02:00
Henrik Rydgård 04571a15e3 Don't forget to specify highp on u_zw in OpenGL. Necessary for older Mali.
Fixes #21914
2026-07-13 19:59:53 +02:00
Henrik Rydgård 3de35305cd Simplify color clamping in vertex shader generator 2026-07-13 12:42:46 +02:00
Henrik Rydgård 38b0b0b126 Eliminate two divisions and multiplication from all vertex shaders 2026-07-13 12:11:31 +02:00
Henrik Rydgård c320639016 Simplify the math. 2026-07-13 11:50:47 +02:00
Henrik Rydgård a2fb013cf6 ConvertViewportAndScissor: Have a nice clean path for the common case. 2026-07-13 11:48:00 +02:00
Henrik Rydgård 35010391a7 Correct framebuffer offset, after the refactor.
Fixes #21915
2026-07-13 11:43:30 +02:00
Henrik Rydgård 1297958f9d Optimize ConvertMatrix4x3To3x4Transposed (by Gemini) 2026-07-13 11:25:02 +02:00
Henrik Rydgård db712016bb Comment improvements, rename a dirty-flag 2026-07-13 11:10:31 +02:00
Henrik Rydgård 497baecc9e Correct OnVkey locking on PauseScreen as well 2026-07-12 11:31:29 +02:00
Henrik Rydgård 7e61f82826 Cleanup the output of the pipeline analyzer 2026-07-10 19:07:30 +02:00
Henrik Rydgård 254e10fd4e Correct another couple of shader bit problems, found by the analyzer 2026-07-10 19:07:29 +02:00
Henrik Rydgård 28b2b1793b Pipeline checker: Add support for checking for identical pipelines with different vertex formats
This turned out not to be very fruitful.
2026-07-10 19:07:27 +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 aab24e67e4 Add a crude pipeline difference analyzer, to see what shaders it may payoff to merge. 2026-07-10 12:11:17 +02:00
Henrik Rydgård a9c156804a More simplification falling out from the previous change 2026-07-09 18:50:34 +02:00
Henrik Rydgård d70697d3ae Vulkan simplification: in PipelineCacheKey, use shader IDs instead of pointers to shaders. 2026-07-09 18:40:58 +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 5f7281bd8e Remove old vestiges of geometry shader support 2026-07-08 18:25:08 +02:00
Henrik Rydgård 0c7ff6000d Remove geometry shader tab from DevScreens.cpp 2026-07-08 18:25:08 +02:00
Henrik Rydgård 8e2b775967 Reorganize shader uniforms struct to make room for fogCoef[2] later 2026-07-08 12:17:40 +02:00
Henrik Rydgård 32fa86f6aa Simplify fog calculation in fragment shader slightly 2026-07-08 12:11:09 +02:00
Henrik Rydgård 2d8de4c1bf Improve error checking on game launch.
See #21886
2026-07-08 12:04:15 +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 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 e78a46407b Add new relay "Jeddah", minor update 2026-07-07 20:16:32 +02:00
Henrik Rydgård 6508ae0aae Reorganize the vertex ShaderId bits, better sorting order 2026-07-07 20:16:32 +02:00
Henrik Rydgård fdd6da77c0 Only show Z-raster stats in debug stats if z raster is on 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 6d2948a09b Remove the cached UVScale in gstate_c. Conversion is cheap enough to do directly from gstate, no point in caching. 2026-07-03 13:17:35 +02:00
Henrik Rydgård e2fbf295cf Spline: Avoid having to modify and restore gstate_c.uv 2026-07-03 12:55:34 +02:00
Henrik Rydgård 8804042a9d NormalizeVertices: Take UV scale as a parameter 2026-07-03 12:55:34 +02:00
Henrik Rydgård 50970153c9 Minor cleanup 2026-07-03 12:55:23 +02:00
Henrik Rydgård 1b2f87bf1a Rename GPUgstate to GEState 2026-07-02 20:34:09 +02:00
Henrik Rydgård ebc564a465 Centralize handling of another GPU flag 2026-06-27 13:50:03 +02:00
Henrik Rydgård d2f1193afc Remove another unused GPU_USE_* flag 2026-06-27 13:19:13 +02:00
Henrik Rydgård 9339d455ef Return of "Disable range culling" but now only as a compat.ini setting to enhance games 2026-06-27 13:02:47 +02:00
Henrik Rydgård a4d21d23bb Remove some remains of HW tessellation 2026-06-26 18:53:35 +02:00