Commit Graph

250 Commits (87f2995f3d2222ba559f09c9f4cca43a0e28223f)

Author SHA1 Message Date
Stenzek 87f2995f3d
TextureReplacements: Namespace-ify 2 years ago
Stenzek 2bcb85d431
GPU/HW: Push all draws/writes through a common path 2 years ago
Stenzek 9ef7e8c5d0
GPU/HW: Use GSVector instead of Rectangle 2 years ago
Stenzek ef152c47a6
GPU/HW: Interpolate native texture coordinates when upscaling 2 years ago
Stenzek 044d7a4797
GPU: Eliminate heap allocation on state load 2 years ago
Stenzek e169189441
GPU/HW: Fix possible crash when changing texture filtering 2 years ago
Stenzek 34d5cdec96
GPU/HW: Expose depth buffer to internal postprocessing 2 years ago
Stenzek e39a2d00bf
GPU/HW: Use D32F for PGXP depth
16-bit isn't accurate enough for post processing.
2 years ago
Stenzek 80d1056ddf
GPU: Add virtual call when buffers are swapped 2 years ago
Stenzek 0c3cf1f5f8
PostProcessing: Split into internal and display chains 2 years ago
Stenzek 810ce1ce57
GPU: Remove duplicate display params fields
And enable postfx when the DAC is turned off.
2 years ago
Stenzek 34f20798a1
GPU/HW: Add separate 3D/2D (sprite) texture filtering 2 years ago
Stenzek be4abb016f
GPU/HW: Reduce multiple setting source of truth 2 years ago
Stenzek 6870010351
GPU/HW: Remove log spam 2 years ago
Stenzek 8455c9c3c6
GPU/HW: Add 'Force Round Upscaled Texture Coordinates' 2 years ago
Stenzek 1582b2ae5d
GPU/HW: Make texture filtering a fragment shadergen parameter 2 years ago
Stenzek c1792108f4
GPU/HW: Eliminate raw texture pipeline permutations 2 years ago
Stenzek ef69c31e9f
GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
2 years ago
Stenzek a7543ab365
GPU/HW: Fix crash on VRAM write/copy with mask test 2 years ago
Stenzek 53600746c7
GPU: Cancel VRAM writes on Reset 2 years ago
Stenzek 039796690c
GPU/HW: Fix a couple of out-of-order UBO pushes 2 years ago
Stenzek 4e922a34a7
Log: Simplify macros 2 years ago
Stenzek b6d019db66
Misc: Replace log printf calls with fmt 2 years ago
Stenzek 49b2e76dea
GPU/HW: Warning fix 2 years ago
Stenzek 10df7ba319
GPU/HW: Ensure CLUT cache is synced when using SW-for-readbacks 2 years ago
Stenzek 1185f8f6aa
GPU: Implement CLUT cache (SW renderer only)
Fixes copyright screen in Shadow Master.
Fixes title splash in Castrol Honda Superbike Racing.
2 years ago
Stenzek d1483d8077
GPU: Rework pre-draw clipping 2 years ago
Stenzek fec210b1e1
GPU: Ensure coordinates are masked/clamped 2 years ago
Stenzek 295081fe62
Misc: Replace offsetof with constexpr-friendly OFFSETOF
Fixes build with clang-18.
2 years ago
Stenzek be1d558be1
GPU/HW: Fix black screen in Metal after vertex ID wraparound 2 years ago
Stenzek e5a024ba85
MetalDevice: Add support for framebuffer fetch 2 years ago
Stenzek 1097eab600
GPU/HW: Don't create shader blend pipelines if disallowed 3 years ago
Stenzek 74f3c8d1aa
GPU/HW: Enable feedback loops for rendering 3 years ago
Stenzek 72ab669e70
GPUDevice: Add support for feedback loops 3 years ago
Stenzek 2b7008bd93
GPU/HW: Fix box downsampling with FMVs 3 years ago
Stenzek e54ad1956a
GPU/HW: Fix height incorrect doubling in interleaved 480i mode 3 years ago
Stenzek 1ab7850ed0
GPU: Rewrite deinterlacing and add adaptive/blend modes 3 years ago
Stenzek 8fe86ff690
GPU/HW: Fix another buffer unmapping case 3 years ago
Stenzek 7159330f63
GPU/HW: Ensure buffers are unmapped before present
Darn DX11...
3 years ago
Stenzek 713d396a7e
GPU/HW: Add quad line detection (Wild Arms 2) 3 years ago
Stenzek 250fb56838
GPU/HW: Switch to indexed draws 3 years ago
Stenzek b34742cdd2
GPU/HW: Slightly reduce struct size 3 years ago
Stenzek f936a36c85
GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory.
Use it for screenshots and VRAM downloads.
3 years ago
Stenzek 411213d6a0
GPU: Make VRAM a global object 3 years ago
Stenzek cdb614a51f
GPU/HW: Fix possible crash (again) 3 years ago
Stenzek cdea4eb68b
GPU/HW: Fix possible crash on setting change 3 years ago
Stenzek af2042e713
GPU/HW: Fix toggling PGXP depth buffer causing black screen 3 years ago
Stenzek 14e3969736
Misc: Warning fixes 3 years ago
Hugo Locurcio 1b8e75e90b
Take widescreen hack into account when determining automatic resolution scale
At widescreen aspect ratios, a greater resolution scale factor is required
to maintain crisp visuals. For instance, a 16:9 output requires ~1.333×
the resolution scale of a 4:3 output (as 16:9 is ~1.333× wider than 4:3).

This improves visuals at widescreen aspect ratios when the widescreen hack
is enabled, especially for ultrawide.
3 years ago
Stenzek 37e8d1ab86
GPU/HW: Fix VRAM write replacements 3 years ago