Commit Graph

36 Commits (a34aee68a7211d9dd697a56cfc3773fc45da0a46)

Author SHA1 Message Date
Davide Pesavento a34aee68a7 Declare all namespace-scope constants as inline
This is the idiomatic way since C++17
4 months ago
Stenzek 3d8f6bf7aa
GPU/HW: Fix filtered alpha blending in ROV path 6 months ago
Stenzek b4019f325c
GPU/HW: Fix black dots with some texture filters
JINC2 specifically ended up with NaNs propagating through.
7 months ago
Stenzek 0a1e8e27f0
ShaderGen: Emit packUnorm4x8() for GLSL ES 3.0 7 months ago
Stenzek dfa96e080d
GPU: Implement MMPX texture filter 7 months ago
Stenzek 62d7a73381
GPU/HW: Add 'Scaled Interlacing' option
Disabling this option causes rendering to skip N lines instead of 1
line, where N is the internal resolution multiplier.
8 months ago
Stenzek 19ca9cb47d
GPU/HW: Use texture loads for native resolution
Hopefully work around sampling precision issues in older AMD drivers
and Mali Midgard if we're lucky. But I don't have anything this old
to verify with.
10 months ago
Stenzek d9c9b3038d
GPU/HW: Fix ROV depth being written with semitransparency 10 months ago
Stenzek 1daa60c64d
GPU: Use tristrips for presentation as well 10 months ago
Stenzek c5bd4101b3
GPU: Refactor and simplify deinterlacing
Both HW and SW deal with half-height buffers coming in now.
11 months ago
Stenzek 8f19912c64
GPU/ShaderGen: Use sample instead of load at 1x as well
Consistency. Mali ends up ever-so-slightly faster with sample versus
texel loads, apparently.

Also fixes compile errors when using texture filtering on GLSL ES.
11 months ago
Stenzek acf04ed67a
GPUDevice: Use row-major matrix packing
With column vectors. mul() turns into dot products instead of madds.
11 months ago
Stenzek a804801a1b
GPU/HW: Support filtering with texture cache 12 months ago
Stenzek 0ae8fcced3
GPU/HW: Fix incorrect sampling at 1x with TC 12 months ago
Stenzek c6b74684de
GPU/HW: Split shaders into resolution independent/dependent
Avoids recompiling everything on resolution change.
1 year ago
Stenzek 52389f48a6
GPU/HW: Fix force-round-coords with texture cache 1 year ago
Stenzek 7f4e5d55db
Misc: Update copyright headers 1 year ago
Stenzek a2f98541b3
Misc: Slim down some header includes 1 year ago
Stenzek 2a617c505a
GPU/HW: Support using ROV for accurate blending 1 year ago
Stenzek ef152c47a6
GPU/HW: Interpolate native texture coordinates when upscaling 1 year ago
Stenzek c1792108f4
GPU/HW: Eliminate raw texture pipeline permutations 1 year ago
Stenzek ef69c31e9f
GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
1 year ago
Stenzek 74f3c8d1aa
GPU/HW: Enable feedback loops for rendering 2 years ago
Stenzek e70f0e1bc1
GPU/HW: Use texelFetch() instead of sampler 2 years ago
Stenzek bc04854ed3
GPU/HW: Bump shader cache version 2 years ago
Stenzek 3b2c70cda5
GPUDevice: Get rid of framebuffer abstraction 2 years ago
Stenzek e804b5e701 GPUDevice: Support geometry shaders 2 years ago
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2 years ago
Connor McLaughlin 8c7a192128 Misc: Add copyright/license statement to applicable files
Should've did this in the beginning.
3 years ago
Connor McLaughlin 5f6490f68b GPU/Vulkan: Fix downloads messing up later commands 3 years ago
Connor McLaughlin 98af6e7228 GPU/ShaderGen: Use [unroll] for resolve loops 4 years ago
Connor McLaughlin 08876d132f GPU/HW: Don't generate always/never-discarding discard shaders
Might fix the PowerVR driver...
5 years ago
Connor McLaughlin 22d664b210 GPU/ShaderGen: Move discard to end of shader
Possible workaround for this PowerVR driver issue.
5 years ago
Connor McLaughlin d8ce98a1e2 Bump shader cache version 5 years ago
Connor McLaughlin 837fb6128b GPU/HW: Fix mask bit when rendering with transparency and no DSB
Fixes some sprites in Bloody Roar on Mali GPUs.
5 years ago
Connor McLaughlin fd166a4485 ShaderCache: Add a data version field
We can increment this to prevent people's shader caches from growing too
large with shader changes.
5 years ago