Commit Graph

124 Commits (e39a2d00bf1e7201fbfda47eaae5534584b87193)

Author SHA1 Message Date
Stenzek 1cb3e6bd49
ShaderGen: Support multiple render target output 2 years ago
Stenzek 34f20798a1
GPU/HW: Add separate 3D/2D (sprite) texture filtering 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 74f3c8d1aa
GPU/HW: Enable feedback loops for rendering 3 years ago
Stenzek e70f0e1bc1
GPU/HW: Use texelFetch() instead of sampler 3 years ago
Stenzek 1ab7850ed0
GPU: Rewrite deinterlacing and add adaptive/blend modes 3 years ago
Stenzek 687e212dfe
GPU/HW: Shader compile fix 3 years ago
Hugo Locurcio cc94b76037
Add debanding option to improve gradient smoothness with truecolor
This option only has an effect if true color is also enabled.
3 years ago
Stenzek e86cf51a48
GPU/HW: Handle palette VRAM wrapping
Fixes block colours in The Next Tetris.
3 years ago
Stenzek 5ef2ba0eb2
GPU/HW: Add fallback path for no-texture-buffers
Yay, old Mali drivers without SSBOs...
3 years ago
Stenzek f1604db4a3
GPU/HW: Dynamically size downsampling textures 3 years ago
Stenzek ff17444074
GPU/HW: Add framebuffer fetch blending path 3 years ago
Stenzek 585cf25ac4 GPU: Add downsample scale option 3 years ago
Stenzek 7ad1b8d093 GPU: Add wireframe rendering/overlay 3 years ago
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
3 years ago
Connor McLaughlin 8c7a192128 Misc: Add copyright/license statement to applicable files
Should've did this in the beginning.
4 years ago
Connor McLaughlin a9038133c8 HostDisplay: Common texture base class for all APIs 4 years ago
Connor McLaughlin 971bba07d6 GPU: Make perspective-correct color interpolation toggleable 4 years ago
Connor McLaughlin 1aa7facda8 Frontends: Pick best render API based on renderer
Stops unnecessary display recreation in big picture UI.
4 years ago
Connor McLaughlin d2ca454576 Sync filesystem.h/path.h 4 years ago
Connor McLaughlin 70209db402 GPU/HW: Implement oversized VRAM fills in hardware
Fixes downscaling in Bugs and Taz PAL.
5 years ago
Connor McLaughlin 98af6e7228 GPU/ShaderGen: Use [unroll] for resolve loops 5 years ago
Connor McLaughlin 98f0e5908b GPU/HW: Fix incorrect UV range for upscaled direct texturing 5 years ago
Connor McLaughlin f4242f390b GPU/HW: Use a larger epsilon for PowerVR 5 years ago
Connor McLaughlin eaab0cc033 GPU/ShaderGen: Use smaller position epsilon on PowerVR 5 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.
6 years ago
Connor McLaughlin 0cbba59e88 GPU/ShaderGen: Add readonly/restrict qualifier to VRAM write SSBO 6 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.
6 years ago
Connor McLaughlin 701edb335a Various warning fixes 6 years ago
Connor McLaughlin 97971464d1 GPU/ShaderGen: Remove texcoord offset
Doesn't seem to be needed anymore, and causes issues in some games (e.g.
flickering polygons in Evil Dead)
6 years ago
Connor McLaughlin 3cb2cd8235 GPU: Add adaptive and box downsampling modes 6 years ago
Connor McLaughlin e71f6aa80a GPU/HW: Improve round-trip accuracy of RGBA5551->RGBA8
Fixes smudging in some games with true colour rendering enabled.
6 years ago
Connor McLaughlin aa1543271e GPU: Support emulating a depth buffer from PGXP depth values 6 years ago
Connor McLaughlin 1c9d0967b1 GPU/OpenGL: Fix shader compile error on GLES 6 years ago
Connor McLaughlin 59ac365b52 GPU/HW: Extend the UV range to all "upscaled" pixels
Extend the UV range to all "upscaled" pixels. This means 1-pixel-high
polygon-based framebuffer effects won't be downsampled.

(e.g. Mega Man Legends 2 haze effect)
6 years ago
Connor McLaughlin 7e944103c2 GPU/OpenGL: Work around rasterization/interplation issue on V3D/Pi4 6 years ago
Connor McLaughlin 03d4f80883 GPU: Move enums/types into separate file 6 years ago
Connor McLaughlin ae1e4b1b8f GPU: Add chroma smoothing for 24-bit display enhancement 6 years ago
Connor McLaughlin 858f39827d GPU/HW: Add 'Disable Edge Blending' variants of texture filters 6 years ago
Connor McLaughlin 2eaebd8921 GPU: Implement support for multisample antialiasing 6 years ago
Connor McLaughlin d39c9f5d1c Clean up some compiler warnings 6 years ago
Connor McLaughlin cacf7a7cc9 GPU: Precompute texture window expression [SAVEVERSION+] 6 years ago
Connor McLaughlin 2b4568df6a ShaderGen: Split HW shadergen from base 6 years ago
Connor McLaughlin ccaff2e7cd Settings: Fix incorrect UI for xBR texture filter 6 years ago
Connor McLaughlin 6f250a4ff7 GPU/HW: Add JINC2 and xBRZ texture filtering options
Shaders ported from beetle-psx.
6 years ago
Connor McLaughlin 9254fc9e63 GPU/HW: Fix UB with reverse subtract and texture filtering on 6 years ago