GovanifY
132431b7c8
headers: relicense to GPL-3.0+
...
also update to 2024 while i'm at it
2024-07-30 17:17:13 -04:00
lightningterror
fdcb0efe0a
GS/HW: Make sure both bitwise values are unsigned for ps_convert_float32_float24 depth.
2024-07-09 15:19:45 +02:00
refractionpcsx2
a7047b605e
GS/HW: Allow conversion from 32bit to 24bit depth
2024-06-28 04:15:12 +01:00
Stenzek
5b45913a6a
GS/HW: Use box filtering for source downsampling
2024-06-27 10:49:46 +10:00
refractionpcsx2
effdfd5a22
GS/HW: Fix up some RTA behaviour and reduce copies
2024-04-02 21:48:32 +01:00
Stenzek
11ee0a8613
GS: Remove reduced-depth-range hack
2024-03-29 20:44:02 +10:00
refractionpcsx2
059ec49389
GS/HW: RTA improvements and enhancements
2024-03-25 17:58:12 +00:00
refractionpcsx2
bfef8397d6
GS/HW: Allow source is rt to use corrected alpha in most cases.
2024-03-17 17:24:39 +01:00
lightningterror
3a2888a5d5
GS/HW: Adjust RTA shader precision.
2024-03-17 17:24:39 +01:00
lightningterror
0900c2fd8b
GS/HW: RTA Correction, implement on DATE.
...
Less copies, and makes it work with DATE.
2024-03-17 17:24:39 +01:00
lightningterror
6c9f132093
GS/HW: Add support for Ad (RTA) correction.
...
The idea is to adjust the alpha destination for more
accurate hw blending which will work on all renderers.
Old behavior has Ad in range within 0-1 whereas for blending 0-2 is needed.
copy rt -> adjust the alpha -> copy back the adjusted alpha-> restore old alpha after blending is done
2024-03-17 17:24:39 +01:00
Stenzek
d9abe10308
Misc: Remove explicit PCH include, switch to SPDX
2023-12-24 14:03:14 +10:00
refractionpcsx2
5dc27ed275
GS/HW: Convert depth16->rgba16 shader to integer
2023-10-01 21:08:39 +01:00
lightningterror
3dce969a5e
GS-shaders: Add missing copyright headers.
2023-07-21 10:24:15 +02:00
lightningterror
e3593574b0
GS-ogl: Fix initialization shader warnings.
2023-07-16 12:45:42 +02:00
TellowKrinkle
e221d31b45
GS:OGL:Shaders: Formatting
2023-04-30 23:48:49 +02:00
Stenzek
d70334ee57
GS/HW: Slight shader simplification
...
- Don't declare texture if it's not read from. Stops Vulkan validation
layers whinging.
- Get rid of OpenGL common_header.glsl, and use name linking instead of
leftovers from separate shader objects.
2023-03-30 21:55:50 +01:00
Stenzek
435e73d838
GS/HW: Texture cache improvements
...
Change texture scale from vector to scalar
- Independent X and Y scaling is long gone.
- Also separate size and scale in TC lookup
Move clear value for texture to base class
Align heights to page size
- Since FRAME and Z are in page units, we can't have two targets
- overlapping within the same page.
- Stops some small resizes too.
- Test cases: Genji and Spider-Man 2 shadows.
Don't modify target TEX0 on shuffle/clear
Move upscale multiplier to uniform
Make P8 conversion page-aware
Fix incorrect depth preload shader
Improve HLE of texture shuffles
When a texture shuffle is split into two half-screen draws, we skip the
first, and draw the whole thing in the second, taking care of when both
the texture and framebuffer are offset.
2023-03-13 20:29:05 +00:00
Stenzek
38957625ad
GameDatabase: Add GPUTargetCLUT
2023-01-11 23:37:43 +00:00
Stenzek
d30e076dbd
GS: Add GPU Target CLUT
2023-01-11 23:37:43 +00:00
Connor McLaughlin
eba2273cd1
GS/OpenGL: Cleanups and GLES support
2022-12-16 11:11:15 +00:00
Connor McLaughlin
b706c25b68
GS: Change transparency shader to output full alpha
2022-12-11 03:00:49 +00:00
Connor McLaughlin
c2823aae39
GS: Fix fractional scaling in GL/Vulkan
2022-10-17 15:26:01 +01:00
TellowKrinkle
1ad6605dfb
GS:HW: Remove comment on rgba to 8i only-blue optimization
...
Doesn't seem to improve anything anymore (GPUs do this with csel now anyways, it's like 5 instructions with no divergence)
2022-10-17 10:28:27 +02:00
TellowKrinkle
c6add663f8
GS:HW: Clean up ps_convert_rgba_8i
2022-10-17 10:28:27 +02:00
Connor McLaughlin
6c17f7ad49
GS: Support fractional upscale
2022-10-15 17:37:35 +01:00
TellowKrinkle
9b5dd92dad
GS:HW: Use 16-bit unorm for HDR
2022-10-11 18:17:27 +02:00
TellowKrinkle
73ae9f8879
GS:HW: Make HDR algorithm more float-precision-friendly
...
- Use whole numbers instead of 255ths
- Use range -128 - 127 instead of 0 - 255 for accumulation blends
2022-10-07 20:44:53 +02:00
TellowKrinkle
62f9b16139
GS:OGL: Use blend min for primid destination alpha
2022-09-06 21:07:56 +02:00
TellowKrinkle
91601e5647
GS: Manually do bilinear sampling when converting RGBA to depth
...
Shader bilinear doesn't properly handle the case where r overflows into g (or g overflows into b, etc)
2022-08-20 10:12:24 +01:00
Connor McLaughlin
a9819542d4
GS: Split convert and present shaders
2022-06-05 21:27:16 +01:00
Connor McLaughlin
dfe4bc199f
GS/HW: Use integers for depth conversion shaders
...
Fixes z-fighting in reflections in DBZ BT3, maybe others?
2022-02-15 10:41:37 +01:00
refractionpcsx2
d4b1d9abe5
GS-hw: Increase 32->16bit conversion accuracy
...
Improves Dogs life (no longer goes completely black right away, but has decal problems)
Vastly improves texture quality in Spider-Man 3 when using Framebuffer Conversion to fix the textures
2022-02-14 14:50:21 +00:00
Connor McLaughlin
2684fd6b62
GS: Add depth copy convert shader
2022-02-03 15:20:35 +00:00
Connor McLaughlin
0c36647506
GS: Rewrite presentation interface and OSD
2022-01-02 15:06:39 +00:00
Connor McLaughlin
a2ae4ba441
GS/OpenGL: Get rid of interface blocks for convert shaders
2021-12-26 13:21:51 +00:00
Connor McLaughlin
4e1b2792c9
GS/OpenGL: Move some uniform buffers to program uniforms
2021-12-26 13:21:51 +00:00
Connor McLaughlin
efed92b15c
GS/OpenGL: Move scaling factor to shader constant
2021-12-22 11:41:57 +01:00
TellowKrinkle
da651cabe4
Resources: Move shaders to shared shader/ directory
2021-12-12 06:10:47 -06:00