lightningterror
3dce969a5e
GS-shaders: Add missing copyright headers.
2023-07-21 10:24:15 +02:00
lightningterror
9b3d31cd47
GS-vk: Fix initialization shader warnings.
2023-07-16 12:45:42 +02:00
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
6118b94f9e
GS/Vulkan: Fix a bunch of validation warnings
...
None of these were errors, but it's still good to have clean output.
2023-03-02 15:49:13 +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
b706c25b68
GS: Change transparency shader to output full alpha
2022-12-11 03:00:49 +00:00
AKuHAK
2ab27ef42a
formatter: apply editorconig into various files
2022-11-25 22:41:00 +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
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- 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
91601e5647
GS: Manually do bilinear sampling when converting RGBA to depth
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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
TellowKrinkle
882c09b870
Vulkan: Format convert.glsl
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
Stuart Kenny
0b2536dd3e
GS/HW: Fix typos in wave filter shader
2022-05-31 17:36:16 +01:00
Connor McLaughlin
0cb9655523
GS/Vulkan: Remove unused color attribute
...
Would likely be getting optimized out anyway.
2022-03-28 09:24:51 +02:00
Connor McLaughlin
f73398ea84
GS/Vulkan: Fix warning when compiling RGBA8->RGB5A1 shader
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Also gets rid of the program info log length check, since that's been
long removed in glslang.
2022-02-20 14:03:33 +00:00
Connor McLaughlin
dfe4bc199f
GS/HW: Use integers for depth conversion shaders
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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
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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
1a8a5a5e8e
GS: Add Vulkan renderer
2022-01-08 05:19:45 +00:00