lightningterror
25bf39e895
gsdx glsl/fx: Remove unused Uber_ATST shader code.
2020-07-28 01:59:53 +02:00
lightningterror
5362fc9c26
gsdx-ogl: Fix MaxDepthPS byte alignment.
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Bigger value comes first, then smaller to fill the gap so the alignment
can be proper.
vec3
float
2020-06-19 19:37:32 +02:00
KrossX
b5625ad8b0
gsdx-hw: Add zclamping to ps/fs.
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Add zclamping to ps/fs, enable vs, ps/fs clamp when needed with a macro.
2020-06-06 23:56:41 +02:00
lightningterror
5d0eefeebd
gsdx-hw: Cleanup a bit EmulateZbuffer.
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Update the comment to reflect recent changes,
Rename DepthMask to MaxDepth,
use a mask shift to get z format,
Do vs cb padding on d3d11.
2020-06-06 23:56:41 +02:00
KrossX
8b1eb3b456
GSdx: Dithering on Hardware
2020-05-16 21:53:17 +02:00
Gregory Hainaut
c2229e3c0b
gsdx-ogl: add a texture offset uniform parameter to vertex shader
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It would be used for a new implementation of the half pixel offset hack
Hopefully it doesn't badly impact the perf on low end iGPU
2016-11-29 17:22:02 +01:00
Gregory Hainaut
317a464278
gsdx shader: RGB => YUV conversion
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Required for write feedback emulation
2016-10-14 18:13:20 +02:00
Gregory Hainaut
74822d6ba3
gsdx ogl: rework atst handling
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* Move the rounding operation in the constant buffer
* Merge less with less equal. And merge greater with greater equal
Need test
2016-08-10 11:30:11 +02:00
Gregory Hainaut
2b00447a43
glsl: optimize the number of active constant buffer
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Increase the performance on the free driver (Nouveau)
Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Gregory Hainaut
5d49a6b685
gsdx ogl: replace 4 VS shader variation by an AND mask
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Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut
f7ddd488e1
gsdx ogl: Extend uniform buffer with channel parameter
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Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
d610a6aac4
gsdx glsl: ofc forget to do the shader in bin
2016-04-24 11:07:46 +02:00
Gregory Hainaut
1558220f74
gsdx glsl: create a common header definition
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* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00