Commit Graph

10 Commits

Author SHA1 Message Date
TellowKrinkle e221d31b45 GS:OGL:Shaders: Formatting 2023-04-30 23:48:49 +02:00
Stenzek d37ac992fc GS/HW: Use bitfield extract for VS expand (GL/VK) 2023-04-15 20:10:25 +01:00
Stenzek 7f7dd60587 GS/HW: VS expand instead of GS for DX/GL/Vulkan 2023-04-13 11:12:11 +01:00
Stenzek 2a06bb6e2c GS/OGL: Use VS/GS selectors from base class 2023-04-07 17:18:21 +01:00
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
Connor McLaughlin eba2273cd1 GS/OpenGL: Cleanups and GLES support 2022-12-16 11:11:15 +00:00
Connor McLaughlin 2330d3a056 GS: Use hardware point/line expansion where supported in GL 2022-01-02 15:06:39 +00:00
Connor McLaughlin bce54a64ff GS: Use flat/nointerpolation for IIP=0 instead of GS 2022-01-02 15:06:39 +00:00
TellowKrinkle da651cabe4 Resources: Move shaders to shared shader/ directory 2021-12-12 06:10:47 -06:00