Commit Graph

39 Commits (ff1744407475e7c565e49e2a9612b77794a7cf73)

Author SHA1 Message Date
Stenzek ff17444074
GPU/HW: Add framebuffer fetch blending path 2 years ago
Stenzek 585cf25ac4 GPU: Add downsample scale option 2 years ago
Stenzek 7ad1b8d093 GPU: Add wireframe rendering/overlay 2 years ago
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2 years ago
Stenzek bb60170d9a Move frontend-common to util/core 2 years ago
Connor McLaughlin 8c7a192128 Misc: Add copyright/license statement to applicable files
Should've did this in the beginning.
3 years ago
Connor McLaughlin 971bba07d6 GPU: Make perspective-correct color interpolation toggleable 3 years ago
Connor McLaughlin 1aa7facda8 Frontends: Pick best render API based on renderer
Stops unnecessary display recreation in big picture UI.
3 years ago
Connor McLaughlin 70209db402 GPU/HW: Implement oversized VRAM fills in hardware
Fixes downscaling in Bugs and Taz PAL.
4 years ago
Connor McLaughlin 3cb2cd8235 GPU: Add adaptive and box downsampling modes 5 years ago
Connor McLaughlin aa1543271e GPU: Support emulating a depth buffer from PGXP depth values 5 years ago
Connor McLaughlin 03d4f80883 GPU: Move enums/types into separate file 5 years ago
Connor McLaughlin ae1e4b1b8f GPU: Add chroma smoothing for 24-bit display enhancement 5 years ago
Connor McLaughlin 2eaebd8921 GPU: Implement support for multisample antialiasing 5 years ago
Connor McLaughlin 2b4568df6a ShaderGen: Split HW shadergen from base 5 years ago
Connor McLaughlin 6f250a4ff7 GPU/HW: Add JINC2 and xBRZ texture filtering options
Shaders ported from beetle-psx.
5 years ago
Connor McLaughlin 5c6e92cdfc GPU/HW: Disable coordinate clamping when unnecessary 5 years ago
Connor McLaughlin 96ba9198ef GPU/HW: Expand lines into triangles before rendering
Fewer batches, consistent upscaling behavior.
5 years ago
Connor McLaughlin caf9943418 GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug 5 years ago
Connor McLaughlin 08ef8c1e8d GPU/HW: Support SSBOs instead of texture buffers for VRAM writes 5 years ago
Connor McLaughlin 49d11988bf Core: Add Vulkan GPU renderer 5 years ago
Connor McLaughlin e368dbbadc GPU: Implement non-interleaved interlaced rendering
Fixes screen shaking in True Pinball.
6 years ago
Connor McLaughlin 9446587e8f GPU/HW: Mask bit handling in hardware renderers
Fixes:
 - Menu effect in Ghost in the Shell
 - Incorrect text colours in menu of Dragon Quest VII
 - Fade effect in TwinBee RPG
 - Fog in Silent Hill
 - Water in Duke Nukem - Land of the Babes
 - Shadows in Ultraman - Fighting Evolution

and probably others.
6 years ago
Connor McLaughlin 620210cfc9 GPU/OpenGL: Use explicit bindings where possible 6 years ago
Connor McLaughlin 5ad133a278 GPU/HW: Implement oversized copies on GPU
Fixes slowdown caused by this.
6 years ago
Connor McLaughlin 197b193ca3 GPU/HW/OpenGL: Use geometry shaders for upscaled line rendering 6 years ago
Connor McLaughlin 6775100170 GPU: Drop OpenGL ES renderer
We can put this through the normal GL renderer instead.
6 years ago
Connor McLaughlin c483a78889 GPU: Implement interlaced VRAM fills 6 years ago
Connor McLaughlin 2aecb570c1 GPU: Implement interlaced rendering in hardware backends 6 years ago
Connor McLaughlin 635ab72b37 GPU: Implement "Scaled Dithering" option
Fixes #29.
6 years ago
Connor McLaughlin 67c67bbb66 GPU: Add basic texture filtering support
Still has issues around the edges of text.
6 years ago
Connor McLaughlin 0bc7333e6e GPU/OpenGL: Set GLSL version string dynamically
Rather than hardcoding to 3.3.
6 years ago
Connor McLaughlin bc5a247a4b GPU/HW: Use dual-source blend to split alpha and mask 6 years ago
Connor McLaughlin 3998b9684e GPU/HW: GPU-based RGBA8->RGB5551 conversion for readbacks 6 years ago
Connor McLaughlin ff8cef4da3 GPU/HW: Support OpenGL ES 6 years ago
Connor McLaughlin 16d83989e5 GPU/HW: Support line drawing at >1x scale in D3D11 via GS 6 years ago
Connor McLaughlin 9de9cf3be2 GPU/HW: Add D3D11 renderer and refactor host interface/display 6 years ago
Connor McLaughlin 47849465d8 GPU/HW: Use uniform blocks for all shaders + HLSL support in shadergen 6 years ago
Connor McLaughlin be81d08109 GPU/HW: Split shadergen to seperate class 6 years ago