Commit Graph
104 Commits
Author SHA1 Message Date
lightningterror fe55f87289 GS/VK: Remove undefined unused shader macro. 2026-07-31 17:29:28 +02:00
lightningterror 92914cee40 GS: Bump shader cache version. 2026-07-12 21:43:59 +02:00
TJnotJT eb5e3fcd13 GS/HW: Make all vertices the same color in certain flat shading cases.
Fixes issues with AA1 with flat shading.
2026-07-10 10:16:51 +02:00
TJnotJT 017b4d07da GS/HW: Improve ROV discard behavior.
Try to avoid color/depth write when it's discarded.
2026-07-02 19:46:47 +02:00
TheLastRar 9650c4b79a GS/HW: Tweak AF shader 2026-06-28 21:46:04 +02:00
lightningterror 66ea4c4967 GS/DX11: Backport ds as rt from GL for depth feedback.
Doing gpu depth copies is quite slower on dx11, so let's
use the ds as rt behavior from GL which would allow us
to treat them as rt copies instead which are faster.
2026-06-25 20:56:58 +02:00
lightningterror 8e73dea7e2 GS/GL: Fix recent aa1 shader regressions.
Line was accidentally removed and macro typo.
2026-06-21 01:17:52 +02:00
TJnotJT e2a3670d65 GS/HW: Adjust line AA1 blur with upscaling. 2026-06-20 22:09:33 +02:00
lightningterror 13d3491571 GS/GL: Add basic clip control fallback.
When GLAD_GL_ARB_clip_control is not supported then change
the vertex shader depth ranges to make sure it matches -1 1.
2026-06-10 01:35:46 +02:00
TJnotJT 7b0c39a20d GS/GL: Remove ROV support.
Buggy on multiple systems, even with various barrier hacks.
2026-06-03 03:26:24 +02:00
TJnotJT bbcd5ec25e GS/HW: ROV support. 2026-06-03 03:26:24 +02:00
TJnotJTandTellowKrinkle bf892e9ece GS/HW: Treat depth input as R32 color input in convert shaders.
Co-authored-by: TellowKrinkle
2026-05-31 18:43:01 +02:00
TJnotJTandTellowKrinkle a44fe80caa GS/HW: Refactor shader copy and texture formats.
Make it easier to add new depth formats, and code cleanup.

Co-authored-by: TellowKrinkle
2026-05-31 18:43:01 +02:00
TheLastRar 1bc08722fd GS/DX: Disable IEEE strict maths 2026-05-27 23:49:43 +02:00
TJnotJT a19b3747ea GS/HW: Add AA1 triangle corner caps and edge extrapolation. 2026-05-20 01:02:00 +02:00
lightningterror 30440099c2 GS/GLSL: Make sure color output is disabled for depth only writes or testing and fix afail typo. 2026-05-19 13:03:35 +02:00
TJnotJT 4ef84fa51c GS/HW: Fix flat shaded color in AA1 shader. 2026-05-12 14:46:49 +02:00
TheLastRar 26563dbae2 GS/HW: Clamp large UVs in shader anisotropic filtering 2026-05-06 11:59:32 +02:00
TheLastRar 6891511a1d GS/HW: Reject malformed UVs in shader anisotropic filtering 2026-04-29 00:14:51 +02:00
lightningterror f7ef43b155 GS/HW: Match TEXA behavior on shuffles between renderers. 2026-04-26 21:07:44 +02:00
TheLastRarandTellowKrinkle ce2a859ad1 GS/HW: Use shader anisotropic filtering
Metal port by @TellowKrinkle

Co-Authored-By: TellowKrinkle <tellowkrinkle@gmail.com>
2026-04-23 18:19:57 +02:00
TJnotJT d0ee5b859a GS/VK: Fix flat specifier in VK shader. 2026-04-21 23:28:00 +02:00
lightningterror 20bbb99516 GS/HW: Fix shader compile errors and warnings from AA1 on GL. 2026-04-21 02:20:13 +02:00
TJnotJT 2ae8f1f23f GS/HW: Support HW AA1 for lines/triangles.
Credits: concept by TellowKrinkle.
2026-04-20 11:16:27 +02:00
TellowKrinkle c1aa19c306 GS: Clean up feedback shader flags
No more checking 3 different flags to decide one thing
2026-04-08 10:42:36 +02:00