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.
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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.
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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.
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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.
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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.
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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
TJnotJT and TellowKrinkle
bf892e9ece
GS/HW: Treat depth input as R32 color input in convert shaders.
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Co-authored-by: TellowKrinkle
2026-05-31 18:43:01 +02:00
TJnotJT and TellowKrinkle
a44fe80caa
GS/HW: Refactor shader copy and texture formats.
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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
TheLastRar and TellowKrinkle
ce2a859ad1
GS/HW: Use shader anisotropic filtering
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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.
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Credits: concept by TellowKrinkle.
2026-04-20 11:16:27 +02:00
TellowKrinkle
c1aa19c306
GS: Clean up feedback shader flags
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No more checking 3 different flags to decide one thing
2026-04-08 10:42:36 +02:00