ppsspp/GPU/Common
Henrik Rydgård 6b76bcf070 Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality.
It does this by enforcing mipmapping and minification filters, and
always autogenerates mipmaps and enforces anisotropic filtering for all
modes (if that's separately enabled).

This looks nice and flicker free in most games without any additional
tweaking, including GTA and Burnout which have long been painfully
flickery in the distance due to undersampling.

Needs a bit more testing before merge, maybe.

Fixes #13888
2021-09-03 00:14:58 +02:00
..
DepalettizeShaderCommon.cpp HLSL depal simplification 2021-07-09 21:09:44 +02:00
DepalettizeShaderCommon.h Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
DrawEngineCommon.cpp GPU: Correctly initialize HW tessellation support. 2021-05-08 09:10:23 -07:00
DrawEngineCommon.h GPU: Correctly initialize HW tessellation support. 2021-05-08 09:10:23 -07:00
FragmentShaderGenerator.cpp GPU: Avoid switch on uint. 2021-04-10 14:01:33 -07:00
FragmentShaderGenerator.h Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
FramebufferManagerCommon.cpp GPU: Use an empty vertex buf for reinterpret. 2021-08-07 22:22:36 -07:00
FramebufferManagerCommon.h GPU: Use an empty vertex buf for reinterpret. 2021-08-07 22:22:36 -07:00
GPUDebugInterface.cpp GPU: Rotate screenshot framebuffer per display. 2021-02-19 22:57:34 -08:00
GPUDebugInterface.h GPU: Rotate screenshot framebuffer per display. 2021-02-19 22:57:34 -08:00
GPUStateUtils.cpp Better protection against broken viewports. 2021-07-12 21:19:26 +02:00
GPUStateUtils.h Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
IndexGenerator.cpp More cleanup 2020-09-24 10:03:07 +02:00
IndexGenerator.h Also optimize IndexGenerator::AddStrip for ARM NEON. 2020-09-24 09:24:03 +02:00
PostShader.cpp Assorted directory fixes 2021-07-19 17:34:50 +02:00
PostShader.h Postshader: Let shaders use the previous frame. 2021-06-12 10:54:36 -07:00
PresentationCommon.cpp Increase the range of cardboard setting sliders to 150%. See #14768 2021-08-29 15:27:51 +02:00
PresentationCommon.h Postshader: Add uniform for delta since last frame. 2021-06-12 11:27:26 -07:00
ReinterpretFramebuffer.cpp Some GLSL compilers are very particular about the sign of shift operands.. 2021-02-12 15:06:44 +01:00
ReinterpretFramebuffer.h More shadergen work 2020-11-08 11:32:53 +01:00
ShaderCommon.cpp Linker fix - need to move init_resources along. 2020-11-09 15:39:46 +01:00
ShaderCommon.h Linker fix - need to move init_resources along. 2020-11-09 15:39:46 +01:00
ShaderId.cpp GPU: Revert stencil discard workaround change. 2021-02-23 19:39:01 -08:00
ShaderId.h GPU: Correct shader gen with weights as floats. 2021-01-10 08:52:28 -08:00
ShaderUniforms.cpp Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
ShaderUniforms.h Remove superfluous variable from uniform buffer 2020-12-03 09:13:46 +01:00
SoftwareLighting.h Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
SoftwareTransformCommon.cpp GPU: Normalize 0 to 1 always in software lighting. 2021-02-27 23:51:45 -08:00
SoftwareTransformCommon.h Vulkan: Match safe size behavior on all backends. 2020-05-23 00:25:39 -07:00
SplineCommon.cpp Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality. 2021-09-03 00:14:58 +02:00
SplineCommon.h GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
StencilCommon.cpp Global: Fix some warnings. 2017-11-25 14:08:49 -08:00
StencilCommon.h Remove some code duplication 2017-11-01 14:51:15 +01:00
TextureCacheCommon.cpp Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality. 2021-09-03 00:14:58 +02:00
TextureCacheCommon.h Minor cleanup 2021-07-10 20:00:50 +02:00
TextureDecoder.cpp Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
TextureDecoder.h Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality. 2021-09-03 00:14:58 +02:00
TextureDecoderNEON.cpp Build: Remove IOS define. 2021-03-02 21:04:03 -08:00
TextureDecoderNEON.h GPU: Remove neon xxhash implementation. 2020-08-27 20:31:09 -07:00
TextureScalerCommon.cpp Make the minimum items per thread explicit. Found some bugs, optional arguments are evil. 2021-06-12 21:21:28 +02:00
TextureScalerCommon.h Make the minimum items per thread explicit. Found some bugs, optional arguments are evil. 2021-06-12 21:21:28 +02:00
TransformCommon.cpp GPU: Preconvert light vecs to Vec3f. 2021-04-05 20:55:52 -07:00
TransformCommon.h GPU: Preconvert light vecs to Vec3f. 2021-04-05 20:55:52 -07:00
VertexDecoderArm64.cpp Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
VertexDecoderArm.cpp Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
VertexDecoderCommon.cpp Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
VertexDecoderCommon.h Build: Remove "fake" vertex decoder jit. 2021-03-20 17:06:21 -07:00
VertexDecoderX86.cpp Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
VertexShaderGenerator.cpp Fix bug in vertex shader generator. See #14260. 2021-03-05 12:32:06 +01:00
VertexShaderGenerator.h Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00