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* renderer: more FP16 fixes (#14070)UjinT342026-05-071-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * fix fp16 blur with invalidation * restore tonemap code * fix fade outs * add sdr compat for unaware surfaces * use a better work space, not linear, only for sdr * fix hl tf -> wp tf * cache workbuffer descriptions * linear not normalised WIP * clear offload fb * CM math * fix includes * use precalculated cm for shadows * inner glow cm * quad cm * fix unmodified copy * codegen * cache color CM * mark blur dirty when CM/DS changes * avoid icc workbuffer * fp16 blur finish hack * fix output hdr luminances * use srgb for mirroring/sharing with fp16 * defaults people --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* opengl/shadow: fix shadow offset rendering (#14156)Vaxry2026-04-241-2/+4
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* errorOverlay: modernize, refactor, use GPU rendering (#14122)Vaxry2026-04-191-2/+2
| | | | | | | Improves the overlay's rendering: - GPU accelerated - supports gradients - wraps - cleaner code a bit
* renderer: refactor part 7: api fixes (#13631)UjinT342026-03-281-0/+2
| | | | | | | Part 7 of ujin's refactors --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* config: cleanup the entire config infrastructure (#13785)Vaxry2026-03-201-2/+3
| | | | Massively refactors the config infrastructure, sorely needed and will be req'd for the lua stuff
* internal: fix relative path header locations (#13650)ItsOhen2026-03-131-1/+1
| | | Or plugins can't build.
* renderer: shader variants refactor (#13434)UjinT342026-03-061-1/+3
| | | Part 0 of renderer reworks.
* render/cm: add ICC profile pipeline (#12711)Vaxry2026-03-041-11/+14
| | | Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
* renderer: optimise shader usage further, split shaders and add more caching ↵Tom Englund2026-01-171-33/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (#12992) * shader: split CM rgba/rgbx into discard ones make it branchless if we have no discards. * shader: ensure we dont stall on vbo uv buffer if we render a new texture before the previous was done gpu wise its going to stall until done, call glBufferData to orphan the data. this allows the driver to return a new memory block immediately if the GPU is still reading from the previous one * protocols: ensure we reset GL_PACK_ALIGNMENT reset GL_PACK_ALIGNMENT back to the default initial value of 4 * shader: use unsigned short in VAO loose a tiny bit of precision but gain massive bandwidth reductions. use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV for uint16_t in customUv. * shader: interleave vertex buffers use std::array for fullverts, use a single interleaved buffer for position and uv, should in theory improve cache locality. and also remove the need to have two buffers around. * shader: revert precision drop we need the float precision because we might have 1.01 or similiar floats entering CM shader maths, and rounding/clamping those means the maths turns out wrong. so revert back to float, sadly higher bandwidth usage. * update doColorManagement api * convert primaries to XYZ on cpu * remove unused primaries uniform --------- Co-authored-by: UjinT34 <ujint34@mail.ru>
* renderer: shader code refactor (#12926)Tom Englund2026-01-121-52/+253
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * shader: begin the shader refactor make SShader a class and rename it to CShader, move createprogram, compileshader, logshadererror to CShader. * shader: move uniform creation to CShader move uniform creation to CShader, reduces tons of duplicated effort, however forcing uniform names to be same in all shaders. * shader: move to array based frag handling use an array with an enum so it gets easier dealing with multiple shaders, move creating program to a for loop and array, reduces line of code a lot. * shader: use shared ptr for frags with smart pointers we can now rename useProgram to useShader and return the shader directly, means only place we have to decide the shader frag is when calling useShader. easier for future shader splitting to reduce branching. * shader: move unneded public members to private move structs and uniforms to private add a get/set for initialtime and add a getUniformLocation to make the code tell what its doing, instead of direct array getting when all we wanted to get was its value, also limits the setting of uniformLocations to the createProgram as it should be. * shader: fix style nits set first enum member to 0 , remove extra {} * shader: dont show a failed notif on success the logic got inverted in the refactor here. * shader: split CM shader to rgba/rgbx variants split shader to rgba/rgbx variants, use bool, and reduce branching. * shader: split up blurprepare CM and non CM split up blurprepare, remove skipcm, move gain to gain.glsl. remove ternary operator and reduce branching by using step() and mix() use vec3 for gain, make brightness a cheap mulitplication with max. * shader: split up border to CM/noncm variants splitup border shader to CM/noncm variant, move common used things to border.glsl , there is room for optimisations here but its a complex shader im putting it for future PR. * shader: touchup blurfinish make brightness a cheap multiplication instead of branching. mod is redundant, fract in hash already returns a value in [0.0, 1.0]
* renderer: add 1fv and 2fv uniform support (#12080)Mozzarella322025-10-181-4/+21
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* renderer: reduce a lot of glcalls and cache various states (#10757)Tom Englund2025-06-251-10/+170
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * opengl: cache viewport state according to nvidia docs calling glViewPort unnecessarily on the same already set viewport is wasteful and can cause state changes when not needed. cache it in a struct and only call it when the viewport is actually changing. * opengl: cache glenable/gldisable state avoid making multiple glenable/gldisable calls on already set caps, can cause state changes and incur driver overhead. * opengl: cache glscissor box only call glscissor if the box actually has changed, try to avoid state changes. * opengl: cache gluniform calls cache the gluniform calls, the uniform values are cached in driver per program only the drawcalls setting the uniform yet again with the same value on same location is causing more overhead then caching it ourself and just no oping on it if no changes. * shader: rewrite handling of uniforms and state this is way faster as we don't need to mess with maps (hashing, etc) and instead can just use an array * opengl: stuff and 300 shaders * opengl: typo * opengl: get the uniform locations properly now that the legacy shaders are gone get the uniformlocations for SKIP_CM etc, so they can be properly set and used depending on if cm_enabled is set to false or true, before it was falling back to a legacy shader that didnt even have those uniforms. * opengl: check epsilon on float and remove extra glcall seems an extra unset glcall was added, remove it. and check the float epsilon on the glfloat. * opengl: remove instanced shader draw remove the instanced boolean from the vertex shader, might be neglible differences, needs more benchmark/work to see if its even worth it. * texture: cache texture paramaters parameters where occasionally set twice or more on same texture, short version wrap it and cache it. and move gpu churn to cpu churn. add a bind/unbind to texture aswell. * texture: use fast std::array caching cache the texparameter values in fast array lookups and incase we dont want it cached, apply it anyways. * shader: fix typo and hdr typo actually use Matrix4x2fv in the 4x2fv cache function, and send the proper float array for hdr. * texture: make caching not linear lookup make caching of texture params not linear. * minor style changes * opengl: revert drawarrays revert the mostly code style reduce loc change of drawarrays, and focus on the caching. its a if else case going wrong here breaking blur/contrast amongst others drawing. --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* opengl: optimize shaders and reduce unneeded drawcalls (#10364)Tom Englund2025-05-111-1/+35
| | | | | | | | | | | | | | | | | | | | | | | * opengl: remove unnecessery glflush calls glflushing forces the driver to break batching and issue commands prematurely and prevents optimisations like command reordering and merging. many glFunctions already internally glflushes and eglsync creation still has a glflush at end render. so lets reduce the overhead of these calls. * opengl: reduce glUseProgram calls apitrace shows cases where the same program gets called multiple times, add a helper function that keeps track of current program and only call it once on same program. reduces slight overhead. * opengl: use more efficient vertex array object use a more modern vertex array object approach with the shaders, makes it a onetime setup on shader creation instead of once per drawcall, also should make the driver not have to revalidate the vertex format on each call.
* refactor: cshader class to sshader struct (#10324)davc0n2025-05-081-2/+2
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* renderer/opengl: Extract shaders from source (#9600)UjinT342025-03-291-12/+0
| | | | | --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
* renderer: various fixes towards improving gpu calls robustness (#9188)Tom Englund2025-02-081-1/+4
| | | | | | | | | | | | | | ensure framebuffer textures are detached and deleted, avoid leaving framebuffers bound when not needed * render: avoid calling glDeleteProgram on no program its safe to do so but it adds a bunch of unnecessery lines in apitrace when tracing. if guard it and return early. * opengl: ensure texture and buffers are unbound ensure bound buffers are unbound after use, also detach textures from framebuffer before deleting it otherwise it will become dangling and essentially leak.
* shader: remove useless commentvaxerski2023-06-291-1/+0
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* fix shader destroy id unsetvaxerski2022-12-031-2/+2
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* Added screen shadersvaxerski2022-12-011-0/+6
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* remove redundant check in CShadervaxerski2022-11-011-3/+1
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* simplify a bit of codevaxerski2022-08-261-1/+1
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* destroy program in shader destructorvaxerski2022-08-111-0/+7
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* added CPU uniform location lookup optimizationvaxerski2022-06-301-0/+13
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* progressvaxerski2022-04-041-0/+0