Henrik Rydgård
6d8069dfd1
Vulkan: Remove the remains of the input attachment experiment
...
Haven't been using these for a while.
I've come to the conclusion here that I think it's better to try to
deal with the issues using safe workarounds like copies, instead of
relying on features with somewhat iffy driver support that are not
universal across APIs anyway.
2023-06-13 20:46:27 +02:00
Henrik Rydgård
bb6d696a84
Merge the tex "ubershader" uniforms into one for convenience
2023-05-25 10:19:01 +02:00
Henrik Rydgård
c7c48abb37
Switch the 2x flag to a uniform
2023-01-10 12:36:28 +01:00
Henrik Rydgård
00c44ea799
Get rid of the bool, not worth it.
2023-01-10 10:23:29 +01:00
Henrik Rydgård
5022ddc4fc
D3D9 bool constants have a separate register space, oops.
2023-01-10 09:42:54 +01:00
Henrik Rydgård
d4ce134292
Shader generator: Move FS_TEX_ALPHA to a uniform bool.
...
Part of #16567
2023-01-10 09:42:54 +01:00
Henrik Rydgård
8208768c15
Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +02:00
Henrik Rydgård
e7195d5a99
Match FragmentShaderFlags definition with the other PR.
2022-09-08 09:18:29 +02:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Henrik Rydgård
f87b4cf232
Implement 3D textures for D3D9 as well
2022-07-31 10:43:48 +02:00
Henrik Rydgård
7de7680416
Apple driver bug workaround. See issue #13451
2020-12-16 14:39:08 +01:00
Henrik Rydgård
733a152c54
Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
2020-11-04 09:18:35 +01:00
Henrik Rydgård
0b1b36921e
Move the now-renamed fragment shader generator to GPU/Common.
2020-10-31 19:03:14 +01:00