Unknown W. Brackets
9e46a30c13
GPU: Correct some missing override specifiers.
2023-02-26 15:58:58 -08:00
Henrik Rydgård
72bed6f2b5
Some DeviceLost/DeviceRestore cleanup
2023-02-26 11:05:52 +01:00
Henrik Rydgård
c74f5b2189
Prepare for unifying more stuff
2023-02-25 16:01:32 +01:00
Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
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Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567
2022-12-30 22:57:05 +01:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
e85a8b0f5b
Global: Cleanup class init order warnings.
2021-02-15 11:59:45 -08:00
Unknown W. Brackets
a73c15babc
GPU: Correct shader gen with weights as floats.
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For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903 .
2021-01-10 08:52:28 -08:00
Henrik Rydgård
7a690f177e
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
Henrik Rydgård
0b1b36921e
Move the now-renamed fragment shader generator to GPU/Common.
2020-10-31 19:03:14 +01:00
Henrik Rydgård
cf1a5e2c67
Switch D3D11 over to use the GLSL fragment shader generator
2020-10-31 18:32:43 +01:00
Henrik Rydgård
3162f30158
Merge base/basictypes.h into Common/Common.h (mostly).
2020-09-29 15:51:51 +02:00
Unknown W. Brackets
ac60e2ecd4
GPU: Track HW tess at start of frame too.
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This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets
c42fb72419
GPU: Update uniforms w/ consistent render mode too.
2020-04-04 11:03:07 -07:00
Unknown W. Brackets
1f594f3fb5
GPU: Track draw in shader manager.
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With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680
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2018-04-10 12:22:41 +02:00
Henrik Rydgård
6a90b8fbb4
Revert "Further cleanup after the removal of hardware skinning."
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This reverts commit f086a0915f
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Increment the shader cache version. Restore some more.
2018-04-10 11:38:02 +02:00
Henrik Rydgård
1bb7be489f
Remove some unused tracking of whether lighting is used by a shader
2018-03-17 10:33:50 +01:00
Henrik Rydgård
f086a0915f
Further cleanup after the removal of hardware skinning.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
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Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård
6a1fa728d8
Remove Globals.h
2017-08-31 17:15:22 +02:00
Henrik Rydgard
c502692490
Minor cleanup
2017-03-19 18:00:57 +01:00
Henrik Rydgård
474db602ca
UWP: Fix screen rotation in non-buffered rendering mode
2017-03-07 15:32:26 +01:00
Henrik Rydgard
116edcb77a
Take the D3D11 feature level into account when creating shaders. May help #9369
2017-03-05 12:31:33 +01:00
Henrik Rydgard
26f208a212
Unify "DrawPixels"
2017-02-15 23:06:22 +01:00
Henrik Rydgard
f9b840dbfd
More D3D11 progress
2017-02-10 00:01:56 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00
Henrik Rydgard
175b97ef34
Start stubbing out a new D3D11 backend
2017-02-08 17:35:41 +01:00