Henrik Rydgård
|
fecf9127a0
|
Implement 3D texturing in the OpenGL backend too. Assorted fixes.
|
2022-07-31 10:43:48 +02:00 |
|
Henrik Rydgård
|
a0febce3a9
|
Make the D3D9 backend handle stencil state in more similar ways to the others.
|
2022-07-30 10:47:18 +02:00 |
|
Henrik Rydgård
|
e43b5e2081
|
thin3d: Make writeMask and compareMask dynamic in all backends. D3D11 needs emulation.
|
2022-07-30 10:47:18 +02:00 |
|
Henrik Rydgård
|
4a18629e63
|
thin3d: Remove dual sided stencil, not supported by all backends anyway
|
2022-07-30 10:47:18 +02:00 |
|
Henrik Rydgård
|
62ded69344
|
Switch to using the D3D9 state cache in thin3d, to avoid confusion
|
2022-07-24 21:49:03 +02:00 |
|
Henrik Rydgård
|
16d4545967
|
Clarity improvement in dx state cache stencil func
|
2022-07-24 21:44:12 +02:00 |
|
Henrik Rydgård
|
e758506bdb
|
Remove unnecessary complexity from the D3D9 state cache
|
2022-07-24 21:26:40 +02:00 |
|
Unknown W. Brackets
|
1e66a66ed7
|
D3D11: Correct clearing samplers.
|
2021-10-12 20:34:43 -07:00 |
|
Unknown W. Brackets
|
4cb6976029
|
GPU: Use an empty vertex buf for reinterpret.
See #14552.
|
2021-08-07 22:22:36 -07:00 |
|
Unknown W. Brackets
|
44d2d8a2a3
|
Draw: Assert sampler bindings are in valid ranges.
|
2021-06-12 10:10:42 -07:00 |
|
Unknown W. Brackets
|
fe9870bf37
|
Draw: Auto ref/release bound textures/samplers.
|
2021-02-16 21:48:43 -08:00 |
|
Unknown W. Brackets
|
e85a8b0f5b
|
Global: Cleanup class init order warnings.
|
2021-02-15 11:59:45 -08:00 |
|
Unknown W. Brackets
|
f32f89dd90
|
Global: Remove some unused variables.
|
2021-02-15 11:59:45 -08:00 |
|
Unknown W. Brackets
|
6247e4d0ee
|
Windows: Add some missing override specifiers.
|
2021-02-14 10:30:10 -08:00 |
|
Henrik Rydgård
|
6a5522b185
|
thin3d: Add a way to query the current render target for debugging.
|
2020-12-13 00:20:13 +01:00 |
|
Henrik Rydgård
|
29b2f2c4ef
|
Better GLSL version handling. Now specify the latest version supported by the device.
Correct the version check for our own implementations of packUnorm4x8 etc.
|
2020-11-16 23:30:07 +01:00 |
|
Henrik Rydgård
|
7a690f177e
|
Move shader language feature detection to the draw context.
|
2020-11-06 09:11:57 +01:00 |
|
Henrik Rydgård
|
84037f448e
|
Remove colorDepth property of framebuffers. They're all 8888.
|
2020-11-05 14:51:46 +01:00 |
|
Henrik Rydgård
|
6db943e831
|
Merge the two ShaderStage enums
|
2020-11-05 08:34:35 +01:00 |
|
Henrik Rydgård
|
d32fc34b2b
|
Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
|
2020-10-31 23:22:06 +01:00 |
|
Henrik Rydgård
|
2f1bbd314e
|
Fragment shader gen: Remove unnecessary allocations
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
c311eeaf7d
|
Switch D3D9 too to the glsl shader generator
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
8d70fd269e
|
Minor D3D9 fixes
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
af4d6e7642
|
Set up the test for D3D9, start fixing stuff.
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
b236691548
|
Complete the eradication of D3DX9 compiler loader
|
2020-10-05 00:13:29 +02:00 |
|
Henrik Rydgård
|
0e3a84b4a8
|
Move most GPU things to Common.
It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
|
2020-10-04 23:39:02 +02:00 |
|