Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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5ee9cfef0d
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Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
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2020-10-29 00:52:19 +01:00 |
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Henrik Rydgård
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e80a526015
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D3D11: Implement depth texturing. Fixes, for D3D11, #6411.
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2020-10-18 20:14:25 +02:00 |
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Henrik Rydgård
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0e3a84b4a8
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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.
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2020-10-04 23:39:02 +02:00 |
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Henrik Rydgård
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eda4bb2341
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Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
Write some comments in Depal about how we could get rid of the banding.
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2020-08-30 16:21:56 +02:00 |
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Henrik Rydgård
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924329321c
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Throw in a minor simplification in depal.
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2020-08-27 23:02:17 +02:00 |
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Henrik Rydgård
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0aa2ceb372
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Address feedback
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2020-08-10 09:16:28 +02:00 |
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Henrik Rydgård
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ba0d04a142
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Vulkan: Implement depth texturing through depal.
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2020-08-09 20:31:04 +02:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Unknown W. Brackets
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3ba6c1e42b
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GLES: Use fragColor0 in GLSL 3.30 float path.
This should only happen when 32 bit ints are unsupported, which has been
reported for a few devices.
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2019-05-27 00:36:48 -07:00 |
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Unknown W. Brackets
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e46701dee6
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GLES: Specify glsl version precisely in depal.
Should prevent more of #11588 on vertex shaders, and may help Apple
devices some too.
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2018-12-23 20:08:08 -08:00 |
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Henrik Rydgård
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c5c1c46f38
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Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
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2018-11-25 11:33:02 +01:00 |
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Unknown W. Brackets
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0b245699bb
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GLES: Specify unsigned shift for Adreno bug.
Adreno 320 devices, and at least 1 Intel device, are complaining that
right shift can't be used within uint/int.
Possibly related to:
https://github.com/KhronosGroup/glslang/issues/1296
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2018-06-30 09:50:02 -07:00 |
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Unknown W. Brackets
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80312582d1
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GPU: Avoid a switch case warning.
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2018-06-17 11:32:17 -07:00 |
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weihuoya
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e01e77e025
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fx depal int precision for opengl es
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2018-06-01 00:58:44 +08:00 |
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Henrik Rydgård
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011e57c0e7
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Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to fb7a63bd11
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2018-05-13 20:42:17 +02:00 |
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Unknown W. Brackets
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abbab23814
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D3D11: Use a dedicated slot for the depal texture.
Otherwise it affects shader blending.
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2018-05-06 08:58:54 -07:00 |
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Henrik Rydgård
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29c41c6a35
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Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
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2018-04-13 14:19:01 +02:00 |
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Henrik Rydgård
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5d0bd85a70
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Unify a little bit of depal code.
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2017-11-05 10:40:21 +01:00 |
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Henrik Rydgård
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3f503ca297
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Implement the rest of Vulkan framebuffer depal. Not yet working though.
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2017-10-31 12:34:59 +01:00 |
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Henrik Rydgard
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0e74ba6dc0
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Fix R/B swap in D3D11 depal
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2017-04-04 11:35:30 +02:00 |
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Henrik Rydgard
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f5fa238e22
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More minor changes to make GPU and native build on UWP later
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2017-02-24 20:26:38 +01:00 |
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Henrik Rydgard
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0e8aeaea3a
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D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
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2017-02-18 00:07:49 +01:00 |
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Henrik Rydgard
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b7f58a6704
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D3D11 depal: Directly index into the texture using Load() instead of messing with samplers.
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2017-02-17 17:15:00 +01:00 |
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Henrik Rydgard
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373c6ba12f
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More D3D11 fixes, hopefully without breaking DX9
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2017-02-13 02:07:27 +01:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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f1c96c056d
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Move all the GL/D3D9 FBO code into thin3d.
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2017-02-06 11:40:16 +01:00 |
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Henrik Rydgard
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731af0d0b4
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Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager
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2016-03-31 00:49:10 +02:00 |
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Henrik Rydgard
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cfcfd406fc
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Start porting TextureCache. Lots of stubbing going on.
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2016-03-20 19:30:11 +01:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Unknown W. Brackets
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c8fc9b0bf3
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Cleanup some incorrect handling of clut offset.
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2015-04-26 00:31:00 -07:00 |
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Unknown W. Brackets
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5b61c03b7f
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Avoid accidental sign ext for > 24 bit clut shift.
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2015-04-26 00:26:24 -07:00 |
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Unknown W. Brackets
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105087d367
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dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
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2015-03-01 11:28:06 -08:00 |
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Unknown W. Brackets
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1dfecbf2b8
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d3d: Actually upload the clut texture.
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2015-03-01 11:27:28 -08:00 |
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Henrik Rydgard
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78190f3e8c
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DX9: Hook up the depalettize code. Doesn't work yet though.
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2015-03-01 11:24:45 -08:00 |
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Henrik Rydgard
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0c9f541a43
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Move depalettize-shader generator to Common
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2015-03-01 11:15:27 -08:00 |
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