Commit graph

33 commits

Author SHA1 Message Date
Henrik Rydgård
c41f875df4 Remove base/logging.h in a whole lot more places. 2020-08-15 19:09:00 +02:00
Henrik Rydgård
b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård
82bc6f6cc5 Windows ARM fix, cleanup 2020-07-14 13:47:25 +02:00
Unknown W. Brackets
cdb7e2fc1e GPU: Add sampler1 for postshader orig source. 2020-06-12 12:35:37 -07:00
iota97
b07874cd00 Fix per game setting and pack setting in vec4 2020-05-16 09:27:53 +02:00
iota97
a666635fa2 Post shader setting uniform 2020-05-15 18:08:52 +02:00
Unknown W. Brackets
d4f4e87e66 Vulkan: Correct postshader sampler binding.
This was causing a lost device.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
d17c5b30e1 D3D9: Enable postprocessing of post shaders. 2020-05-13 18:07:25 -07:00
Henrik Rydgård
b8bde71efe Address feedback, delete some unused code. 2019-06-22 22:15:09 +02:00
vit9696
27d216ea25 Fix postprocessing shader support on macOS
Check GL_ARB_shading_language_420pack availability, which SPIRV-Cross assumes
present by default, causing explicit binding location generation during shader
translation.
2019-02-22 06:34:37 +03:00
Henrik Rydgård
e34378a1c1 Enable Discord integration for Mac and Linux. 2018-08-18 10:11:15 +02:00
Henrik Rydgård
a589a371e6 Update SPIRV-Cross to a fresher version. 2018-07-16 20:00:45 +02:00
Henrik Rydgård
c404214042 Update glslang to latest as of 2016-06-26 2018-07-15 12:30:40 +02:00
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0d2de36258 GLES: Use accurate GLSL ver in postshader convert. 2018-06-14 20:31:58 -07:00
Henrik Rydgård
b895f944ff SPIRV-Cross should build on Android now, so remove another platform check. 2017-12-08 10:25:42 +01:00
Henrik Rydgård
99b34c7b45 Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
Fixed small bugs, now tested and working on mac.

Add spirv-cross to cmake build
2017-12-08 10:25:42 +01:00
Unknown W. Brackets
715a7b7318 Global: Silence some unused declaration warnings.
These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
bd1ed897cf Global: Fix some warnings. 2017-11-25 14:08:49 -08:00
Henrik Rydgård
b8dc4d1fb8 Buildfixes for Android 2017-11-12 16:55:36 +01:00
Henrik Rydgård
93e148fed6 Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
2017-11-12 16:12:26 +01:00
LunaMoo
5b75d2af20 Add uniform to make post process aware of videos.
And an example effect ~ subtle AA in-game/heavy smoothing for videos.
2017-09-13 08:13:51 +02:00
Henrik Rydgård
cae39adab3 Update submodule SPIRV-Cross, remove workarounds that are no longer needed 2017-05-31 14:09:47 +02:00
Henrik Rydgård
22782b6439 UWP: Fix DPI calculations for touch. Implement back button support. 2017-03-23 10:02:29 +01:00
Henrik Rydgård
86990b3752 Disable shader translation on UWP mobile for now (TLS issues) 2017-03-23 10:02:28 +01:00
Unknown W. Brackets
a1f59deafe Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
Unknown W. Brackets
404c61d77d Minor typo fixes. 2017-03-18 11:51:05 -07:00
Henrik Rydgard
03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard
86f0be7724 Another shader function replacement 2017-02-23 20:29:53 +01:00
Henrik Rydgard
ccef648d3d Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong. 2017-02-23 14:51:05 +01:00
Henrik Rydgard
f1e015f577 Basic postshader translation to D3D11 works. On-the-fly switching seems broken though. 2017-02-23 12:42:28 +01:00
Henrik Rydgard
e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard
5a0ee6cc36 Add some plumbing to be able to reach DX11.1 features. 2017-02-18 01:54:28 +01:00
Henrik Rydgard
dfc71f32cb Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00