Commit graph

11 commits

Author SHA1 Message Date
Henrik Rydgård
84037f448e Remove colorDepth property of framebuffers. They're all 8888. 2020-11-05 14:51:46 +01:00
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
Henrik Rydgård
dcd33a4692 Remove redundant bind on GL texture build. Improve dirtying of texture state. 2020-09-21 08:56:58 +02:00
Henrik Rydgård
1b3413945b Some header include cleanup 2020-09-16 09:20:41 +02:00
Henrik Rydgård
e6dfb55d3d Optimize value conversion in (unused) depth readback.
This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
Unknown W. Brackets
d88099e701 GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
01809f809f GLES: Correct fragment precision check.
Was breaking on Mali-4xx for example, because not defined.
2018-12-23 20:16:59 -08:00
Unknown W. Brackets
08d71cef50 GLES: Simplify depth download shader.
Fixes it on Adreno, no need to do the constant math in the shader.
2018-12-18 21:47:21 -08:00
Unknown W. Brackets
27e8720e14 GLES: Download depth values via shader.
Working on desktop, but not on mobile...
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
e49568f67d GLES: Move depth packing code to dedicated file. 2018-12-16 17:34:16 -08:00