Unknown W. Brackets
|
8e49fa988c
|
GLES: Avoid discard when we can blend.
May improve performance on PowerVR.
|
2018-07-27 20:06:41 -07:00 |
|
Henrik Rydgård
|
ab65c5210c
|
GLES shader depal fix. Again, this is disabled by default so should not affect anything.
|
2018-05-14 21:20:51 +02:00 |
|
Henrik Rydgård
|
4ba9fe3e0e
|
GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in fb7a63bd11
|
2018-05-13 20:51:20 +02:00 |
|
Henrik Rydgård
|
f17890623c
|
Shader depal: fix bilinear filter coord
|
2018-04-13 20:57:36 +02:00 |
|
Henrik Rydgård
|
fb7a63bd11
|
Implement shader depal for GL as well, but disabled by default.
|
2018-04-13 20:00:14 +02:00 |
|
Unknown W. Brackets
|
c5897a1c5c
|
GPU: Cleanup some feature flags usage.
|
2017-12-21 18:50:41 -08:00 |
|
Unknown W. Brackets
|
4731a2918c
|
GPU: Use more typesafe shader IDs.
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
|
2c86217552
|
Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
|
2017-11-21 16:19:28 +01:00 |
|
Henrik Rydgård
|
33d3d2f178
|
GL: Compute "availableUniform" when generating shaders instead of by querying.
|
2017-11-19 11:25:31 +01:00 |
|
Henrik Rydgard
|
dcfc37a39d
|
GL: Allow ShaderTexClamp path on PowerVR if no projection is needed
|
2017-02-17 12:12:15 +01:00 |
|
Henrik Rydgard
|
24cc3dbc70
|
Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
|
2017-01-30 16:03:57 +01:00 |
|
Henrik Rydgard
|
d9acd27126
|
Rename GLES files to match the convention the other backends use.
|
2017-01-23 17:08:58 +01:00 |
|