Commit graph

12 commits

Author SHA1 Message Date
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
Renamed from GPU/GLES/FragmentShaderGenerator.cpp (Browse further)