Henrik Rydgård
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34efa1281b
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More consistent use of GLSL precision modifiers, now use them in Vulkan too.
Might help #13464 ?
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2020-11-10 22:42:41 +01:00 |
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Henrik Rydgård
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9f33a82b49
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Merge pull request #13646 from hrydgard/framebuffer-fetch-fixes
Framebuffer fetch fixes
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2020-11-09 19:30:35 +01:00 |
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Henrik Rydgård
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81024d9ec0
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Merge pull request #13643 from hrydgard/move-shader-translations
Reorganize end of fragment shader, move shader translator to Common
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2020-11-09 19:30:12 +01:00 |
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Henrik Rydgård
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85fd7c26f7
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Merge branch 'master' into framebuffer-fetch-fixes
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2020-11-09 18:14:42 +01:00 |
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Henrik Rydgård
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a31fc4087b
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D3D11: Fix writing to SV_Depth. Fixes #13641
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2020-11-09 16:05:28 +01:00 |
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Henrik Rydgård
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2384b7a17d
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Remove support for NV_shader_framebuffer_fetch extension, very old and rare.
Minor refactor.
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2020-11-09 13:31:39 +01:00 |
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Henrik Rydgård
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e77a9d7368
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Reorganize the end of the fragment shader generator.
Thanks unknown.
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2020-11-09 11:19:02 +01:00 |
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Henrik Rydgård
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6310af25fa
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Get shader color write masking going on all backends.
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2020-11-08 23:45:47 +01:00 |
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Henrik Rydgård
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2aa9ee97f4
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Simplify shader blend logic in FragmentShaderGenerator.cpp
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2020-11-08 12:54:05 +01:00 |
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Henrik Rydgård
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106fc70a75
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Forgot a line in caa960ee8e
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2020-11-07 11:25:05 +01:00 |
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Henrik Rydgård
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caa960ee8e
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GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully
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2020-11-07 00:32:00 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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Unknown W. Brackets
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f3415f4f9c
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GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
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2020-11-02 21:56:43 -08:00 |
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Henrik Rydgård
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ce4ee010ac
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Apparently only MSVC can handle the ambiguity.
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2020-11-02 11:45:47 +01:00 |
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Henrik Rydgård
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39b5eb5b3d
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ShaderWriter, a replacement for the sprintf WRITE macro.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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17778131bd
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Share the uniform buffer declarations between D3D11 and VK.
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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105a6ce920
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Oops, seems I screwed those #version statements up worse.
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2020-11-01 19:53:08 +01:00 |
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Henrik Rydgård
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2e9f42a75f
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Fix #version statement in GLES 2 fragment shaders
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2020-11-01 18:06:56 +01:00 |
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Henrik Rydgård
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d32fc34b2b
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Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
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2020-10-31 23:22:06 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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