Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b070ed45e9
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Evolve the HLSL and GLSL fragment shader generators even closer together.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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b4a76a9f09
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Change fragment shader output to work the same in GLSL and HLSL.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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d833b5985d
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Make discard work the same way in the HLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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984a4d2641
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Start adding HLSL support to the GLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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8b2aeade15
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Fix checks for fragment test cache in GLES fragment shader generator
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2020-10-28 23:51:22 +01:00 |
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Henrik Rydgård
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148d3b72e5
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Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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56ddd597c1
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Fix more tiny differences. The fragment shader generators now match!
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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ef18938aa0
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Hack up a test comparing Vulkan fragment haders generated by the GL GLSL generator to the ones generated by the Vulkan generator.
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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9e245d6835
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OpenGL: Share the shader version detection.
Use a version integer instead of a string
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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c45515866b
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Cleanup
Clean up GLSL language setup further
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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2917b0e9e6
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GLES: Read compat params first, emit code later.
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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e30de2f6a5
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More splat3
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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2c0a3c2e23
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Prepare for more GLSL testing
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2020-10-21 23:39:34 +02:00 |
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Henrik Rydgård
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3d36049b65
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Rename shader generator functions, a bit of moving around and adding an errorString param.
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2020-10-21 23:20:25 +02:00 |
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Henrik Rydgård
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0e3a84b4a8
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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.
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2020-10-04 23:39:02 +02:00 |
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Henrik Rydgård
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b43698a13d
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Remove most instances of base/logging.h from Common, Core, GPU, more
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2020-08-15 19:08:44 +02:00 |
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Henrik Rydgård
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1f4c1cee2d
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Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189.
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2019-02-26 10:39:17 +01:00 |
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Unknown W. Brackets
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022670d882
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GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
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2018-09-09 23:59:48 -07:00 |
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Unknown W. Brackets
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8eb011c22d
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GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
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2018-09-09 20:27:39 -07:00 |
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Unknown W. Brackets
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703181607e
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GPU: Apply color test after doubling.
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2018-09-09 20:09:48 -07:00 |
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Unknown W. Brackets
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cd98c4a266
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GLES: Fix direct shader depal on GLES.
Was missing a cast and only worked on some desktop before.
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2018-08-18 10:41:59 -07:00 |
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Unknown W. Brackets
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70318fda37
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GLES: Enable shader depal with Vulkan fixes.
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2018-08-12 19:49:08 -07:00 |
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Unknown W. Brackets
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8e49fa988c
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GLES: Avoid discard when we can blend.
May improve performance on PowerVR.
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2018-07-27 20:06:41 -07:00 |
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Henrik Rydgård
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ab65c5210c
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GLES shader depal fix. Again, this is disabled by default so should not affect anything.
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2018-05-14 21:20:51 +02:00 |
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Henrik Rydgård
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4ba9fe3e0e
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GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in fb7a63bd11
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2018-05-13 20:51:20 +02:00 |
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Henrik Rydgård
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f17890623c
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Shader depal: fix bilinear filter coord
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2018-04-13 20:57:36 +02:00 |
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Henrik Rydgård
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fb7a63bd11
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Implement shader depal for GL as well, but disabled by default.
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2018-04-13 20:00:14 +02:00 |
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Unknown W. Brackets
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c5897a1c5c
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GPU: Cleanup some feature flags usage.
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2017-12-21 18:50:41 -08:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Henrik Rydgård
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2c86217552
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Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
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2017-11-21 16:19:28 +01:00 |
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Henrik Rydgård
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33d3d2f178
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GL: Compute "availableUniform" when generating shaders instead of by querying.
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2017-11-19 11:25:31 +01:00 |
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Henrik Rydgard
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dcfc37a39d
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GL: Allow ShaderTexClamp path on PowerVR if no projection is needed
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2017-02-17 12:12:15 +01:00 |
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Henrik Rydgard
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24cc3dbc70
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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