Unknown W. Brackets
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b5a2afef76
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D3D11: Fix fog in software transform.
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2021-10-30 18:24:01 -07:00 |
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Unknown W. Brackets
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e688bb2cdf
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GPU: Correct software transform projection.
Now reading the new fog value.
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2021-10-30 18:23:58 -07:00 |
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Unknown W. Brackets
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b87451de92
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GPU: Restore rotation handling in sw transform.
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2021-10-30 18:22:53 -07:00 |
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Unknown W. Brackets
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4e5ce403b5
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GPU: Process proj matrix in sw transform.
Will need this to properly handle culling and clipping in software
transform.
Temporarily breaks display rotation handling (Vulkan/UWP.)
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2021-10-30 18:22:53 -07:00 |
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Unknown W. Brackets
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030bfb1fb6
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GPU: Fix missing newline in shader.
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2021-10-26 06:54:03 -07:00 |
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Henrik Rydgård
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906a04f1fd
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Make sure to not leave cull distance uninitialized in other paths, if we do write to it in some path.
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2021-10-26 09:56:38 +02:00 |
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Unknown W. Brackets
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275baccc5b
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GLES: Support GL_APPLE_clip_distance too.
Seems modern Apple mobile chips only support clip.
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2021-10-12 20:34:44 -07:00 |
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Unknown W. Brackets
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33598f2e75
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GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
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2021-10-12 20:34:44 -07:00 |
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Unknown W. Brackets
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7b00c4a572
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GPU: Move Z/W equal hack to bugs from supports.
It's really a bug (might even ideally cap the version?), and we already
have other bugs handled the same way.
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2021-10-12 20:34:44 -07:00 |
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Unknown W. Brackets
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c6a52909f9
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D3D11: Support vertex clip/cull planes.
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2021-10-12 20:34:43 -07:00 |
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Unknown W. Brackets
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1a603fedf5
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Vulkan: Cull verts fully outside depth.
Following PSP rules of -1 to 1 pre-viewport Z. This also enables it for
GLES/OpenGL.
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2021-10-12 20:34:43 -07:00 |
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Unknown W. Brackets
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7d00b6ca90
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GLES: Enable/disable clip distance 0.
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2021-10-12 20:34:42 -07:00 |
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Unknown W. Brackets
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2271b41d07
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Vulkan: Use clip distance only if supported.
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2021-10-12 20:34:42 -07:00 |
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Unknown W. Brackets
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273b9a3dc1
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Vulkan: Add negative Z clipping.
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2021-10-12 20:34:42 -07:00 |
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Unknown W. Brackets
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24011c3754
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GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
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2021-10-12 20:34:41 -07:00 |
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Henrik Rydgård
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71707b5102
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Fix bug in vertex shader generator. See #14260.
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2021-03-05 12:32:06 +01:00 |
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Unknown W. Brackets
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64484a59e6
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GPU: Normalize zero consistently in hw transform.
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2021-02-28 00:05:10 -08:00 |
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Henrik Rydgård
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294f530cd0
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Have the flat shading workaround obey the driver workarounds checkbox
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2021-01-31 15:50:19 +01:00 |
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Unknown W. Brackets
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a73c15babc
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GPU: Correct shader gen with weights as floats.
For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903.
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2021-01-10 08:52:28 -08:00 |
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Henrik Rydgård
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7de7680416
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Apple driver bug workaround. See issue #13451
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2020-12-16 14:39:08 +01:00 |
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Henrik Rydgård
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7061993c8f
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VK: Restore the ARM Mali Z hack that got lost in the refactor somehow.
Warning fixes.
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2020-12-14 19:54:39 +01:00 |
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Henrik Rydgård
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f3ebd6553d
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Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
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2020-12-13 16:04:16 +01:00 |
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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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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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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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0292d1719d
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GEDebugger: Use utf-8 internally.
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2020-11-02 10:02:52 +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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085900adb5
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Fix vertex shader generator bug. Got caught by the new test
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2020-11-02 09:03:08 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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