Commit graph

14 commits

Author SHA1 Message Date
Henrik Rydgård
b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård
fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +01:00
Henrik Rydgård
0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård
fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +01:00
Henrik Rydgård
af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +01:00
Henrik Rydgård
92d73e3b03 HLSL: Use #define to switch to glsl-like vector types. 2020-10-31 18:32:42 +01:00
Henrik Rydgård
5ee9cfef0d Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00
Henrik Rydgård
148d3b72e5 Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
2020-10-25 08:34:35 +01:00
Henrik Rydgård
fb2ac3a67e Additional fixes 2020-10-25 08:34:35 +01:00
Henrik Rydgård
69c8912b93 More tess fixes 2020-10-25 08:34:35 +01:00
Henrik Rydgård
057fd9f8a3 Bridge more vertex shader differences 2020-10-25 08:34:35 +01:00
Henrik Rydgård
c45515866b Cleanup
Clean up GLSL language setup further
2020-10-23 10:03:44 +02:00
Henrik Rydgård
2c0a3c2e23 Prepare for more GLSL testing 2020-10-21 23:39:34 +02:00
Henrik Rydgård
3d36049b65 Rename shader generator functions, a bit of moving around and adding an errorString param. 2020-10-21 23:20:25 +02:00
Renamed from GPU/Directx9/VertexShaderGeneratorDX9.cpp (Browse further)