Henrik Rydgård
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b6992e428b
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More HLSL work. Some vertex shaders are starting to pass.
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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fbb7f72eec
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Vertex shader merge work
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2020-11-01 19:58:45 +01:00 |
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Henrik Rydgård
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0938d495d9
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Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
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2020-11-01 11:48:55 +01:00 |
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Henrik Rydgård
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fb785f5f0d
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Fix an old inconsistency between D3D9 and D3D11 projection matrices.
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2020-11-01 11:35:46 +01:00 |
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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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92d73e3b03
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HLSL: Use #define to switch to glsl-like vector types.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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5ee9cfef0d
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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.
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2020-10-29 00:52:19 +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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fb2ac3a67e
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Additional fixes
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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69c8912b93
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More tess fixes
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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057fd9f8a3
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Bridge more vertex shader differences
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2020-10-25 08:34:35 +01:00 |
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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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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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