Unknown W. Brackets
332788d0b5
GPU: Clean up some shader id flag usage.
2018-09-09 09:59:42 -07:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
...
This reverts commit 40db61a680
.
2018-04-10 12:22:41 +02:00
Henrik Rydgård
8953d7ff73
Revert "Comment fixes, reindentation."
...
This reverts commit 6fa9fcefb2
.
2018-04-10 12:14:23 +02:00
Henrik Rydgård
d8651fd85b
Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
...
Probably a very small perf optimization.
2018-03-12 11:17:45 +01:00
Henrik Rydgård
6fa9fcefb2
Comment fixes, reindentation.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
ccdb4d186d
gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
4731a2918c
GPU: Use more typesafe shader IDs.
...
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård
a67357db05
Merge pull request #10223 from unknownbrackets/minor
...
Reporting: Use a different link message on preload
2017-12-01 20:28:37 +01:00
Unknown W. Brackets
2a540de329
Reporting: Use a different link message on preload.
...
May help us determine if this only happens from a corrupt cache.
2017-12-01 11:17:51 -08:00
Henrik Rydgård
46ffa8cc0b
Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
2017-12-01 18:47:01 +01:00
Henrik Rydgård
3e011238c5
Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
2017-11-30 22:44:39 +01:00
Henrik Rydgård
33d3d2f178
GL: Compute "availableUniform" when generating shaders instead of by querying.
2017-11-19 11:25:31 +01:00
Henrik Rydgård
32df9e25da
GL: Compute the attrMask while generating the vshader instead of querying.
...
This will help in the future when we defer GL rendering like we did Vulkan - we will be able to use uniforms, but we won't be able to react to the result of these queries immediately.
Also slightly faster though noone will notice.
2017-11-19 11:24:32 +01:00
xebra
0172bbe8aa
[spline/bezier]Minor fixes for HW tess GLES.
2017-02-25 18:40:20 +09:00
Henrik Rydgard
2a231b397b
Unbreak environment mapping
2017-01-30 16:13:47 +01:00
Henrik Rydgard
24cc3dbc70
Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
2017-01-30 16:03:57 +01:00
xebra
0e6c2b00cf
[spline/bezier]Fix compatibility for GLES.
2017-01-27 13:32:35 +09:00
xebra
133a9d78a8
[spline/bezier]Remove wasted code.
2017-01-25 06:35:36 +09:00
xebra
3ecff41908
[spline/bezier]Fix to avoid temporarily texture animation bug with hardware tessellation.
2017-01-24 14:39:19 +09:00
Henrik Rydgard
d9acd27126
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00