Commit graph

20 commits

Author SHA1 Message Date
Henrik Rydgård
78ad81db9e Show detected GPU driver bugs in system info 2022-06-18 14:23:09 +02:00
Henrik Rydgård
981f5dd634 Make the untextured uniform buffer the same size. 2022-02-18 14:24:48 +01:00
Henrik Rydgård
ce2995f952 Add UI Tint/Saturation settings
Does the color tinting in the vertex shader.
2022-02-18 14:23:57 +01:00
Unknown W. Brackets
7b00c4a572 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.
2021-10-12 20:34:44 -07:00
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5e6f54033e GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
2021-10-12 20:34:43 -07:00
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046a5c548b GLES: Check clip/cull distance support.
Pretty limited on GLES3+.  Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
2021-10-12 20:34:42 -07:00
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abc9ce671a Draw: Atomically release objects.
There may be scenarios where we release objects from separate threads,
just make them safe.
2021-10-07 18:22:23 -07:00
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4cb6976029 GPU: Use an empty vertex buf for reinterpret.
See #14552.
2021-08-07 22:22:36 -07:00
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7bbaae492b Postshader: Let shaders use the previous frame.
This is useful for i.e. simulating the slow update speed of the PSP's LCD
screen, but could in theory be used for other effects.
2021-06-12 10:54:36 -07:00
Unknown W. Brackets
fe9870bf37 Draw: Auto ref/release bound textures/samplers. 2021-02-16 21:48:43 -08:00
Henrik Rydgård
7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård
2dcfa63498 GL: Detect Apple GPUs as a category 2020-12-14 22:10:18 +01:00
Henrik Rydgård
6a5522b185 thin3d: Add a way to query the current render target for debugging. 2020-12-13 00:20:13 +01:00
Henrik Rydgård
f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård
7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård
84037f448e Remove colorDepth property of framebuffers. They're all 8888. 2020-11-05 14:51:46 +01:00
Henrik Rydgård
6db943e831 Merge the two ShaderStage enums 2020-11-05 08:34:35 +01:00
Henrik Rydgård
207b76da6e Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård
03e8eac6ef Merge the two ShaderLanguage enums. 2020-11-04 09:40:11 +01:00
Henrik Rydgård
0e3a84b4a8 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.
2020-10-04 23:39:02 +02:00
Renamed from ext/native/thin3d/thin3d.h (Browse further)