Commit graph

19 commits

Author SHA1 Message Date
Henrik Rydgård
b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård
1f4c1cee2d Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189. 2019-02-26 10:39:17 +01:00
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022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
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8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
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703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
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cd98c4a266 GLES: Fix direct shader depal on GLES.
Was missing a cast and only worked on some desktop before.
2018-08-18 10:41:59 -07:00
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70318fda37 GLES: Enable shader depal with Vulkan fixes. 2018-08-12 19:49:08 -07:00
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8e49fa988c GLES: Avoid discard when we can blend.
May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
Henrik Rydgård
ab65c5210c GLES shader depal fix. Again, this is disabled by default so should not affect anything. 2018-05-14 21:20:51 +02:00
Henrik Rydgård
4ba9fe3e0e GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in fb7a63bd11
2018-05-13 20:51:20 +02:00
Henrik Rydgård
f17890623c Shader depal: fix bilinear filter coord 2018-04-13 20:57:36 +02:00
Henrik Rydgård
fb7a63bd11 Implement shader depal for GL as well, but disabled by default. 2018-04-13 20:00:14 +02:00
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c5897a1c5c GPU: Cleanup some feature flags usage. 2017-12-21 18:50:41 -08:00
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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
2c86217552 Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545 2017-11-21 16:19:28 +01:00
Henrik Rydgård
33d3d2f178 GL: Compute "availableUniform" when generating shaders instead of by querying. 2017-11-19 11:25:31 +01:00
Henrik Rydgard
dcfc37a39d GL: Allow ShaderTexClamp path on PowerVR if no projection is needed 2017-02-17 12:12:15 +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
Henrik Rydgard
d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
Renamed from GPU/GLES/FragmentShaderGenerator.cpp (Browse further)