Commit graph

11 commits

Author SHA1 Message Date
Henrik Rydgård
fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
d0d53091a8 Change from maxLevel to levelsToLoad, for better readability. Cleanup. 2022-07-30 10:45:02 +02:00
Unknown W. Brackets
1ba8f1fa0a GLES: Remove old invalidation code.
We must've changed something to a KEEP, this never seems to catch anything
now.
2022-02-21 09:34:16 -08:00
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7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Henrik Rydgård
df6abe83a3 Support depth clamping in OpenGL where available.
Should make support for depth texturing quite easy.

Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
2021-07-09 21:09:44 +02:00
Unknown W. Brackets
7f8144494e Draw: Use constants for texture slots.
GL actually had a check for 16 but then an array for 8.  This should make
it easier to figure out if we ever hit those limits.
2021-06-12 14:10:57 -07:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Henrik Rydgård
5eea7435d0 Minor cleanup in GL backend, fixes #13647
Was a stray old texture in boundTextures_ in thin3d. Now makes sure to
invalidate them, and also make it possible to look up bound framebuffer
textures when checking for valid tex parameters.
2020-11-10 00:13:44 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +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
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/GLRenderManager.h (Browse further)