Commit graph

37 commits

Author SHA1 Message Date
Henrik Rydgård
af4d6e7642 Set up the test for D3D9, start fixing stuff. 2020-10-31 18:32:43 +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
Henrik Rydgård
3162f30158 Merge base/basictypes.h into Common/Common.h (mostly). 2020-09-29 15:51:51 +02:00
Henrik Rydgård
ed88761ecc Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h. 2020-09-29 15:51:51 +02:00
Henrik Rydgård
c41f875df4 Remove base/logging.h in a whole lot more places. 2020-08-15 19:09:00 +02:00
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
82bc6f6cc5 Windows ARM fix, cleanup 2020-07-14 13:47:25 +02:00
Unknown W. Brackets
cdb7e2fc1e GPU: Add sampler1 for postshader orig source. 2020-06-12 12:35:37 -07:00
iota97
b07874cd00 Fix per game setting and pack setting in vec4 2020-05-16 09:27:53 +02:00
iota97
a666635fa2 Post shader setting uniform 2020-05-15 18:08:52 +02:00
Unknown W. Brackets
d4f4e87e66 Vulkan: Correct postshader sampler binding.
This was causing a lost device.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
d17c5b30e1 D3D9: Enable postprocessing of post shaders. 2020-05-13 18:07:25 -07:00
Henrik Rydgård
b8bde71efe Address feedback, delete some unused code. 2019-06-22 22:15:09 +02:00
vit9696
27d216ea25 Fix postprocessing shader support on macOS
Check GL_ARB_shading_language_420pack availability, which SPIRV-Cross assumes
present by default, causing explicit binding location generation during shader
translation.
2019-02-22 06:34:37 +03:00
Henrik Rydgård
e34378a1c1 Enable Discord integration for Mac and Linux. 2018-08-18 10:11:15 +02:00
Henrik Rydgård
a589a371e6 Update SPIRV-Cross to a fresher version. 2018-07-16 20:00:45 +02:00
Henrik Rydgård
c404214042 Update glslang to latest as of 2016-06-26 2018-07-15 12:30:40 +02:00
Unknown W. Brackets
0d2de36258 GLES: Use accurate GLSL ver in postshader convert. 2018-06-14 20:31:58 -07:00
Henrik Rydgård
b895f944ff SPIRV-Cross should build on Android now, so remove another platform check. 2017-12-08 10:25:42 +01:00
Henrik Rydgård
99b34c7b45 Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
Fixed small bugs, now tested and working on mac.

Add spirv-cross to cmake build
2017-12-08 10:25:42 +01:00
Unknown W. Brackets
715a7b7318 Global: Silence some unused declaration warnings.
These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
bd1ed897cf Global: Fix some warnings. 2017-11-25 14:08:49 -08:00
Henrik Rydgård
b8dc4d1fb8 Buildfixes for Android 2017-11-12 16:55:36 +01:00
Henrik Rydgård
93e148fed6 Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
2017-11-12 16:12:26 +01:00
LunaMoo
5b75d2af20 Add uniform to make post process aware of videos.
And an example effect ~ subtle AA in-game/heavy smoothing for videos.
2017-09-13 08:13:51 +02:00
Henrik Rydgård
cae39adab3 Update submodule SPIRV-Cross, remove workarounds that are no longer needed 2017-05-31 14:09:47 +02:00
Henrik Rydgård
22782b6439 UWP: Fix DPI calculations for touch. Implement back button support. 2017-03-23 10:02:29 +01:00
Henrik Rydgård
86990b3752 Disable shader translation on UWP mobile for now (TLS issues) 2017-03-23 10:02:28 +01:00
Unknown W. Brackets
a1f59deafe Fix some type narrowing warnings and typos. 2017-03-19 07:44:31 -07:00
Unknown W. Brackets
404c61d77d Minor typo fixes. 2017-03-18 11:51:05 -07:00
Henrik Rydgard
03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard
86f0be7724 Another shader function replacement 2017-02-23 20:29:53 +01:00
Henrik Rydgard
ccef648d3d Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong. 2017-02-23 14:51:05 +01:00
Henrik Rydgard
f1e015f577 Basic postshader translation to D3D11 works. On-the-fly switching seems broken though. 2017-02-23 12:42:28 +01:00
Henrik Rydgard
e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard
5a0ee6cc36 Add some plumbing to be able to reach DX11.1 features. 2017-02-18 01:54:28 +01:00
Henrik Rydgard
dfc71f32cb Initial work on shader translation using glslang+spirv-cross 2017-02-15 21:51:33 +01:00