Henrik Rydgård
a52e62a187
Enable depth uploads on render-to-clut-buffer. Esoteric but needed for #11100 . Compat flag for now.
2022-09-14 22:18:34 +02:00
Lubos
c6ff56d4a3
OpenXR - Crash when using 3D stereo fixed
2022-09-12 22:55:53 +02:00
Lubos
08226d8396
OpenXR - Stereo matrices fixed
2022-09-05 20:49:25 +02:00
Lubos
4ce0579f70
OpenXR - Split projection matrix for color and depth buffer
2022-09-04 21:12:18 +02:00
Lubos
fb875b94de
OpenXR - Multipass rendering fixed
2022-09-04 14:01:17 +02:00
Lubos
4bd5a28604
OpenXR - Flag to easily disable multiview shaders added
2022-08-28 14:49:27 +02:00
Lubos
c2c0561be2
OpenXR - OPENXR ifdef removal
2022-08-27 17:33:37 +02:00
Luboš Vonásek
ce55449d03
Assert removed
2022-08-24 23:38:57 +02:00
Luboš Vonásek
11a6318509
Merge branch 'hrydgard:master' into feature_openxr_stereo
2022-08-24 19:50:45 +02:00
Henrik Rydgård
bd674c47b6
OpenGL: Fix regular depal (shader depal still worked) that broke recently
2022-08-24 11:01:57 +02:00
Henrik Rydgård
eb2f12e64a
Drive-by texture slot management cleanup
2022-08-24 10:22:58 +02:00
Lubos
4026d49104
OpenXR - Multiview uniforms working
2022-08-17 19:14:36 +02:00
Lubos
22e7f87e33
OpenXR - Disable multiview for now
2022-08-16 21:32:11 +02:00
Lubos
71df50a354
OpenXR - GL and OXR logging added
2022-08-16 17:39:54 +02:00
Lubos
ab6c91c203
OpenXR - Integrate multiview into system
2022-08-14 18:51:45 +02:00
Lubos
c71ecd7756
OpenXR - Unused parameter removed
2022-08-14 11:47:33 +02:00
Henrik Rydgård
5bf7b56305
Oops, this iOS check was still required.
2022-08-07 12:04:41 +02:00
Henrik Rydgård
6f1f482432
Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff
2022-08-07 11:15:23 +02:00
Henrik Rydgård
8aebf0dca4
Port the OpenGL depal path to thin3d
2022-08-06 18:27:02 +02:00
Henrik Rydgård
e1956b47a0
Merge pull request #15727 from hrydgard/texture-3d
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Implement the PSP's equal-size mips "3D texturing"
2022-08-01 08:35:43 +02:00
Henrik Rydgård
392d83fb22
Merge pull request #15659 from lvonasek/feature_openxr_quest
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Oculus Quest native support
2022-07-31 16:34:45 +02:00
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
Lubos
8daba0d881
OpenXR - Finalize VR renderer interface
2022-07-24 14:14:21 +02:00
Lubos
553363a5b5
OpenXR - Rendering into VR framebuffer works
2022-07-15 15:41:21 +02:00
Henrik Rydgård
e98e48e2e9
Merge pull request #15416 from unknownbrackets/gles-invalidate
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GLES: Remove old invalidation code
2022-02-21 22:03:01 +01:00
Unknown W. Brackets
1ba8f1fa0a
GLES: Remove old invalidation code.
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We must've changed something to a KEEP, this never seems to catch anything
now.
2022-02-21 09:34:16 -08:00
Unknown W. Brackets
c20f352be2
GLES: Add asserts for correct blend usage.
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Also make sure we don't try to use ARB blending on GLES.
2022-02-21 08:57:21 -08:00
Unknown W. Brackets
bbce43684c
GLES: Use EXT not GLES3 for dualsrc blend support.
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See #15413 , thanks icecream95.
2022-02-20 23:19:43 -08:00
Unknown W. Brackets
2718e81c0e
GPU: Expand lines to triangles.
2021-10-31 14:46:46 -07:00
Unknown W. Brackets
b3a8e013f6
GPU: Expand points into triangles for higher res.
2021-10-31 13:06:06 -07:00
Unknown W. Brackets
09daace8b8
GLES: Skip assert if no buffer.
2021-10-25 06:27:45 -07:00
Unknown W. Brackets
1c7cd67f6d
iOS: Buildfix bad GLES headers.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets
7d00b6ca90
GLES: Enable/disable clip distance 0.
2021-10-12 20:34:42 -07:00
Henrik Rydgård
cde3889866
Android buildfix
2021-07-09 21:09:44 +02:00
Henrik Rydgård
df6abe83a3
Support depth clamping in OpenGL where available.
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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.
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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
3c09b5c010
GLES: Always use fragColor0 on GL 3.0+.
2021-04-10 16:26:39 -07:00
Unknown W. Brackets
5119d79082
Build: Remove IOS define.
2021-03-02 21:04:03 -08:00
Unknown W. Brackets
5aa3e3180f
GPU: Force reinterpret off without copy image.
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Also, assert we have it when using it, since there's ifs.
2021-02-12 20:40:21 -08:00
Henrik Rydgård
32c9728c0c
Some cleanups in GL feature and shader language detection.
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Gets rid of many wrong or bad checks for IsCoreContext.
2020-12-14 19:46:11 +01:00
Henrik Rydgård
5eea7435d0
Minor cleanup in GL backend, fixes #13647
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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
b9dd866c2d
Merge pull request #13640 from hrydgard/shader-color-write-mask
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Fix car reflections in Outrun by implementing per-bit color masking
2020-11-09 08:45:28 +01:00
Henrik Rydgård
0c3ead1437
Temporarily disable GL frame-init error checks, see #13639
2020-11-09 00:30:24 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
e12c0fb205
Oops, what happened there..
2020-11-06 23:20:02 +01:00
Henrik Rydgård
26e09c758b
Some GL error logging improvements
2020-11-06 22:42:09 +01:00
Henrik Rydgård
7b2236778b
Remove remnants of an old, no longer applicable readback optimization
2020-11-05 14:38:20 +01:00
Henrik Rydgård
207b76da6e
Show an error on screen if a shader fails to compile.
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Part of #1 investigation of #13541
2020-11-05 08:27:13 +01:00
Henrik Rydgård
af4d6e7642
Set up the test for D3D9, start fixing stuff.
2020-10-31 18:32:43 +01:00