Henrik Rydgård
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ca24f1b9aa
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Fixes for D3D11
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2022-08-21 09:58:58 +02:00 |
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Henrik Rydgård
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31fe0fc39e
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Remove some unnecessary bool returns.
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2022-08-16 11:23:34 +02:00 |
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Henrik Rydgård
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252550fbd2
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Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9.
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2022-08-09 20:00:32 +02:00 |
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Henrik Rydgård
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852c395fb7
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Texcoord attrs must be called a_texcoord0, this should be fixed. Oh well.
Also small fix for depth in float-depal.
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2022-08-09 16:07:02 +02:00 |
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Henrik Rydgård
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83fd8a2fd8
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Convert depal shaders to use the ShaderWriter. Add tests for depal shaders.
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2022-08-09 15:32:27 +02:00 |
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Henrik Rydgård
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92a3d45340
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Lock out shaderDepal from D3D for now, will implement later.
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2022-08-06 18:27:03 +02:00 |
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Henrik Rydgård
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8aebf0dca4
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Port the OpenGL depal path to thin3d
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2022-08-06 18:27:02 +02:00 |
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Henrik Rydgård
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b71c745275
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ShaderWriter: Fix GLSL 1.0 output
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2022-08-06 18:19:11 +02:00 |
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Henrik Rydgård
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6ca47076e7
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Delete the Vulkan implementation of DrawActiveTexture, fixups to shader gen
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2022-08-03 14:12:55 +02:00 |
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Henrik Rydgård
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d26e637bb8
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Bufferless path for D3D11/Vulkan
Though we still bind the buffer for simplicity..
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2022-08-03 13:33:53 +02:00 |
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Henrik Rydgård
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269bff9c0b
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Get D3D shaders to build (though not working correctly)
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2022-08-03 13:31:15 +02:00 |
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Henrik Rydgård
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787de81437
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Switch to ShaderWriter. Works in OpenGL
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2022-08-03 13:31:15 +02:00 |
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Unknown W. Brackets
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2479d52202
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Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
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2022-01-30 16:35:33 -08:00 |
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Henrik Rydgård
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3245f54dc1
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Optimize the rotation a bit (limit to VK/D3D11, mat2 instead of mat4)
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2021-10-31 13:44:54 +01:00 |
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Unknown W. Brackets
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cd6be61d98
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Common: Correct some formatting type mismatches.
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2021-01-01 15:43:13 -08:00 |
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Henrik Rydgård
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f3ebd6553d
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Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
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2020-12-13 16:04:16 +01:00 |
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Henrik Rydgård
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29b2f2c4ef
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Better GLSL version handling. Now specify the latest version supported by the device.
Correct the version check for our own implementations of packUnorm4x8 etc.
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2020-11-16 23:30:07 +01:00 |
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Henrik Rydgård
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34efa1281b
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More consistent use of GLSL precision modifiers, now use them in Vulkan too.
Might help #13464 ?
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2020-11-10 22:42:41 +01:00 |
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Henrik Rydgård
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d99cba7308
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Outrun on OpenGL: Fix weird purple highlight seen on some devices
mediump int is just not enough.
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2020-11-10 22:01:57 +01:00 |
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Henrik Rydgård
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50619af71d
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Fix HLSL shader gen issue
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2020-11-09 09:10:44 +01:00 |
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Henrik Rydgård
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6310af25fa
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Get shader color write masking going on all backends.
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2020-11-08 23:45:47 +01:00 |
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Henrik Rydgård
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96c36d5c10
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More work on reinterpret. Get Vulkan running
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2020-11-08 11:32:55 +01:00 |
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Henrik Rydgård
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f2e315b9a6
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More shadergen work
Buildfix
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2020-11-08 11:32:53 +01:00 |
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Henrik Rydgård
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19b4febbbf
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More reinterpret shader gen and test work.
More work on reinterpret
Buildsystem fixes
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2020-11-08 10:41:20 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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