Commit graph

9 commits

Author SHA1 Message Date
Henrik Rydgård
dcd33a4692 Remove redundant bind on GL texture build. Improve dirtying of texture state. 2020-09-21 08:56:58 +02:00
Henrik Rydgård
1b3413945b Some header include cleanup 2020-09-16 09:20:41 +02:00
Henrik Rydgård
e6dfb55d3d Optimize value conversion in (unused) depth readback.
This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
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d88099e701 GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
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01809f809f GLES: Correct fragment precision check.
Was breaking on Mali-4xx for example, because not defined.
2018-12-23 20:16:59 -08:00
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08d71cef50 GLES: Simplify depth download shader.
Fixes it on Adreno, no need to do the constant math in the shader.
2018-12-18 21:47:21 -08:00
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27e8720e14 GLES: Download depth values via shader.
Working on desktop, but not on mobile...
2018-12-16 17:34:16 -08:00
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e49568f67d GLES: Move depth packing code to dedicated file. 2018-12-16 17:34:16 -08:00