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