Henrik Rydgård
fd43807c4d
New fragment shader optimization: Only clamp color output if needed.
2023-05-09 18:44:24 +02:00
Henrik Rydgård
b42670cf59
Manually revert the rest of the lmode optimization
2023-05-09 18:44:24 +02:00
Henrik Rydgård
f42c682d34
Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
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This reverts commit 10dee90c83 , reversing
changes made to 34c11c8acf .
2023-05-08 22:01:38 +02:00
Henrik Rydgård
547ecec074
Replace the rest of the uses of DepthSliceFactor
2023-02-11 14:45:14 +01:00
Henrik Rydgård
d65dae7185
Depth scale functions: Clean up the naming, add a failing test
2023-02-10 14:57:45 +01:00
Henrik Rydgård
c4d8ebcad5
D3D11 fix
2023-01-11 14:16:46 +01:00
Henrik Rydgård
088d0c39dc
Remove the FS_TEXTURE_AT_OFFSET fragment shader flag
2023-01-10 12:37:21 +01:00
Henrik Rydgård
c7c48abb37
Switch the 2x flag to a uniform
2023-01-10 12:36:28 +01:00
Henrik Rydgård
00c44ea799
Get rid of the bool, not worth it.
2023-01-10 10:23:29 +01:00
Henrik Rydgård
5022ddc4fc
D3D9 bool constants have a separate register space, oops.
2023-01-10 09:42:54 +01:00
Henrik Rydgård
d4ce134292
Shader generator: Move FS_TEX_ALPHA to a uniform bool.
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Part of #16567
2023-01-10 09:42:54 +01:00
Henrik Rydgård
18d00b0718
Remove lmode flag bit from fragment and geometry shaders
2023-01-04 11:04:23 +01:00
Henrik Rydgård
26c748f959
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 10:14:11 +01:00
Unknown W. Brackets
86d748fa0c
GLES: Use uint for uint shift amounts.
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This seems to cause trouble for some Adreno drivers as well.
2023-01-02 14:37:38 -08:00
Unknown W. Brackets
26dc773b2a
Merge pull request #16709 from unknownbrackets/shader-errors
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Correct some shader errors in reporting
2023-01-02 13:51:23 -08:00
Henrik Rydgård
6b95ed2e2e
Prevent name clash from redefining packUnorm4x8 if the driver "lies" about having it
2023-01-02 22:24:00 +01:00
Unknown W. Brackets
2b4a182b46
GLES: Use hex for uint constants.
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Apparently some Adreno drivers have issues (fixed in 2014):
https://developer.qualcomm.com/forum/qdn-forums/maximize-hardware/mobile-gaming-graphics-adreno/27945
2023-01-02 13:13:48 -08:00
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Henrik Rydgård
26884150d7
Remove the 0th descriptor set, move everything else back to 0
2022-12-16 13:05:40 +01:00
Henrik Rydgård
7950a00c14
Headless buildfix. Crashfix in shader generator test.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
8208768c15
Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting.
2022-12-01 22:49:00 +01:00
Unknown W. Brackets
fc5dcd0c16
GLES: Correct unit tests for framebuffer fetch.
2022-12-01 00:59:22 -08:00
Unknown W. Brackets
d763dca024
GPU: Correct fetch assert.
2022-12-01 00:17:14 -08:00
Henrik Rydgård
d72ad3b3f4
Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
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Will resolve a future issue in the multisampling PR, where the
GPU_USE_FRAMEBUFFER_FETCH flag changes at runtime if you switch between no AA and MSAA.
Just figured I'd get it in separately for safety.
2022-11-30 00:26:15 +01:00
Henrik Rydgård
8f103f3f47
Extract the Vulkan descriptor binding cleanup from #16345
2022-11-21 20:30:20 +01:00