Henrik Rydgård
|
19b4febbbf
|
More reinterpret shader gen and test work.
More work on reinterpret
Buildsystem fixes
|
2020-11-08 10:41:20 +01:00 |
|
Henrik Rydgård
|
d9ee06a60d
|
Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
|
2020-11-07 10:51:54 +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
|
6a1e669c45
|
Fix GLSL version detection bug. Fixes #13631
|
2020-11-06 21:55:16 +01:00 |
|
Henrik Rydgård
|
7a690f177e
|
Move shader language feature detection to the draw context.
|
2020-11-06 09:11:57 +01:00 |
|
Henrik Rydgård
|
84037f448e
|
Remove colorDepth property of framebuffers. They're all 8888.
|
2020-11-05 14:51:46 +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Remove remnants of an old, no longer applicable readback optimization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
|
6db943e831
|
Merge the two ShaderStage enums
|
2020-11-05 08:34:35 +01:00 |
|
Henrik Rydgård
|
207b76da6e
|
Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
|
2020-11-05 08:27:13 +01:00 |
|
Henrik Rydgård
|
03e8eac6ef
|
Merge the two ShaderLanguage enums.
|
2020-11-04 09:40:11 +01:00 |
|
Henrik Rydgård
|
733a152c54
|
Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
|
2020-11-04 09:18:35 +01:00 |
|
Henrik Rydgård
|
291742535b
|
Safety, comments
|
2020-11-02 10:02:52 +01:00 |
|
Henrik Rydgård
|
d32fc34b2b
|
Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
|
2020-10-31 23:22:06 +01:00 |
|
Henrik Rydgård
|
2f1bbd314e
|
Fragment shader gen: Remove unnecessary allocations
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
3d4fc7c696
|
Check for a couple additional GL extensions
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
c311eeaf7d
|
Switch D3D9 too to the glsl shader generator
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
8d70fd269e
|
Minor D3D9 fixes
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
b7d674411e
|
Test parsing of generated OpenGL shaders too (by using glslang).
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
af4d6e7642
|
Set up the test for D3D9, start fixing stuff.
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
b070ed45e9
|
Evolve the HLSL and GLSL fragment shader generators even closer together.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
5ee9cfef0d
|
Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
|
2020-10-29 00:52:19 +01:00 |
|
Henrik Rydgård
|
254c316b10
|
Merge pull request #13570 from hrydgard/gl-allow-wrap-framebuffers
GL: Allow texture wrapping on framebuffers
|
2020-10-23 22:41:10 +02:00 |
|
Henrik Rydgård
|
43ce4e7493
|
Remove an unmotivated ifdef. Additional cleanup
|
2020-10-22 00:10:21 +02:00 |
|
Henrik Rydgård
|
3a870a9d81
|
OpenGL: Allow texture wrapping on framebuffers if supported
Fixes minor texture glitch in Wipeout, and probably more
|
2020-10-22 00:03:44 +02:00 |
|