Commit Graph

119 Commits

Author SHA1 Message Date
Henrik Rydgard
24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
xebra
b436aef32a [spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off. 2017-01-23 14:13:28 +01:00
xebra
71a44644a1 [spline/bezier]Add some flags in shader id for hardware tessellation. 2017-01-23 14:12:02 +01:00
Henrik Rydgard
49ce7178f5 Fix bug when showing shader IDs in the shader viewer 2016-12-21 15:50:20 +01:00
Henrik Rydgard
0fa2f2c7ae Remove more now-unused code 2016-12-20 13:50:07 +01:00
Henrik Rydgard
5cee8856ea Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices. 2016-03-20 19:31:02 +01:00
Henrik Rydgard
790210f6ef Minor fixes 2016-01-17 20:33:22 +01:00
Henrik Rydgard
dfa7a252de Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc) 2016-01-17 20:33:21 +01:00
Henrik Rydgard
c8b1064d20 GL Cleanup: No longer redundantly store the shader ID inside the shader objects 2016-01-17 20:33:14 +01:00
Unknown W. Brackets
f982e777e5 Stop logging alphatested draws for debug stats.
Measured a small perf hit here, and we're not really using these stats
much anymore.
2015-12-30 10:24:54 -08:00
Unknown W. Brackets
2b832e7f6c Zero out dst blend factors in 565. 2015-11-04 00:35:55 -08:00
Henrik Rydgard
f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
Unknown W. Brackets
c41b981333 Oops, undelete shader bits for alpha test. 2015-10-24 23:05:18 -07:00
Unknown W. Brackets
97c568dca6 Tweak to shader desc. 2015-10-24 23:05:09 -07:00
Unknown W. Brackets
06f2c7f1fe Maintain hasTexcoord even for UV gen. 2015-10-24 21:26:12 -07:00
Henrik Rydgard
838e53f482 Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
Henrik Rydgard
85229efef4 D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Henrik Rydgard
edafa9bc17 Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
Henrik Rydgard
92389a4966 Use a common ShaderId class. Start moving shader ID code to GPU/Common 2015-10-24 23:24:06 +02:00