Henrik Rydgård
|
7a690f177e
|
Move shader language feature detection to the draw context.
|
2020-11-06 09:11:57 +01:00 |
|
Henrik Rydgård
|
44ec286ba4
|
Framebuffer: Keep the render scale factor around, no need to recompute it.
|
2020-11-06 09:11:57 +01:00 |
|
Henrik Rydgård
|
225734c0b3
|
Partially revert "Remove remnants of an old, no longer applicable readback optimization"
This reverts commit 7b2236778b.
Fixes #13628
|
2020-11-06 09:09:18 +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Remove remnants of an old, no longer applicable readback optimization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
|
3e6d121016
|
Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6.
|
2020-11-03 11:39:12 +01:00 |
|
Henrik Rydgård
|
32eb882bc6
|
Clarify some logic, improve framebuffer names
|
2020-11-02 10:02:49 +01:00 |
|
Henrik Rydgård
|
f4ea3ccf22
|
Move the generic vertex shader generator into GPU/Common and rename it.
|
2020-11-01 19:58:54 +01:00 |
|
Henrik Rydgård
|
be837912e1
|
Delete the HLSL shader generator, switch to the newly generic one.
|
2020-11-01 19:58:54 +01:00 |
|
Henrik Rydgård
|
8efb40180e
|
Make the hardware skinning code match
|
2020-11-01 19:58:50 +01:00 |
|
Henrik Rydgård
|
0b1b36921e
|
Move the now-renamed fragment shader generator to GPU/Common.
|
2020-10-31 19:03:14 +01:00 |
|
Henrik Rydgård
|
3d0630c04a
|
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
cf1a5e2c67
|
Switch D3D11 over to use the GLSL fragment 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
|
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
|
3d36049b65
|
Rename shader generator functions, a bit of moving around and adding an errorString param.
|
2020-10-21 23:20:25 +02:00 |
|
Henrik Rydgård
|
c6f51bbc1e
|
Add brute force shader generator tester. Tests D3D11 and Vulkan shaders.
Found a potential error with tesselation without normals already.
|
2020-10-21 23:20:15 +02:00 |
|
Henrik Rydgård
|
92e1dce2db
|
Error handling fixes
|
2020-10-18 20:26:19 +02:00 |
|
Henrik Rydgård
|
e80a526015
|
D3D11: Implement depth texturing. Fixes, for D3D11, #6411.
|
2020-10-18 20:14:25 +02:00 |
|
Henrik Rydgård
|
ced83b4785
|
Libretro/VK: Add a README for debugging, so I don't forget. Minor cleanups.
|
2020-10-11 19:06:09 +02:00 |
|
Henrik Rydgård
|
886a8b1ac6
|
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
|
2020-10-05 21:05:23 +02:00 |
|
Henrik Rydgård
|
0e3a84b4a8
|
Move most GPU things to Common.
It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
|
2020-10-04 23:39:02 +02:00 |
|
Henrik Rydgård
|
f01ba6dc84
|
Move NativeApp.h to Common/System, split into NativeApp.h and System.h
Buildfix
|
2020-10-04 11:42:16 +02:00 |
|
Henrik Rydgård
|
b7edf75437
|
Move Display.cpp/h to Common.
|
2020-10-04 11:42:16 +02:00 |
|
Henrik Rydgård
|
821817e6d4
|
Move the profiler to Common
|
2020-10-04 11:42:16 +02:00 |
|