Unknown W. Brackets
|
33598f2e75
|
GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
|
2021-10-12 20:34:44 -07:00 |
|
Unknown W. Brackets
|
7d00b6ca90
|
GLES: Enable/disable clip distance 0.
|
2021-10-12 20:34:42 -07:00 |
|
Unknown W. Brackets
|
24011c3754
|
GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
|
2021-10-12 20:34:41 -07:00 |
|
Henrik Rydgård
|
9ca97dfa8e
|
Handle vertex shader generation failures better.
Suspect that this is happening with the HW tesselation crash in KOF '96.
Should help #14774
|
2021-08-29 21:50:43 +02:00 |
|
Henrik Rydgård
|
025bcb1673
|
Introduce Path, start using it all over the place.
Still lots left to convert!
Convert GetSysDirectory to return Path.
More buildfixing
Remove unnecessary Path( constructors
|
2021-05-13 10:39:16 +02:00 |
|
Unknown W. Brackets
|
a73c15babc
|
GPU: Correct shader gen with weights as floats.
For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903.
|
2021-01-10 08:52:28 -08:00 |
|
Henrik Rydgård
|
7de7680416
|
Apple driver bug workaround. See issue #13451
|
2020-12-16 14:39:08 +01:00 |
|
Henrik Rydgård
|
f3ebd6553d
|
Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
|
2020-12-13 16:04:16 +01:00 |
|
Henrik Rydgård
|
e14437cb3f
|
OpenGL: Assorted shader-depal bugfixes and regression fixes.
Fixes #13517
|
2020-11-11 23:09:48 +01:00 |
|
Henrik Rydgård
|
6310af25fa
|
Get shader color write masking going on all backends.
|
2020-11-08 23:45:47 +01:00 |
|
Henrik Rydgård
|
7a690f177e
|
Move shader language feature detection to the draw context.
|
2020-11-06 09:11:57 +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
|
f4ea3ccf22
|
Move the generic vertex shader generator into GPU/Common and rename it.
|
2020-11-01 19:58:54 +01:00 |
|
Henrik Rydgård
|
0938d495d9
|
Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
|
2020-11-01 11:48:55 +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
|
7a63b5e69e
|
Cleanup
|
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
|
a8f4a4d749
|
Fix more vertex shader differences
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
057fd9f8a3
|
Bridge more vertex shader differences
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
22b26ffc09
|
Time for the vertex shaders. Set up a test, start eliminating differences.
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
ef18938aa0
|
Hack up a test comparing Vulkan fragment haders generated by the GL GLSL generator to the ones generated by the Vulkan generator.
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
9e245d6835
|
OpenGL: Share the shader version detection.
Use a version integer instead of a string
|
2020-10-23 10:03:44 +02:00 |
|