Henrik Rydgård
df6abe83a3
Support depth clamping in OpenGL where available.
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Should make support for depth texturing quite easy.
Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
2021-07-09 21:09:44 +02:00
Henrik Rydgård
84037f448e
Remove colorDepth property of framebuffers. They're all 8888.
2020-11-05 14:51:46 +01:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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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
dcd33a4692
Remove redundant bind on GL texture build. Improve dirtying of texture state.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
1b3413945b
Some header include cleanup
2020-09-16 09:20:41 +02:00
Henrik Rydgård
e6dfb55d3d
Optimize value conversion in (unused) depth readback.
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This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Unknown W. Brackets
d88099e701
GLES: Specify buffer type just to be safe.
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Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
01809f809f
GLES: Correct fragment precision check.
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Was breaking on Mali-4xx for example, because not defined.
2018-12-23 20:16:59 -08:00
Unknown W. Brackets
08d71cef50
GLES: Simplify depth download shader.
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Fixes it on Adreno, no need to do the constant math in the shader.
2018-12-18 21:47:21 -08:00
Unknown W. Brackets
27e8720e14
GLES: Download depth values via shader.
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Working on desktop, but not on mobile...
2018-12-16 17:34:16 -08:00
Unknown W. Brackets
e49568f67d
GLES: Move depth packing code to dedicated file.
2018-12-16 17:34:16 -08:00