Henrik Rydgård
4c9b5ada0f
Address feedback
2021-07-09 21:09:44 +02:00
Henrik Rydgård
df6abe83a3
Support depth clamping in OpenGL where available.
...
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
Unknown W. Brackets
5119d79082
Build: Remove IOS define.
2021-03-02 21:04:03 -08:00
Unknown W. Brackets
9857e8d1b1
GPU: Respect stencil write mask for 5551 buffers.
...
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely. See #13391 .
2021-01-24 15:54:13 -08:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
3e06eaccfb
Fix some comments
2020-11-08 14:57:35 +01:00
Henrik Rydgård
793e89d2e3
Fix some comments, rename a function.
2020-11-08 14:34:04 +01:00
Henrik Rydgård
391b8155c5
More work on detangling the concepts and making things make more sense.
2020-11-08 13:14:23 +01:00
Henrik Rydgård
3d289594f9
ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
...
The former has forms that don't need to read the framebuffer.
This exposes that some logic is wrong...
2020-11-08 12:54:05 +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
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
821817e6d4
Move the profiler to Common
2020-10-04 11:42:16 +02:00
Unknown W. Brackets
cbeeb8fdf1
GPU: Allow culling in through mode.
...
It works per tests and is used in Soul Caliber. Fixes #13400 .
2020-09-08 15:52:01 -07:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
bebf649705
OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly dirtying from the GL render manager.
2020-05-24 20:27:58 +02:00
Unknown W. Brackets
ad98609819
GPU: Use consistent buffered rendering state.
...
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
...
Actually identified this for the softgpu in #11319 , but applying it for
RGBA is a problem in most renderers. Forgot to at least apply it to
stencil.
Fixes #11901 .
2019-03-16 19:42:18 -07:00
Henrik Rydgard
3f8aec5147
Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore.
2018-12-14 13:54:03 +01:00
Unknown W. Brackets
5932cbabc3
GPU: Avoid stencil emulation if possible.
...
This reduces use of replaceAlpha, and reduces use of more complicated
blend states. This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Henrik Rydgård
117dad8a48
Just add some constants for the GL texture slots.
2018-04-13 09:11:08 +02:00
Henrik Rydgård
ce16547854
GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
2018-02-07 19:49:58 +01:00
Henrik Rydgård
c21b02a22d
gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
2018-01-31 19:36:32 +01:00
Unknown W. Brackets
e280cbbc3c
GLES: Correct shader blending.
...
Lunar's spell effects were blending completely wrong, and are a good
example of shader blending. This fixes them.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
2740f74cc4
GLES: Add TODO note for shader blend texture.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
38161f3c69
GLES: Use linear for high-res FBO tex copies.
2018-01-27 15:10:17 +01:00