Commit Graph

40 Commits

Author SHA1 Message Date
Henrik Rydgård
bd674c47b6 OpenGL: Fix regular depal (shader depal still worked) that broke recently 2022-08-24 11:01:57 +02:00
Henrik Rydgård
eb2f12e64a Drive-by texture slot management cleanup 2022-08-24 10:22:58 +02:00
Henrik Rydgård
5bf7b56305 Oops, this iOS check was still required. 2022-08-07 12:04:41 +02:00
Henrik Rydgård
6f1f482432 Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff 2022-08-07 11:15:23 +02:00
Henrik Rydgård
8aebf0dca4 Port the OpenGL depal path to thin3d 2022-08-06 18:27:02 +02:00
Henrik Rydgård
e1956b47a0 Merge pull request #15727 from hrydgard/texture-3d
Implement the PSP's equal-size mips "3D texturing"
2022-08-01 08:35:43 +02:00
Henrik Rydgård
392d83fb22 Merge pull request #15659 from lvonasek/feature_openxr_quest
Oculus Quest native support
2022-07-31 16:34:45 +02:00
Henrik Rydgård
fecf9127a0 Implement 3D texturing in the OpenGL backend too. Assorted fixes. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
d0d53091a8 Change from maxLevel to levelsToLoad, for better readability. Cleanup. 2022-07-30 10:45:02 +02:00
Lubos
8daba0d881 OpenXR - Finalize VR renderer interface 2022-07-24 14:14:21 +02:00
Lubos
553363a5b5 OpenXR - Rendering into VR framebuffer works 2022-07-15 15:41:21 +02:00
Henrik Rydgård
e98e48e2e9 Merge pull request #15416 from unknownbrackets/gles-invalidate
GLES: Remove old invalidation code
2022-02-21 22:03:01 +01:00
Unknown W. Brackets
1ba8f1fa0a GLES: Remove old invalidation code.
We must've changed something to a KEEP, this never seems to catch anything
now.
2022-02-21 09:34:16 -08:00
Unknown W. Brackets
c20f352be2 GLES: Add asserts for correct blend usage.
Also make sure we don't try to use ARB blending on GLES.
2022-02-21 08:57:21 -08:00
Unknown W. Brackets
bbce43684c GLES: Use EXT not GLES3 for dualsrc blend support.
See #15413, thanks icecream95.
2022-02-20 23:19:43 -08:00
Unknown W. Brackets
2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets
b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Unknown W. Brackets
09daace8b8 GLES: Skip assert if no buffer. 2021-10-25 06:27:45 -07:00
Unknown W. Brackets
1c7cd67f6d iOS: Buildfix bad GLES headers. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets
7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Henrik Rydgård
cde3889866 Android buildfix 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
7f8144494e Draw: Use constants for texture slots.
GL actually had a check for 16 but then an array for 8.  This should make
it easier to figure out if we ever hit those limits.
2021-06-12 14:10:57 -07:00
Unknown W. Brackets
3c09b5c010 GLES: Always use fragColor0 on GL 3.0+. 2021-04-10 16:26:39 -07:00
Unknown W. Brackets
5119d79082 Build: Remove IOS define. 2021-03-02 21:04:03 -08:00