Henrik Rydgård
|
042f799573
|
Fix silly issue in vertex shader gen
|
2020-10-31 22:59:38 +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
|
2f1bbd314e
|
Fragment shader gen: Remove unnecessary allocations
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
7a63b5e69e
|
Cleanup
|
2020-10-31 18:32:43 +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
|
c311eeaf7d
|
Switch D3D9 too to the glsl shader generator
|
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
|
b7d674411e
|
Test parsing of generated OpenGL shaders too (by using glslang).
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
44c57d87f4
|
Get D3D9 fragment shader generation to parity
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
a2ed609e90
|
HLSL fix
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
c2a6090c3f
|
More D3D9 fixes.
|
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
|
b070ed45e9
|
Evolve the HLSL and GLSL fragment shader generators even closer together.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
b4a76a9f09
|
Change fragment shader output to work the same in GLSL and HLSL.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
d833b5985d
|
Make discard work the same way in the HLSL shader generator.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
984a4d2641
|
Start adding HLSL support to the GLSL shader generator.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
200c25bcc9
|
wip
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
92d73e3b03
|
HLSL: Use #define to switch to glsl-like vector types.
|
2020-10-31 18:32:42 +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
|
8b2aeade15
|
Fix checks for fragment test cache in GLES fragment shader generator
|
2020-10-28 23:51:22 +01:00 |
|
Henrik Rydgård
|
71706724e1
|
Somehow forgot to delete VertexShaderGeneratorVulkan.cpp
|
2020-10-26 09:59:16 +01:00 |
|
Henrik Rydgård
|
148d3b72e5
|
Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
2977c56a12
|
Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator.
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
fb2ac3a67e
|
Additional fixes
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
69c8912b93
|
More tess fixes
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
6055350a2c
|
Initial work on fixing tess
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
7532116b69
|
Fix additional minor differences
|
2020-10-25 08:34:35 +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
|
254c316b10
|
Merge pull request #13570 from hrydgard/gl-allow-wrap-framebuffers
GL: Allow texture wrapping on framebuffers
|
2020-10-23 22:41:10 +02:00 |
|
Henrik Rydgård
|
020fb55a65
|
Completes the merge, deleting the Vulkan-specific fragment shader generator.
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
56ddd597c1
|
Fix more tiny differences. The fragment shader generators now match!
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
fe8691fba7
|
Fix additional differences
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
aea4635d60
|
Fix minute differences between the shader generators found by the new tester
|
2020-10-23 10:03:44 +02:00 |
|
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 |
|
Henrik Rydgård
|
c45515866b
|
Cleanup
Clean up GLSL language setup further
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
2917b0e9e6
|
GLES: Read compat params first, emit code later.
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
e30de2f6a5
|
More splat3
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgård
|
43ce4e7493
|
Remove an unmotivated ifdef. Additional cleanup
|
2020-10-22 00:10:21 +02:00 |
|
Henrik Rydgård
|
2c0a3c2e23
|
Prepare for more GLSL testing
|
2020-10-21 23:39:34 +02:00 |
|
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
|
712f56fb7d
|
Vulkan: remove array indexing for light parameters to match the other backends
|
2020-10-21 23:20:11 +02:00 |
|
Henrik Rydgård
|
391d2ea73d
|
Rename vk uniforms to match the other backends
|
2020-10-21 21:13:08 +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
|
6cc8c2ebc1
|
Merge pull request #13328 from hrydgard/libretro-fixes
Fix libretro with Vulkan
|
2020-10-14 22:08:11 +02:00 |
|