Henrik Rydgård
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795ddf16e5
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Mipmaps: Use a uniform to specify the texture lod in SLOPE and CONST modes. Fixes the mipmap test for D3D11, Vulkan and modern GL properly, while keeping Tony Hawk games working.
Also implements increasing the lod level with the render resolution
properly.
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2017-12-08 15:53:49 +01:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Henrik Rydgård
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2c86217552
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Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
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2017-11-21 16:19:28 +01:00 |
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Henrik Rydgård
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33d3d2f178
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GL: Compute "availableUniform" when generating shaders instead of by querying.
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2017-11-19 11:25:31 +01:00 |
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Henrik Rydgard
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dcfc37a39d
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GL: Allow ShaderTexClamp path on PowerVR if no projection is needed
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2017-02-17 12:12:15 +01:00 |
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Henrik Rydgard
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24cc3dbc70
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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