Commit Graph
6187 Commits
Author SHA1 Message Date
Henrik Rydgård 642f2004d3 Start working on getting tess to match 2020-11-01 19:58:53 +01:00
Henrik Rydgård ba7c2e856b Fix through mode differences 2020-11-01 19:58:50 +01:00
Henrik Rydgård 9b3662460c Make the lighting code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård 8efb40180e Make the hardware skinning code match 2020-11-01 19:58:50 +01:00
Henrik Rydgård b6992e428b More HLSL work. Some vertex shaders are starting to pass. 2020-11-01 19:58:50 +01:00
Henrik Rydgård fbb7f72eec Vertex shader merge work 2020-11-01 19:58:45 +01:00
Henrik Rydgård 105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård 4053c3d1ec Fix #version statement for GLES 2.0 vertex shaders 2020-11-01 19:42:33 +01:00
Henrik Rydgård 2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +01:00
Henrik Rydgård 0938d495d9 Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)

Should have no noticeable effects.
2020-11-01 11:48:55 +01:00
Henrik Rydgård fb785f5f0d Fix an old inconsistency between D3D9 and D3D11 projection matrices. 2020-11-01 11:35:46 +01:00
Henrik Rydgård d32fc34b2b Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.

Tried doing it with the preprocessor, couldn't get it to work.
2020-10-31 23:22:06 +01:00
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