Commit Graph
28 Commits
Author SHA1 Message Date
xebra f9ab61a005 [spline/bezier]Implement hardware tessellation on Vulkan. 2017-02-25 19:28:15 +09:00
Henrik Rydgard 6e940dfeda D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
2017-02-14 11:59:13 +01:00
Henrik Rydgard 3f4e14f504 D3D11: Lumines is now playable in non-buffered, with reverse colors. 2017-02-10 11:25:24 +01:00
Henrik Rydgard 2a231b397b Unbreak environment mapping 2017-01-30 16:13:47 +01:00
Henrik Rydgard 24cc3dbc70 Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification. 2017-01-30 16:03:57 +01:00
Henrik Rydgard 49ce7178f5 Fix bug when showing shader IDs in the shader viewer 2016-12-21 15:50:20 +01:00
Henrik Rydgard 0fa2f2c7ae Remove more now-unused code 2016-12-20 13:50:07 +01:00
Henrik Rydgard 9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Unknown W. Brackets b1e57a29a4 Handle core profile better in shader generators. 2016-08-08 17:56:10 -07:00
Unknown W. Brackets aae487348c Vulkan: Fix spot lighting shader syntax. 2016-06-27 01:06:31 -07:00
Henrik Rydgard 51bcb02921 Minor vulkan updates to match the latest SDK/validator 2016-05-14 16:29:40 +02:00
Henrik Rydgard 1515754f2d Another prescale UV fix 2016-03-20 23:02:56 +01:00
Henrik Rydgard 827481d41d Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment) 2016-03-20 20:53:46 +01:00
Henrik Rydgard 0b1cfaf751 Be more economical with UBO pushbuffer space by reusing the last data when possible. 2016-03-20 19:35:31 +01:00
Henrik Rydgard 18d78f9a35 Minor optimizations 2016-03-20 19:35:03 +01:00
Henrik Rydgard 76d8a87b2f Vulkan: Attempt at fixing dual source blending. Should work but doesn't. 2016-03-20 19:31:02 +01:00
Henrik Rydgard 2481714a8e Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet) 2016-03-20 19:30:11 +01:00
Henrik Rydgard 432f276bec Cleanups. Don't loop over bones in vshader, causes trouble 2016-03-20 19:30:11 +01:00
Henrik Rydgard 1677697735 Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
2016-03-20 19:30:11 +01:00
Henrik Rydgard 3bf88d7475 Plug the texture memory leak 2016-03-20 19:30:11 +01:00
Henrik Rydgard 29341e53a5 Assorted fixes and cleanups. 2016-03-20 19:30:11 +01:00
Henrik Rydgard 28ae840abe Pipelines, samplers, description sets, oh my 2016-03-20 19:30:11 +01:00
Henrik Rydgard ddb36a35a0 Some descriptor binding fixes 2016-03-20 19:30:11 +01:00
Henrik Rydgard 906b259a85 First PSP shaders actually compile 2016-03-20 19:30:11 +01:00
Henrik Rydgard 5216a24590 Back to work on the PSP renderer 2016-03-20 19:30:11 +01:00
Henrik Rydgard cfbecf5071 More progress 2016-03-20 19:26:41 +01:00
Henrik Rydgard 129c706cfc Just some work on the shader generators 2016-03-20 19:26:12 +01:00
Henrik Rydgard c64064024d Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
2016-03-20 19:18:35 +01:00