Commit Graph
30 Commits
Author SHA1 Message Date
Henrik Rydgård 8b2aeade15 Fix checks for fragment test cache in GLES fragment shader generator 2020-10-28 23:51:22 +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 56ddd597c1 Fix more tiny differences. The fragment shader generators now match! 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 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 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård b43698a13d Remove most instances of base/logging.h from Common, Core, GPU, more 2020-08-15 19:08:44 +02:00
Henrik Rydgård 1f4c1cee2d Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189. 2019-02-26 10:39:17 +01:00
Unknown W. Brackets 022670d882 GPU: Apply fog before color test.
Hardware tests confirm the fog result is what's color tested.
2018-09-09 23:59:48 -07:00
Unknown W. Brackets 8eb011c22d GPU: Clamp after color doubling.
This is needed for blending to be correct - it blends a clamped value.
2018-09-09 20:27:39 -07:00
Unknown W. Brackets 703181607e GPU: Apply color test after doubling. 2018-09-09 20:09:48 -07:00
Unknown W. Brackets cd98c4a266 GLES: Fix direct shader depal on GLES.
Was missing a cast and only worked on some desktop before.
2018-08-18 10:41:59 -07:00
Unknown W. Brackets 70318fda37 GLES: Enable shader depal with Vulkan fixes. 2018-08-12 19:49:08 -07:00
Unknown W. Brackets 8e49fa988c GLES: Avoid discard when we can blend.
May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
Henrik Rydgård ab65c5210c GLES shader depal fix. Again, this is disabled by default so should not affect anything. 2018-05-14 21:20:51 +02:00
Henrik Rydgård 4ba9fe3e0e GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
2018-05-13 20:51:20 +02:00
Henrik Rydgård f17890623c Shader depal: fix bilinear filter coord 2018-04-13 20:57:36 +02:00
Henrik Rydgård fb7a63bd11 Implement shader depal for GL as well, but disabled by default. 2018-04-13 20:00:14 +02:00
Unknown W. Brackets c5897a1c5c GPU: Cleanup some feature flags usage. 2017-12-21 18:50:41 -08:00
Unknown W. Brackets 4731a2918c GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
2017-12-02 09:07:27 -08:00
Henrik Rydgård 2c86217552 Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545 2017-11-21 16:19:28 +01:00
Henrik Rydgård 33d3d2f178 GL: Compute "availableUniform" when generating shaders instead of by querying. 2017-11-19 11:25:31 +01:00
Henrik Rydgard dcfc37a39d GL: Allow ShaderTexClamp path on PowerVR if no projection is needed 2017-02-17 12:12:15 +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 d9acd27126 Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00