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preserve-emulation/ppsspp
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mirror of https://github.com/hrydgard/ppsspp.git synced 2026-07-26 08:44:47 +02:00
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28,482 Commits 78 Branches 131 Tags
caa960ee8e8cf0fcaa150eed4087cc799f10d28f
Commit Graph
10 Commits
Author SHA1 Message Date
Henrik Rydgård caa960ee8e GLSL ES compilers can be very picky about uint/int. Fixes #13628 - for real this time hopefully 2020-11-07 00:32:00 +01:00
Henrik Rydgård 733a152c54 Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h. 2020-11-04 09:18:35 +01:00
Unknown W. Brackets f3415f4f9c GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
2020-11-02 21:56:43 -08:00
Henrik Rydgård ce4ee010ac Apparently only MSVC can handle the ambiguity. 2020-11-02 11:45:47 +01:00
Henrik Rydgård 39b5eb5b3d ShaderWriter, a replacement for the sprintf WRITE macro. 2020-11-02 10:02:52 +01:00
Henrik Rydgård 17778131bd Share the uniform buffer declarations between D3D11 and VK. 2020-11-01 19:58:53 +01:00
Henrik Rydgård 105a6ce920 Oops, seems I screwed those #version statements up worse. 2020-11-01 19:53:08 +01:00
Henrik Rydgård 2e9f42a75f Fix #version statement in GLES 2 fragment shaders 2020-11-01 18:06:56 +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 0b1b36921e Move the now-renamed fragment shader generator to GPU/Common. 2020-10-31 19:03:14 +01:00
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