Henrik Rydgard
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5cee8856ea
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Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices.
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2016-03-20 19:31:02 +01:00 |
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Henrik Rydgard
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790210f6ef
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Minor fixes
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2016-01-17 20:33:22 +01:00 |
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Henrik Rydgard
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dfa7a252de
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Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc)
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2016-01-17 20:33:21 +01:00 |
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Henrik Rydgard
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c8b1064d20
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GL Cleanup: No longer redundantly store the shader ID inside the shader objects
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2016-01-17 20:33:14 +01:00 |
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Unknown W. Brackets
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f982e777e5
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Stop logging alphatested draws for debug stats.
Measured a small perf hit here, and we're not really using these stats
much anymore.
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2015-12-30 10:24:54 -08:00 |
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Unknown W. Brackets
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2b832e7f6c
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Zero out dst blend factors in 565.
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2015-11-04 00:35:55 -08:00 |
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Henrik Rydgard
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f4248cb550
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Remove a whole lot of flipping special cases
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2015-11-02 20:07:30 +01:00 |
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Unknown W. Brackets
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c41b981333
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Oops, undelete shader bits for alpha test.
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2015-10-24 23:05:18 -07:00 |
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Unknown W. Brackets
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97c568dca6
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Tweak to shader desc.
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2015-10-24 23:05:09 -07:00 |
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Unknown W. Brackets
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06f2c7f1fe
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Maintain hasTexcoord even for UV gen.
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2015-10-24 21:26:12 -07:00 |
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Henrik Rydgard
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838e53f482
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
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Henrik Rydgard
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85229efef4
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D3D9: Generate shaders directly from shader IDs, just like we do in GL.
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2015-10-25 00:34:23 +02:00 |
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Henrik Rydgard
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edafa9bc17
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
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Henrik Rydgard
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92389a4966
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Use a common ShaderId class. Start moving shader ID code to GPU/Common
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2015-10-24 23:24:06 +02:00 |
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