Henrik Rydgård
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7b2236778b
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Remove remnants of an old, no longer applicable readback optimization
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2020-11-05 14:38:20 +01:00 |
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Henrik Rydgård
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207b76da6e
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Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
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2020-11-05 08:27:13 +01:00 |
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Henrik Rydgård
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03e8eac6ef
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Merge the two ShaderLanguage enums.
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2020-11-04 09:40:11 +01:00 |
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Henrik Rydgård
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733a152c54
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Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
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2020-11-04 09:18:35 +01:00 |
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Henrik Rydgård
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3e6d121016
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Partially revert "Clarify some logic, improve framebuffer names"
I screwed up a couple things.
Fixes #13619
This reverts commit 32eb882bc6 .
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2020-11-03 11:39:12 +01:00 |
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Henrik Rydgård
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32eb882bc6
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Clarify some logic, improve framebuffer names
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2020-11-02 10:02:49 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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30b1aafcde
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Another hlsl compatibility fix
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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17778131bd
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Share the uniform buffer declarations between D3D11 and VK.
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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f1dbd25de9
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Fix remaining differences between generated shaders
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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642f2004d3
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Start working on getting tess to match
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2020-11-01 19:58:53 +01:00 |
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Henrik Rydgård
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ba7c2e856b
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Fix through mode differences
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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9b3662460c
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Make the lighting code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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8efb40180e
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Make the hardware skinning code match
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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b6992e428b
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More HLSL work. Some vertex shaders are starting to pass.
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2020-11-01 19:58:50 +01:00 |
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Henrik Rydgård
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fbb7f72eec
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Vertex shader merge work
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2020-11-01 19:58:45 +01:00 |
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Henrik Rydgård
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105a6ce920
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Oops, seems I screwed those #version statements up worse.
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2020-11-01 19:53:08 +01:00 |
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Henrik Rydgård
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4053c3d1ec
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Fix #version statement for GLES 2.0 vertex shaders
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2020-11-01 19:42:33 +01:00 |
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Henrik Rydgård
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0938d495d9
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Remove a redundant bit from vertex shader IDs.
(complicates automated testing of shader generation)
Should have no noticeable effects.
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2020-11-01 11:48:55 +01:00 |
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Henrik Rydgård
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042f799573
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Fix silly issue in vertex shader gen
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2020-10-31 22:59:38 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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Henrik Rydgård
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2f1bbd314e
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Fragment shader gen: Remove unnecessary allocations
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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7a63b5e69e
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Cleanup
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b7d674411e
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Test parsing of generated OpenGL shaders too (by using glslang).
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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44c57d87f4
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Get D3D9 fragment shader generation to parity
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c2a6090c3f
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More D3D9 fixes.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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af4d6e7642
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Set up the test for D3D9, start fixing stuff.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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b070ed45e9
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Evolve the HLSL and GLSL fragment shader generators even closer together.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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b4a76a9f09
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Change fragment shader output to work the same in GLSL and HLSL.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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d833b5985d
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Make discard work the same way in the HLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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984a4d2641
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Start adding HLSL support to the GLSL shader generator.
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2020-10-31 18:32:42 +01:00 |
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Henrik Rydgård
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8b2aeade15
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Fix checks for fragment test cache in GLES fragment shader generator
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2020-10-28 23:51:22 +01:00 |
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Henrik Rydgård
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148d3b72e5
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Use splat3(x) liberally (converts to vec3(x) on GLES, vec3(x,x,x) on D3D)
Prep for merging the HLSL and GLSL generators.
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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fb2ac3a67e
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Additional fixes
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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69c8912b93
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More tess fixes
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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6055350a2c
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Initial work on fixing tess
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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7532116b69
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Fix additional minor differences
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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a8f4a4d749
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Fix more vertex shader differences
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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057fd9f8a3
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Bridge more vertex shader differences
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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22b26ffc09
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Time for the vertex shaders. Set up a test, start eliminating differences.
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2020-10-25 08:34:35 +01:00 |
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Henrik Rydgård
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254c316b10
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Merge pull request #13570 from hrydgard/gl-allow-wrap-framebuffers
GL: Allow texture wrapping on framebuffers
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2020-10-23 22:41:10 +02:00 |
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Henrik Rydgård
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56ddd597c1
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Fix more tiny differences. The fragment shader generators now match!
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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ef18938aa0
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Hack up a test comparing Vulkan fragment haders generated by the GL GLSL generator to the ones generated by the Vulkan generator.
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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9e245d6835
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OpenGL: Share the shader version detection.
Use a version integer instead of a string
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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c45515866b
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Cleanup
Clean up GLSL language setup further
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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2917b0e9e6
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GLES: Read compat params first, emit code later.
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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e30de2f6a5
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More splat3
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2020-10-23 10:03:44 +02:00 |
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Henrik Rydgård
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43ce4e7493
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Remove an unmotivated ifdef. Additional cleanup
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2020-10-22 00:10:21 +02:00 |
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Henrik Rydgård
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2c0a3c2e23
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Prepare for more GLSL testing
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2020-10-21 23:39:34 +02:00 |
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Henrik Rydgård
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3d36049b65
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Rename shader generator functions, a bit of moving around and adding an errorString param.
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2020-10-21 23:20:25 +02:00 |
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