Unknown W. Brackets
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f3415f4f9c
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GPU: Correct shader blend equations.
This was wrong when ported to HLSL, and then ported back everywhere.
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2020-11-02 21:56:43 -08:00 |
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ANR2ME
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755a5dd7d6
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Fix Starting multiplayer issue on DBZ Team Tag
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2020-11-03 09:32:00 +07:00 |
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ANR2ME
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5d0b6e83b2
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Reducing the delay on GetPeerInfo
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2020-11-03 09:31:25 +07:00 |
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Henrik Rydgård
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f050d51973
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Enable masked memory addressing on iOS
(removes the need for functioning memory mirrors)
I have a theory that this is related to the iOS 14 problems: #13451
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2020-11-03 00:20:19 +01:00 |
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Henrik Rydgård
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1b596ef82b
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Fix/workaround ARM64 with the MASKED_PSP_MEMORY build flag.
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2020-11-03 00:20:16 +01:00 |
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Henrik Rydgård
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dd7983c8dd
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Fix a bad check, causing masked memory to fail on non-32-bit platforms even if desired.
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2020-11-02 23:11:44 +01:00 |
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Henrik Rydgård
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21830d4984
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Bugfix last commit
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2020-11-02 16:22:20 +01:00 |
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Henrik Rydgård
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bd066b4e55
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Merge pull request #13613 from hrydgard/shader-writer
Shader writer utility, other cleanups
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2020-11-02 13:32:35 +01:00 |
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Henrik Rydgård
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ce4ee010ac
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Apparently only MSVC can handle the ambiguity.
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2020-11-02 11:45:47 +01:00 |
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Henrik Rydgård
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97e8d5b93b
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Buildfix the rest of the platforms
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2020-11-02 10:37:11 +01:00 |
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Henrik Rydgård
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0292d1719d
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GEDebugger: Use utf-8 internally.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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39b5eb5b3d
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ShaderWriter, a replacement for the sprintf WRITE macro.
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2020-11-02 10:02:52 +01:00 |
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Henrik Rydgård
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291742535b
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Safety, comments
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2020-11-02 10:02:52 +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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085900adb5
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Fix vertex shader generator bug. Got caught by the new test
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2020-11-02 09:03:08 +01:00 |
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Henrik Rydgård
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34874238ac
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Merge pull request #13611 from hrydgard/merge-glsl-hlsl-vertex-shadergens
Merge GLSL and HLSL vertex shader generators
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2020-11-01 21:51:25 +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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be837912e1
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Delete the HLSL shader generator, switch to the newly generic one.
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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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2e9f42a75f
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Fix #version statement in GLES 2 fragment shaders
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2020-11-01 18:06:56 +01:00 |
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Henrik Rydgård
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5568ad2bc3
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Merge pull request #13610 from hrydgard/vertex-shader-id-cleanup
Remove a redundant bit from vertex shader IDs.
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2020-11-01 15:42:37 +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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fb785f5f0d
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Fix an old inconsistency between D3D9 and D3D11 projection matrices.
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2020-11-01 11:35:46 +01:00 |
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Henrik Rydgård
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45218ec73d
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Merge pull request #13609 from hrydgard/merge-glsl-hlsl-fragment-shadergens
Merge GLSL and HLSL fragment shader generators into one generic
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2020-11-01 09:53:56 +01:00 |
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Henrik Rydgård
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d32fc34b2b
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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.
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2020-10-31 23:22:06 +01:00 |
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Henrik Rydgård
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ee11f6af76
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Merge pull request #13608 from shenweip/stopunloadselfmodule
When stops and unloads self module, make sure that the thread is properly deleted.
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2020-10-31 23:03:33 +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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99d63714b5
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UWP buildfix
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2020-10-31 22:52:54 +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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dd00672d88
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Just some cleanups that get to tag along
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2020-10-31 18:32:49 +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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3d4fc7c696
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Check for a couple additional GL extensions
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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3d0630c04a
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Remove the HLSL fragment shader generator. The GLSL one can now do its job.
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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c311eeaf7d
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Switch D3D9 too to the glsl shader generator
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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cf1a5e2c67
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Switch D3D11 over to use the GLSL fragment shader generator
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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d981511459
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Misc cleanup
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2020-10-31 18:32:43 +01:00 |
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Henrik Rydgård
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8d70fd269e
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Minor D3D9 fixes
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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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