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In #16104, we drastically reduced the number of shader variants for games that use flexible lighting setups. I looked at a few games and it seems that a lot of games have the same shaders with fog on/off, while fog is super cheap to compute. So let's just always do it, reducing vertex shader variants further (though the amount of pipelines will probably remain the same, since we still specialize the fragment shader). Might also be worth adding a dynamic bool for the fragment shader, but if so, doing it separately. |
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DepthBufferGLES.cpp | ||
DrawEngineGLES.cpp | ||
DrawEngineGLES.h | ||
FragmentTestCacheGLES.cpp | ||
FragmentTestCacheGLES.h | ||
FramebufferManagerGLES.cpp | ||
FramebufferManagerGLES.h | ||
GPU_GLES.cpp | ||
GPU_GLES.h | ||
ShaderManagerGLES.cpp | ||
ShaderManagerGLES.h | ||
StateMappingGLES.cpp | ||
StateMappingGLES.h | ||
TextureCacheGLES.cpp | ||
TextureCacheGLES.h |