Commit Graph
7 Commits
Author SHA1 Message Date
LibretroAdmin 472dc5ae3f Remove user post-processing shaders and graphics-mod custom shaders
Both fed user-written GLSL to the backends at runtime, which the move to
bytecode emitted straight from the shader generators leaves no compiler
for. The frontend's own shader pipeline covers post-processing.

The presentation pass keeps a plain copy and the built-in correction
shader for output resampling, colour space and gamma correction and HDR
scaling, now compiled in rather than loaded from Sys/Shaders. The
graphics-mod system keeps its draw, EFB, projection and texture actions;
custom pipelines, materials, shader, mesh and sampler assets, the custom
constant buffers in every backend and the two mods built on them are
gone, along with the shader generators' custom-shader hooks.
2026-11-05 15:57:56 +01:00
iwubcode 0e73a01279 VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well 2025-08-17 18:55:40 -05:00
Dr. Dystopia f240e20e3f Make overriding explicit and remove redundant virtual specifiers on overriding destructors - Core & UnitTests 2025-05-01 15:00:37 +02:00
iwubcode b6d321bfb1 VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available) 2023-10-06 02:17:42 -05:00
Pokechu22 f5d11c1e38 VideoBackends/D3D11: Simplify vertex attribute code 2022-11-23 13:45:43 -08:00
Pierre Bourdon e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Shawn Hoffman a0aeb5b0b9 normalize common filenames in VideoBackends/D3D 2021-01-27 14:29:48 -08:00