26 Commits

Author SHA1 Message Date
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0b245699bb GLES: Specify unsigned shift for Adreno bug.
Adreno 320 devices, and at least 1 Intel device, are complaining that
right shift can't be used within uint/int.

Possibly related to:
https://github.com/KhronosGroup/glslang/issues/1296
2018-06-30 09:50:02 -07:00
Unknown W. Brackets
80312582d1 GPU: Avoid a switch case warning. 2018-06-17 11:32:17 -07:00
weihuoya
e01e77e025 fx depal int precision for opengl es 2018-06-01 00:58:44 +08:00
Henrik Rydgård
011e57c0e7 Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to fb7a63bd11
2018-05-13 20:42:17 +02:00
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abbab23814 D3D11: Use a dedicated slot for the depal texture.
Otherwise it affects shader blending.
2018-05-06 08:58:54 -07:00
Henrik Rydgård
29c41c6a35 Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. 2018-04-13 14:19:01 +02:00
Henrik Rydgård
5d0bd85a70 Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
Henrik Rydgård
3f503ca297 Implement the rest of Vulkan framebuffer depal. Not yet working though. 2017-10-31 12:34:59 +01:00
Henrik Rydgard
0e74ba6dc0 Fix R/B swap in D3D11 depal 2017-04-04 11:35:30 +02:00
Henrik Rydgard
f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik Rydgard
0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
Henrik Rydgard
b7f58a6704 D3D11 depal: Directly index into the texture using Load() instead of messing with samplers. 2017-02-17 17:15:00 +01:00
Henrik Rydgard
373c6ba12f More D3D11 fixes, hopefully without breaking DX9 2017-02-13 02:07:27 +01:00
Henrik Rydgard
ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
Henrik Rydgard
f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
731af0d0b4 Add some infrastructure for 2D drawing, to be used by the Vulkan framebuffer manager 2016-03-31 00:49:10 +02:00
Henrik Rydgard
cfcfd406fc Start porting TextureCache. Lots of stubbing going on. 2016-03-20 19:30:11 +01:00
Henrik Rydgard
ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
Unknown W. Brackets
764539f814 Clean up GLES logic used in shader gen. 2015-09-05 16:44:17 -07:00
Unknown W. Brackets
2d0635c3e6 Cut out a bit more USING_GLES2. 2015-09-05 16:28:46 -07:00
Unknown W. Brackets
c8fc9b0bf3 Cleanup some incorrect handling of clut offset. 2015-04-26 00:31:00 -07:00
Unknown W. Brackets
5b61c03b7f Avoid accidental sign ext for > 24 bit clut shift. 2015-04-26 00:26:24 -07:00
Unknown W. Brackets
105087d367 dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
1dfecbf2b8 d3d: Actually upload the clut texture. 2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c DX9: Hook up the depalettize code. Doesn't work yet though. 2015-03-01 11:24:45 -08:00
Henrik Rydgard
0c9f541a43 Move depalettize-shader generator to Common 2015-03-01 11:15:27 -08:00