Commit message (Collapse) | Author | Files | Lines | ||
---|---|---|---|---|---|
2018-06-06 | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 1 | -1/+0 | |
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible. | |||||
2018-04-18 | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347) | bunnei | 1 | -3/+2 | |
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping. | |||||
2018-04-15 | GPU: Don't use explicit binding points when uploading the constbuffers to opengl. | Subv | 1 | -0/+11 | |
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage. | |||||
2018-04-15 | shaders: Expose hints about used const buffers. | bunnei | 1 | -13/+28 | |
2018-04-15 | GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs. | Subv | 1 | -4/+3 | |
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader. | |||||
2018-04-15 | shaders: Add NumTextureSamplers const, remove unused #pragma. | bunnei | 1 | -0/+3 | |
2018-04-14 | gl_shader_manager: Cleanup and consolidate uniform handling. | bunnei | 1 | -22/+9 | |
2018-04-14 | renderer_opengl: Add gl_shader_manager class. | bunnei | 1 | -0/+161 | |