Commit Graph

13 Commits

Author SHA1 Message Date
Dr. Chat
b2d8837e52 Fix depth clear when not sourcing from a depth target. 2016-01-22 18:47:27 -06:00
Dr. Chat
a34e82c77f Disable GL cull on rectangle lists 2016-01-18 21:00:58 -06:00
Dr. Chat
ab93a6bf64 If last framebuffer texture isn't set, use active framebuffer otherwise don't draw. 2015-12-22 15:44:02 -06:00
Dr. Chat
919d3d080b Assert on context loss due to a TDR 2015-12-22 15:43:08 -06:00
Ben Vanik
ec113275dc Making texture swizzles dynamic. Seems to fix some color swap issues.
And probably exposes many more ;)
2015-12-07 22:39:33 -08:00
Ben Vanik
09022a6ad3 gl_FragCoord support. 2015-12-07 20:45:02 -08:00
Ben Vanik
c86e479214 Replacing old Shader with TranslatedShader. 2015-12-06 10:36:07 -08:00
Ben Vanik
51a8002629 Moving GL backend to new shader translator.
This seems to make a lot of things better, but may also break things.
Cleanup to follow.
2015-12-06 00:48:41 -08:00
Ben Vanik
89172da4b7 Unplumbing program_cntl and simplifying shader loading. 2015-11-24 20:24:35 -08:00
Ben Vanik
3d2a5b2495 Reverting depth clear restriction in #330.
The comment is still true: games seem to need more clears.
2015-11-12 14:15:59 -08:00
Ben Vanik
d8fa54ffc4 Fixing super class call in gl4 cp. 2015-11-09 20:28:09 -08:00
Ben Vanik
9a6c5c5c74 95% of trace viewer now gpu backend agnostic. 2015-11-08 14:05:37 -08:00
Ben Vanik
b5a18b5462 Factoring out a lot of reusable GPU code from gl4/. 2015-11-08 11:54:36 -08:00