| Age | Commit message (Collapse) | Author |
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texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release.
Fixes issue 6465.
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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6495.
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usages. This is needed to have GLES3 support.
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instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.
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for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
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bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
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Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
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Windows still.
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GL_INFO_LOG_LENGTH with glGetShaderiv. Qualcomm drivers seem to max out at ~512bytes returned from glGetShaderInfoLog so this is a reasonable max.
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the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
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precision qualifier to the shader header.
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Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
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Also update the comment headers for two functions in GCMemcard.cpp.
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since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
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have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though.
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of the opengl backend).
ShaderGen: Replace typeid usage with more general code.
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Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
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MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample.
It sounds great, but has a big issue: At edges where the center isn't in the polygon, the
fragment would still be executed, but still with the center of the pixel as position.
So if some calculations aren't allowed outside the polygon, the result would be invalid.
But the nice one: we can give a hint to each input to be choosen from a valid pixel,
so now every pixel will be calculated with valid source.
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32M UBO, 16M Vertex, 2M Index
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newer driver
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this is the first step, uniform handling is still missing
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on shader compilation)
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