Commit Graph
18 Commits
Author SHA1 Message Date
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 2d473c39e7 Keep format in GL shaders for R/W images 2019-09-23 13:45:29 +01:00
Dominic Filion Guay 57c60cdfb8 Fixed issue with MSAA textures on Oculus Quest. 2019-09-18 19:28:42 +01:00
baldurk 180b6f7cdc Remove use of shading_language_420pack and explicit_attrib_location
* On GL we can manually set these bindings when needed, and then we don't
  require those extensions.
2019-02-13 18:50:53 +00:00
baldurk 11819ed3be Refactor and clean up internal shaders to be better organised
* Split up old uber-cbuffers used for unrelated shaders into shader-specific
  cbuffers (DebugPixelCBufferData -> TexDisplayPSCBuffer / CheckerboardCBuffer /
  MeshPixelCBuffer).
* Split up HLSL files so not everything is lumped into 'debugdisplay.hlsl' but
  has separate files as appropriate.
* Use #include in GLSL and HLSL to better organise shader code together rather
  than relying on lumping files together on the C++ side.
* Renamed files like 'debugcbuffers.h' to 'hlsl_cbuffers.h'.
* Trimmed out some extensions/cruft that isn't needed in the GLSL side since we
  no longer use separable shaders.
* Combine some shaders like Outline/Checkerboard that were similar into central
  place.
2019-02-13 18:50:53 +00:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk b08d277b61 Apply clang-format to embedded internal shader source
* It gets a couple of things less than ideal, mostly glsl block names being on
  the next line, but otherwise it's readable and stops mixed tabs/spaces which
  had snuck in without checks.
2018-12-17 17:10:34 +00:00
baldurk 7a6580bb0f Fix compilation of all debug shaders on GLES 2018-10-04 16:07:38 +01:00
baldurk a82c7a10d3 Implement proxied MSAA texture contents on OpenGL 2018-08-01 17:29:39 +01:00
baldurk e305029ddd Update copyright years to 2018 2018-01-01 17:55:29 +00:00
Janos Pantos 46a12525ef Modify shaders to be GLES compatible. 2017-03-09 19:13:21 +00:00
baldurk 030cbfde9a Batch update copyright years everywhere 2017-01-06 12:13:31 +00:00
baldurk 65e05a3196 Add support for serialising multisampled images in vulkan. Refs #193
* This also applies to stencil even in non-multisampled images.
* Serialisation applies to both network proxying data, initial frame
  contents at the beginning of a captured frame, and saving images to
  disk.
2016-11-07 18:14:45 +01:00
baldurk 7e5f51cbf8 Rename spv/ folder back to glsl/ (hope this will make better history) 2016-07-22 02:44:37 +02:00