ameerj
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f7352411f0
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glsl: Add passthrough geometry shader support
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2021-07-22 21:51:39 -04:00 |
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ReinUsesLisp
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7dafa96ab5
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shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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2021-07-22 21:51:39 -04:00 |
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ameerj
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cbce9ddd4a
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glsl: Remove frag color initialization
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2021-07-22 21:51:39 -04:00 |
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ameerj
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1c648f176c
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emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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2021-07-22 21:51:38 -04:00 |
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ameerj
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9e066dcb15
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glsl: Fix output varying initialization when transform feedback is used
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2021-07-22 21:51:38 -04:00 |
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ReinUsesLisp
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374eeda1a3
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shader: Properly manage attributes not written from previous stages
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2021-07-22 21:51:38 -04:00 |
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ameerj
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12ef06ba8b
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glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
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2021-07-22 21:51:38 -04:00 |
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ameerj
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d36f667bc0
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glsl: Address rest of feedback
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2021-07-22 21:51:38 -04:00 |
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ameerj
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c5dfa0b630
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glsl: Move gl_Position/generic attribute initialization to EmitProlgue
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2021-07-22 21:51:38 -04:00 |
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ameerj
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85399e119d
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glsl: Reorganize backend code, remove unneeded [[maybe_unused]]
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2021-07-22 21:51:37 -04:00 |
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ameerj
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eaff1030de
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glsl: Initial backend
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2021-07-22 21:51:35 -04:00 |
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