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path: root/src/video_core/renderer_opengl/gl_shader_manager.cpp (follow)
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* Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-201-2/+2
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* GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-061-19/+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.
* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-1/+1
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* gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-181-1/+7
| | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.Subv2018-04-151-8/+1
| | | | 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.
* shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei2018-04-151-1/+1
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* gl_shader_manager: Implement SetShaderSamplerBindings.bunnei2018-04-141-0/+8
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* gl_shader_manager: Cleanup and consolidate uniform handling.bunnei2018-04-141-4/+15
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* renderer_opengl: Add gl_shader_manager class.bunnei2018-04-141-0/+46