* Initial implementation of CoreAspect uniform
* float -> float_t
* Possibly fix wii_u building
* vulkan: use float instead of float_t;
* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
* CoreAspect + glsl fix: use glUniform1f()
* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
* Fixed stupid typo
* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)
* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?
* d3d10,11,12, wrong function called by overlook.
* Add test shader, will remove that before PR
* Fix metal rotated aspect reporting
* remove test shader
* Fix C89 Build
* Use OriginalAspectRotated instead of OriginalAspectRot
* Add CoreFPS and FrameTimeDelta Uniforms.
_HAS_ORIGINALASPECT_UNIFORMS is (#)defined and can be used to query for them.
* add test shader
* remote test shader
* Wrong paste.
* gx2: use float
* wrong indentation
* resolved merge conflict
* fix indentation
* Fix comment/Formatting
* Change uniform name from CoreFPS to OriginalFPS
* underliyng references: core_fps -> original_fps
* Initial implementation of CoreAspect uniform
* float -> float_t
* Possibly fix wii_u building
* vulkan: use float instead of float_t;
* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
* CoreAspect + glsl fix: use glUniform1f()
* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
* Fixed stupid typo
* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)
* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?
* d3d10,11,12, wrong function called by overlook.
* Add test shader, will remove that before PR
* Fix metal rotated aspect reporting
* remove test shader
* Fix C89 Build
* Use OriginalAspectRotated instead of OriginalAspectRot
* slang shaders: add support for __has_include like C++17 macro.
This adds a new #pragma include_if_exist "filename" directive that acts like #include statements,
but does not return error if the file does not exists.
* removed unuseful define
Adds support for sub-frame shaders to vulkan/glcore/dx10-11-12.
Builds on the concept already present for frame duplication in use for BFI, to present multiple 'sub' frames per real frame to the shaders, so they can run at a higher framerate than the content framerate. Must be enabled via subframe shaders setting under synchronization settings to be active.
Will allow BFI to be implemented inside of the shaders, among any other use for the higher framerate shader authors can devise.
CurrentSubFrame and TotalSubFrames have been available inside the shaders to track what they want to do on an given subframe. TotalSubFrames will always be 1 when the setting is disabled (and when in menu/ff/pause). Framecount will not increment on sub-frames, as it does not for injected bfi frames now. Should not interfere with any existing shaders that do not check for subframes.
* Change rotation type to int to maximize compatibility and to match glUniform1i
* Change to C style comment; Make comment more useful (hopefully)
* Add support for FinalViewportSize in GLSL
usage of strlcpy (when position/offset of previous strlcpy/snprintf call
is known. strlcat implementation in libretro-common makes implicit strlen
call, using strlcpy avoids this
* Reduce a bunch of local char variables by use of said clever usage,
should save up on local stack size usage