mirror of https://github.com/PCSX2/pcsx2.git
f8c442cf76
Texture coordinate could be dummy/float/int integral/int normalized. Old behavior: * VS was in charge to select the texture coordinate * int integral format wasn't supported New behavior: * Always compute all formats * FS will be in charge to select the good format Impact: * VS will be slightly slower but it reduces shaders permutation from little to 0 (won't be bad for CPU) * FS speed isn't impacted as 2 separate code paths were already required to support both format * Rasterizer will be 33% slower but unlikely to be the limited factor of the GPU * In future we could directly use the integral format in the FS. V2: remove useless PSin_t |
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convert.glsl | ||
fxaa.fx | ||
interlace.glsl | ||
merge.glsl | ||
shadeboost.glsl | ||
tfx_fs.glsl | ||
tfx_vgs.glsl |