gzdoom-gles/src/gl/shaders
Christoph Oelckers 425d756f04 - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl_load/gl_interface.cpp
2018-07-28 19:38:47 +02:00
..
gl_ambientshader.cpp - remove all usage of std::make_unique to keep things C++11 compliant 2017-04-11 01:25:44 +02:00
gl_ambientshader.h Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
gl_bloomshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_bloomshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_blurshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_blurshader.h Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
gl_colormapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_colormapshader.h - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
gl_fxaashader.cpp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_fxaashader.h Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_lensshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_lensshader.h Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero 2016-08-26 01:46:39 +02:00
gl_postprocessshader.cpp - renamed FTexture's UseType flags and gave them a dedicated type. 2018-03-25 20:26:16 +02:00
gl_postprocessshader.h - Support binding textures for custom PP shaders 2017-07-30 13:59:25 +02:00
gl_present3dRowshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_present3dRowshader.h Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_presentshader.cpp - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
gl_presentshader.h - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
gl_shader.cpp - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons. 2018-07-28 19:38:47 +02:00
gl_shader.h - move material light modes to their own subshader lumps 2018-02-20 00:13:05 +01:00
gl_shaderprogram.cpp - detect gl es shaders and request them 2017-04-06 23:34:50 -04:00
gl_shaderprogram.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
gl_shadowmapshader.cpp - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_shadowmapshader.h - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
gl_texshader.cpp - renamed FTexture's UseType flags and gave them a dedicated type. 2018-03-25 20:26:16 +02:00
gl_texshader.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_tonemapshader.cpp - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
gl_tonemapshader.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00