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<title>dolphin/Source/Core/VideoCommon/LightingShaderGen.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a14c88ba67a51b0a563a5fc800cd089e82ffacaf'/>
<id>a14c88ba67a51b0a563a5fc800cd089e82ffacaf</id>
<content type='text'>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic</title>
<updated>2025-03-22T20:22:00+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-03-15T22:29:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8e253518e6f8b918dffe7361faf897c16eabc6d3'/>
<id>8e253518e6f8b918dffe7361faf897c16eabc6d3</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: move lighting shader logic to callable functions</title>
<updated>2025-03-14T04:56:04+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-02-13T02:18:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=15372dc835a2c387f8f566fa86d6cc60b2534a7d'/>
<id>15372dc835a2c387f8f566fa86d6cc60b2534a7d</id>
<content type='text'>
</content>
<content type='xhtml'>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>LightingShaderGen: Resolve -Wshadow warnings</title>
<updated>2023-12-12T21:55:06+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-12T21:55:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a812a1f93875ed5e21a21c52658bfee75e0e3ea4'/>
<id>a812a1f93875ed5e21a21c52658bfee75e0e3ea4</id>
<content type='text'>
Given how the lambda doesn't capture anything, we can move this to a
internally linked function, which prevents any name shadowing.
</content>
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<pre>
Given how the lambda doesn't capture anything, we can move this to a
internally linked function, which prevents any name shadowing.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: add helper functions to handle generating custom lighting code for a custom pixel shader</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-11-12T02:20:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c3a370839a19545e9fda44a5ce9569b1997f48ef'/>
<id>c3a370839a19545e9fda44a5ce9569b1997f48ef</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>[[unlikely]] ASSERT</title>
<updated>2023-03-03T01:54:15+00:00</updated>
<author>
<name>Minty-Meeo</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
</author>
<published>2022-07-28T04:54:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bf079d6d3a857572c1f3f00fd3d525b9922ca809'/>
<id>bf079d6d3a857572c1f3f00fd3d525b9922ca809</id>
<content type='text'>
and other ASSERT usage changes
</content>
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<pre>
and other ASSERT usage changes
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal</title>
<updated>2022-04-22T23:54:36+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-04-22T19:50:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=04fdadd9d5f9588055fb54571410febfa710b86d'/>
<id>04fdadd9d5f9588055fb54571410febfa710b86d</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Convert XFMemory to BitField and enum class</title>
<updated>2021-03-07T03:27:14+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-11T00:01:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=aab81d5aa0a1bd6a467c91d0dbba04a9dc40998f'/>
<id>aab81d5aa0a1bd6a467c91d0dbba04a9dc40998f</id>
<content type='text'>
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
</pre>
</div>
</content>
</entry>
<entry>
<title>LightingShaderGen: Always calculate lighting for both color channels</title>
<updated>2020-11-20T23:54:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-01-29T12:38:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=51724c1ccdbc141b1aed67a2efc952e884cadd35'/>
<id>51724c1ccdbc141b1aed67a2efc952e884cadd35</id>
<content type='text'>
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
</pre>
</div>
</content>
</entry>
</feed>
