<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/PixelShaderGen.cpp, branch nJoy</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>lets apply some mathematical magic:</title>
<updated>2010-05-27T21:43:07+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-05-27T21:43:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=66914c7ae4b906d09780e0c83d1a2e50d46273b5'/>
<id>66914c7ae4b906d09780e0c83d1a2e50d46273b5</id>
<content type='text'>
* optimize may last commit to make it faster
* reorder the code to make it more readable
please test and enjoy


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5520 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* optimize may last commit to make it faster
* reorder the code to make it more readable
please test and enjoy


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5520 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>ultra experimental commit. fixed tev functionality, now it must be almost perfect emulating native hardware.</title>
<updated>2010-05-27T03:05:43+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-05-27T03:05:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=253573ea02a59a96287f1208bb3d1b1c09ff1836'/>
<id>253573ea02a59a96287f1208bb3d1b1c09ff1836</id>
<content type='text'>
please test as many games as you can this should impact a lot of games.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5511 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
please test as many games as you can this should impact a lot of games.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5511 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Rework the logic for avoiding lerp() in shader code</title>
<updated>2010-05-23T22:46:13+00:00</updated>
<author>
<name>pierre</name>
<email>pierre@pirsoft.de</email>
</author>
<published>2010-05-23T22:46:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b73b77014fa1dfe7659f93e1d7e72df7268cc985'/>
<id>b73b77014fa1dfe7659f93e1d7e72df7268cc985</id>
<content type='text'>
This should give the exact same shader code except for the cases of
SELA == SELB and SELC == 1, the latter only for the color combinder.
In these two cases the results of the shader should not change in any way.

It would have been possible to optimize the SELC == HALF case too, if
the actual factor had been 0.5f instead of 0.4980392f.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5472 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This should give the exact same shader code except for the cases of
SELA == SELB and SELC == 1, the latter only for the color combinder.
In these two cases the results of the shader should not change in any way.

It would have been possible to optimize the SELC == HALF case too, if
the actual factor had been 0.5f instead of 0.4980392f.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5472 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Use symbolic names instead of numbers and bump cache version</title>
<updated>2010-05-22T20:40:43+00:00</updated>
<author>
<name>pierre</name>
<email>pierre@pirsoft.de</email>
</author>
<published>2010-05-22T20:40:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b1a79b822d89bce80a50dad73f37cd96564ab631'/>
<id>b1a79b822d89bce80a50dad73f37cd96564ab631</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5464 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5464 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Modify r5462 as requested by rodolfoosvaldobogado</title>
<updated>2010-05-22T19:55:07+00:00</updated>
<author>
<name>pierre</name>
<email>pierre@pirsoft.de</email>
</author>
<published>2010-05-22T19:55:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=78b7a95d3f3c4b5c9a52c83902bd0fc7e2f843ee'/>
<id>78b7a95d3f3c4b5c9a52c83902bd0fc7e2f843ee</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5463 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5463 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>The result of the last texenv stage is used regardless of destination register</title>
<updated>2010-05-22T16:54:34+00:00</updated>
<author>
<name>pierre</name>
<email>pierre@pirsoft.de</email>
</author>
<published>2010-05-22T16:54:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e07a91930df0ac5b71cd2e0beb654e57e78b72dc'/>
<id>e07a91930df0ac5b71cd2e0beb654e57e78b72dc</id>
<content type='text'>
The real hardware probably always sends the result of its computations
to the alpha test/fog units, in parallel to its registers, but those
only take the result of the last texenv stage.

This makes grass show up in ZTP, where the last texenv stage oddly writes to
reg #3 instead of #0.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5462 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The real hardware probably always sends the result of its computations
to the alpha test/fog units, in parallel to its registers, but those
only take the result of the last texenv stage.

This makes grass show up in ZTP, where the last texenv stage oddly writes to
reg #3 instead of #0.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5462 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>a little optimization in shaders constants setting , based on the same idea of nodchip changes.</title>
<updated>2010-05-17T22:17:46+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-05-17T22:17:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7947543d98327a082d6f7006339b265882c40801'/>
<id>7947543d98327a082d6f7006339b265882c40801</id>
<content type='text'>
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>back to limit vps instead of fps as this fix fps limit and now it works correctly as now the sync between the plug in and the core is almost correct.</title>
<updated>2010-04-03T22:22:55+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-04-03T22:22:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a4736f7f6b1ba97cdae469d675e583fe93c43d41'/>
<id>a4736f7f6b1ba97cdae469d675e583fe93c43d41</id>
<content type='text'>
fixed fps display in the top bar, now it shows the real fps of the game.
some code clean up and some corrections to make everything work right in the reference renderer.
multiples xfb now is broken even in single core as is was not an error caused by dual core, i really dono where the error is,everything looks correct but if you test a game with multiples xfb or the ipl you will see the error.
ector if you can take a look at he code and throw me some ideas i'll thank you.
please test.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5272 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
fixed fps display in the top bar, now it shows the real fps of the game.
some code clean up and some corrections to make everything work right in the reference renderer.
multiples xfb now is broken even in single core as is was not an error caused by dual core, i really dono where the error is,everything looks correct but if you test a game with multiples xfb or the ipl you will see the error.
ector if you can take a look at he code and throw me some ideas i'll thank you.
please test.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5272 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Systematically eliminating compiler warnings.</title>
<updated>2010-02-24T03:38:36+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-02-24T03:38:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1d40b8a5ae2e64ed329f66e9da059cde9baf24fc'/>
<id>1d40b8a5ae2e64ed329f66e9da059cde9baf24fc</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5117 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5117 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Small fixes:</title>
<updated>2010-01-19T15:00:45+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-01-19T15:00:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c4c809f6b1bd40f945ab12e7b5adbb4b4e0998fc'/>
<id>c4c809f6b1bd40f945ab12e7b5adbb4b4e0998fc</id>
<content type='text'>
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
</feed>
