| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-08-01 | Ubershaders: Fix 6-bit color truncation not being applied | Stenzek | |
| 2017-07-30 | PixelShaderGen: Don't include host early z support in UID | Stenzek | |
| Disable it at shader generation time instead. This way the UIDs are sharable. | |||
| 2017-07-30 | Ubershaders: Support per-pixel lighting | Stenzek | |
| 2017-07-30 | ShaderGen: Use consistent variable names for texture coordinates | Stenzek | |
| 2017-07-30 | Vulkan: Uber shader support | Stenzek | |
| 2017-07-30 | ShaderGen: Implement pixel ubershaders | Stenzek | |
| 2017-07-30 | PixelShaderGen: Move header generation to seperate function | Stenzek | |
| 2017-07-30 | BPMemory: Convert a number of unions to BitFields | Scott Mansell | |
| 2017-07-20 | ShaderGen: Pass host config to shader generation functions | Stenzek | |
| Also moves the host config checks to common. | |||
| 2017-07-20 | ShaderGen: Remove host state from shader uids | Stenzek | |
| 2017-07-05 | PixelShaderGen: Add missing inputs. | Jules Blok | |
| This fixes a linkage warning in D3D because of mismatched inputs. | |||
| 2017-05-03 | Add a workaround for a PowerVR glsl compiler bug | Jonathan Hamilton | |
| It seems it doesn't like negating arguments for bitops, so suff like "var <<= (-othervar);" fails to compile | |||
| 2017-03-15 | videoconfig: add BBoxPreferStencilImplementation | Michael Maltese | |
| @JMC47 requested this to be able to do performance comparisons. | |||
| 2017-03-15 | VideoConfig: add bSupportsFragmentStoresAndAtomics | Michael Maltese | |
| 2017-03-05 | VideoCommon: remove unnecessary trunc() | Tillmann Karras | |
| 2017-02-01 | LightingShaderGen: Remove unnecessary includes | Lioncash | |
| 2017-01-04 | VideoCommon: Make dst_alpha state implicit. | degasus | |
| 2016-12-13 | PixelShaderGen: Fix incorrect indexing of tevLerpBias | Stenzek | |
| Fixes the white box in the fortune street fifolog. | |||
| 2016-10-31 | PixelShaderGen: Remove unused global variable. | Jules Blok | |
| 2016-10-31 | DriverDetails: Make the bug identifiers humanly readable. | Jules Blok | |
| 2016-10-30 | PixelShaderGen: Don't use a global variable. | Jules Blok | |
| 2016-10-29 | OGL: Fall back to the old dual-source blending behaviour. | Jules Blok | |
| 2016-10-24 | PixelShaderGen: Don't use dual source blend if unsupported. | Jules Blok | |
| 2016-10-23 | PixelShaderGen: Fix implicit type conversions. | Jules Blok | |
| 2016-10-10 | PixelShaderGen: Use dual source blending to do 8-bit blending. | Jules Blok | |
| 2016-10-10 | PixelShaderGen: Only set dither uid bit if actually used. | Jules Blok | |
| 2016-10-10 | VideoConfig: Add an option to force RGB8 EFB format. | Jules Blok | |
| 2016-10-10 | PixelShaderGen: Always truncate the alpha channel to 6-bit. | Jules Blok | |
| 2016-10-10 | PixelShaderGen: Add support for dithering. | Jules Blok | |
| 2016-10-10 | PixelShaderGen: Add support for RGBA6 EFB format truncation. | Jules Blok | |
| 2016-10-04 | PixelShader: Drop redundant warning. | degasus | |
| This warning was raised both on UID generation and on shader generation. | |||
| 2016-10-04 | LightingShader: Drop xfmem usage. | degasus | |
| Our shaders must only depend on the UID, not on any global state. | |||
| 2016-10-04 | PixelShaderGen: Drop dstAlphaMode constant in shader generation. | degasus | |
| It is already stored within the UID. | |||
| 2016-10-01 | Vulkan: Work around indexed fragment output bug on AMD drivers | Stenzek | |
| 2016-10-01 | VideoCommon: Add APIType entry for Vulkan | Stenzek | |
| 2016-10-01 | ShaderGen: Specify attribute/output locations/bindings explicitly | Stenzek | |
| This also shifts the SSBO index from index 3 to index 0. | |||
| 2016-09-07 | PixelShaderGen: Always divide the texture coordinates by q. | Jules Blok | |
| Some games will set q to a different value than 1.0 through texture matrix manipulations. It seems the console will still do the division in that case. | |||
| 2016-07-29 | VideoCommon: Make API_TYPE an enum class | Lioncash | |
| Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers. | |||
| 2016-06-26 | VideoCommon: Fix some warnings. | Scott Mansell | |
| 2016-06-26 | Multithreadded Shadergen: Second pass over Pixel Shadergen. | Scott Mansell | |
| Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future. | |||
| 2016-06-26 | Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens | Scott Mansell | |
| As much as possible, the asserts have been moved out of the GetUID function. But there are some places where asserts depend on variables that aren't stored in the shader UID. | |||
| 2016-06-26 | Remove global refrences from common code. | Scott Mansell | |
| Bug Fix: Previously vertex shaders and geometery shaders didn't track antialaising state in their UIDs, which could cause AA bugs on directx. | |||
| 2016-06-26 | Multithreadded Shadergen: First pass over pixel Shadergen | Scott Mansell | |
| Bug Fix: It was theoretically possible for a shader with depth writes disabled to map to the same UID as a shader with late depth writes. No known test cases trigger this. | |||
| 2016-06-26 | UID Change: Fix bug with indirect stage UIDs | Scott Mansell | |
| Bug Fix: The normal stage UIDs were randomly overwriting indirect stage texture map UID fields. It was possible for multiple shaders with diffrent indirect texture targets to map to the same UID. Once again, it dpesn't look like this bug was ever triggered. | |||
| 2016-06-26 | Shader UID change: Only store the two bits of components we need. | Scott Mansell | |
| This frees up 21 bits and allows us to shorten the UID struct by an entire 32 bits. It's not strictly needed (as it's encoded into the length) but I added a bit for per-pixel lighiting to make my life easier in the following commits. | |||
| 2016-06-26 | Multithreadded Shadergen: First Pass over vertex/lighting Shadergens | Scott Mansell | |
| The only code which touches xfmem is code which writes directly into uid_data. All the rest now read their parameters out of uid_data. I also simplified the lighting code so it always generated seperate codepaths for alpha and color channels instead of trying to combine them on the off-chance that the same equation works for all 4 channels. As modern (post 2008) GPUs generally don't calcualte all 4 channels in a single vector, this optimisation is pointless. The shader compiler will undo it during the GLSL/HLSL to IR step. Bug Fix: The about optimisation was also broken, applying the color light equation to the alpha light channel instead of the alpha light euqation. But doesn't look like anything trigged this bug. | |||
| 2016-06-24 | Further fixes to the formatting change. WX sucks. | Pierre Bourdon | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-04-23 | VideoCommon: Simplify indirect texture lookup code slightly | Jeffrey Pfau | |
| 2016-04-23 | Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups" | Jeffrey Pfau | |
| This reverts commit 1f1b127b69e47728593e8174d4ed8883622792a5. | |||
