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path: root/Source/Core/VideoCommon/PixelShaderGen.cpp
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2014-06-19LightingShader: hard code const variabledegasus
2014-06-19PixelShader: remove the duplicated ppl constantsdegasus
2014-06-19PixelShader: use the vertex const buffer for ppldegasus
2014-05-17Merge pull request #269 from magumagu/swbackend-xfregistersTony Wasserka
SW backend: use VideoCommon XFRegisters struct.
2014-05-16Video backends: mass-replace "xfregs" with "xfmem".magumagu
2014-05-16Video backends: fix behavior of "konst" TEV inputs.magumagu
Also fixes TEVCOLORARG_HALF. Values verified to match hardwarere.
2014-05-06Merge pull request #185 from degasus/shader-cleanupTony Wasserka
Shader cleanup
2014-05-05ShaderGen: make uv readonlydegasus
2014-05-05ShaderGen: OGL: don't make a copy of "Normal"degasus
2014-05-05ShaderGen: make clipPos readonlydegasus
2014-05-05PixelShaderGen: extract irounddegasus
2014-05-05PixelShaderGen: drop fmod as it isn't used any moredegasus
2014-05-05ShaderGen: inline constant shadersdegasus
2014-05-05ShaderGen: use cbuffers for D3Ddegasus
2014-05-05ShaderGen: merge early-z blocks of ogl+d3ddegasus
2014-05-05ShaderGen/D3D: inline centroiddegasus
2014-05-04VideoCommon: fix indirect texture coordinate computation in TEV.magumagu
Even if an indirect texture stage doesn't actually sample a texture, we still need to emit the relevant math. Fixes Issue 7092.
2014-04-15VideoCommon: fix rounding in TEV.magumagu
The hardware backends pass the TEV tests in gxtest with this change.
2014-04-15PixelShaderGen: Fix an issue with color combiner compare mode and simplify ↵Tony Wasserka
the affected line a bit. This was a mistake of mine when translating floating point values to integer values. Also, the max() part of that line was just completely redundant because the sign of an absolute value is always greater than or equal to zero. Fixes issue 7178.
2014-04-14PixelShaderGen: delete extra parenthesis.magumagu
Without this patch, we can generate a pixel shader which doesn't compile in some cases.
2014-04-11VideoBackend: remove unused config vars.magumagu
No point to keeping around variables which are always "true".
2014-04-03Add initial support for GLSL ES 3.10.Ryan Houdek
GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use. Changes our GLSL version enums to bit values so we can check for both ES versions easily.
2014-03-26PixelShaderGen: Cleanups.Tony Wasserka
2014-03-26PixelShaderGen: Implement tev combiner lerping in a faster way which also ↵Tony Wasserka
reproduces hardware behavior perfectly. The new behavior has been verified to be correct by hardware tests. This is an improvement over the old code, which was just a guess.
2014-03-26PixelShaderGen: Cleanups and fixes for tev combiners.Tony Wasserka
Fixes issue 4674.
2014-03-14PixelShaderGen: More code alignment fixes.Tony Wasserka
2014-03-14Pixel/LightingShaderGen: Fix code alignment issues.Tony Wasserka
Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
2014-03-14PixelShaderGen: Don't make local lookup tables "static".Tony Wasserka
2014-03-14PixelShaderGen: Remove the "i" prefix for integer variables.Tony Wasserka
The prefix was just required in the development stage to reduce the risk of regressions.
2014-03-14PixelShaderGen: Use spaces for alignment where appropriate.Tony Wasserka
2014-03-14ConstantManager: Do not use single-element arrays.Tony Wasserka
2014-03-14PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to ↵Tony Wasserka
understand.
2014-03-14PixelShaderGen: Prettify generated shader source.Tony Wasserka
2014-03-14PixelShaderGen: Add a note about a random idea which should be checked with ↵Tony Wasserka
hardware tests.
2014-03-14PixelShaderGen: Cleanup and clarify bump alpha combiner inputs.Tony Wasserka
2014-03-14PixelShaderGen: Remove old, mostly useless comments.Tony Wasserka
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
2014-03-14PixelShaderGen: Use bit shifts instead of multiplications as a small ↵Tony Wasserka
optimization.
2014-03-14PixelShaderGen: Clean up tev compare functionality.Tony Wasserka
2014-03-14PixelShaderGen: Store tex scale as an integer.Tony Wasserka
2014-03-14PixelShaderGen: Treat UV coordinates as actual integers.Tony Wasserka
2014-03-14PixelShaderGen: Remove some dead code.Tony Wasserka
2014-03-14PixelShaderGen: Perform some of the fog calculations with integers.Tony Wasserka
2014-03-14PixelShaderGen: Use integer math for z textures.Tony Wasserka
2014-03-14PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still ↵Tony Wasserka
stored as float, though).
2014-03-14LightingShaderGen: Perform more lighting calculations with integers.Tony Wasserka
2014-03-14LightingShaderGen: Perform some lighting calculations with integers.Tony Wasserka
2014-03-14ShaderGen: Store material uniforms as integers.Tony Wasserka
2014-03-14ShaderGen: Store light color uniforms as integers.Tony Wasserka
2014-03-14PixelShader: Store fog color as an integer.Tony Wasserka
2014-03-14PixelShaderGen: Change indirect texture matrix uniforms to use integers.Tony Wasserka