| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2014-06-19 | LightingShader: hard code const variable | degasus | |
| 2014-06-19 | PixelShader: remove the duplicated ppl constants | degasus | |
| 2014-06-19 | PixelShader: use the vertex const buffer for ppl | degasus | |
| 2014-05-17 | Merge pull request #269 from magumagu/swbackend-xfregisters | Tony Wasserka | |
| SW backend: use VideoCommon XFRegisters struct. | |||
| 2014-05-16 | Video backends: mass-replace "xfregs" with "xfmem". | magumagu | |
| 2014-05-16 | Video backends: fix behavior of "konst" TEV inputs. | magumagu | |
| Also fixes TEVCOLORARG_HALF. Values verified to match hardwarere. | |||
| 2014-05-06 | Merge pull request #185 from degasus/shader-cleanup | Tony Wasserka | |
| Shader cleanup | |||
| 2014-05-05 | ShaderGen: make uv readonly | degasus | |
| 2014-05-05 | ShaderGen: OGL: don't make a copy of "Normal" | degasus | |
| 2014-05-05 | ShaderGen: make clipPos readonly | degasus | |
| 2014-05-05 | PixelShaderGen: extract iround | degasus | |
| 2014-05-05 | PixelShaderGen: drop fmod as it isn't used any more | degasus | |
| 2014-05-05 | ShaderGen: inline constant shaders | degasus | |
| 2014-05-05 | ShaderGen: use cbuffers for D3D | degasus | |
| 2014-05-05 | ShaderGen: merge early-z blocks of ogl+d3d | degasus | |
| 2014-05-05 | ShaderGen/D3D: inline centroid | degasus | |
| 2014-05-04 | VideoCommon: 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. | |||
| 2014-04-15 | VideoCommon: fix rounding in TEV. | magumagu | |
| The hardware backends pass the TEV tests in gxtest with this change. | |||
| 2014-04-15 | PixelShaderGen: 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. | |||
| 2014-04-14 | PixelShaderGen: delete extra parenthesis. | magumagu | |
| Without this patch, we can generate a pixel shader which doesn't compile in some cases. | |||
| 2014-04-11 | VideoBackend: remove unused config vars. | magumagu | |
| No point to keeping around variables which are always "true". | |||
| 2014-04-03 | Add 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. | |||
| 2014-03-26 | PixelShaderGen: Cleanups. | Tony Wasserka | |
| 2014-03-26 | PixelShaderGen: 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. | |||
| 2014-03-26 | PixelShaderGen: Cleanups and fixes for tev combiners. | Tony Wasserka | |
| Fixes issue 4674. | |||
| 2014-03-14 | PixelShaderGen: More code alignment fixes. | Tony Wasserka | |
| 2014-03-14 | Pixel/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 | |||
| 2014-03-14 | PixelShaderGen: Don't make local lookup tables "static". | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Remove the "i" prefix for integer variables. | Tony Wasserka | |
| The prefix was just required in the development stage to reduce the risk of regressions. | |||
| 2014-03-14 | PixelShaderGen: Use spaces for alignment where appropriate. | Tony Wasserka | |
| 2014-03-14 | ConstantManager: Do not use single-element arrays. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to ↵ | Tony Wasserka | |
| understand. | |||
| 2014-03-14 | PixelShaderGen: Prettify generated shader source. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Add a note about a random idea which should be checked with ↵ | Tony Wasserka | |
| hardware tests. | |||
| 2014-03-14 | PixelShaderGen: Cleanup and clarify bump alpha combiner inputs. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Remove old, mostly useless comments. | Tony Wasserka | |
| A few vague lines of comments cannot replace an afternoon reading of how TEV works. | |||
| 2014-03-14 | PixelShaderGen: Use bit shifts instead of multiplications as a small ↵ | Tony Wasserka | |
| optimization. | |||
| 2014-03-14 | PixelShaderGen: Clean up tev compare functionality. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Store tex scale as an integer. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Treat UV coordinates as actual integers. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Remove some dead code. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Perform some of the fog calculations with integers. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Use integer math for z textures. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still ↵ | Tony Wasserka | |
| stored as float, though). | |||
| 2014-03-14 | LightingShaderGen: Perform more lighting calculations with integers. | Tony Wasserka | |
| 2014-03-14 | LightingShaderGen: Perform some lighting calculations with integers. | Tony Wasserka | |
| 2014-03-14 | ShaderGen: Store material uniforms as integers. | Tony Wasserka | |
| 2014-03-14 | ShaderGen: Store light color uniforms as integers. | Tony Wasserka | |
| 2014-03-14 | PixelShader: Store fog color as an integer. | Tony Wasserka | |
| 2014-03-14 | PixelShaderGen: Change indirect texture matrix uniforms to use integers. | Tony Wasserka | |
