| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2014-12-28 | PixelShaderGen: Don't assign to input variables. | Jules Blok | |
| 2014-12-28 | VideoCommon: Don't pass structs between shaders, use the interface blocks ↵ | Jules Blok | |
| instead. | |||
| 2014-12-22 | OGL: fix ssbo based bbox support | degasus | |
| 2014-12-19 | VideoCommon: Don't specify the redundant in/out qualifier if ↵ | Jules Blok | |
| GL_ARB_shading_language_420pack is supported. Some driver developers interpreted "can" as "must" in the OpenGL specs. (I'm looking at you AMD) | |||
| 2014-12-19 | VideoCommon: Add in/out qualifiers to centroid storage qualifier. | Jules Blok | |
| Fixes shaders for GPUs that don't support GL_ARB_shading_language_420pack. | |||
| 2014-12-18 | VideoCommon: Don't pass structs between shader stages when geometry shaders ↵ | Jules Blok | |
| are unsupported. | |||
| 2014-12-18 | VideoCommon: Only use interface blocks when geometry shaders are supported. | Jules Blok | |
| 2014-12-18 | VideoCommon: Pass interface blocks between shader stages to resolve naming ↵ | Jules Blok | |
| conflicts. | |||
| 2014-12-15 | VideoCommon: Assume we always use a geometry shader, not just for stereoscopy. | Jules Blok | |
| 2014-12-14 | ShaderGen: Remove the GS_OUTPUT struct for OpenGL. | Jules Blok | |
| And remove the generator for it since it is no longer used outside of the geometry shader. | |||
| 2014-12-14 | D3D: Define decimals in floating point numbers | Jules Blok | |
| 2014-12-14 | PixelShaderGen: Sample the correct texture slice. | Jules Blok | |
| 2014-12-14 | D3D: Add geometry shader stereoscopy support. | Jules Blok | |
| 2014-12-09 | PixelShaderGen: merge OGL+D3D bbox | degasus | |
| 2014-12-08 | Merge pull request #1657 from Tinob/master | Markus Wick | |
| Add HW bounding Box support to d3d backend | |||
| 2014-12-05 | Common: Remove locale based functions from CommonFuncs. | Lioncash | |
| Since %f isn't used anymore in the shader generators, these can go. | |||
| 2014-12-05 | Add HW bounding Box support to d3d backend | Rodolfo Bogado | |
| 2014-12-03 | Works around broken Intel Windows video drivers. | Ryan Houdek | |
| Just use regular boolean negation in our pixel shader's depth test everywhere except on Qualcomm. This works around a bug in the Intel Windows driver where comparing a boolean value against true or false fails but boolean negation works fine. Quite silly. Should fix issues #7830 and #7899. | |||
| 2014-11-23 | ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled. | Jules Blok | |
| GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement. | |||
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | ShaderGen: Rename "eye" to "layer". | Jules Blok | |
| Keeping things generic. | |||
| 2014-11-23 | ShaderGenCommon: Move uniforms into a common static string. | Jules Blok | |
| 2014-11-23 | ShaderGen: Handle ShaderCode objects directly. | Jules Blok | |
| ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly. | |||
| 2014-11-23 | ShaderGen: Add a stereoscopy flag in the UID data. | Jules Blok | |
| 2014-11-23 | PixelShaderGen: Sample the correct texture layer. | Jules Blok | |
| 2014-11-23 | VertexShaderManager: Compute stereoscopy projection matrices. | Jules Blok | |
| 2014-11-23 | Pass VS_OUTPUT structs between shaders. | Jules Blok | |
| 2014-11-23 | use GL_TEXTURE_2D_ARRAY for most of our textures | degasus | |
| 2014-11-17 | OGL: implement bounding box support with ssbo | degasus | |
| This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw. | |||
| 2014-10-29 | Fixes missing objects on Adreno hardware. | Ryan Houdek | |
| This particular bug from our friends over at Qualcomm manifests itself due to our alpha testing code having a conditional if statement in it. This is a fairly recent breakage this time around, it was introduced in the v95 driver which comes with Android 5.0 on the Nexus 5. So to break this issue down; In our alpha testing code we have two comparisons that happen and if they are true we will continue rendering, but if they aren't true we do an early discard and return. This is summed up with a fairly simple if statement. if (!(condition_1 <logic op> condition_2)) { /* discard and return */ } This particular issue isn't actually due to the conditions within the if statement, but the negation of the result. This is the particular issue that causes Qualcomm to fall flat on its face while doing so. I've got two simple test cases that demonstrate this. Non-working: http://hastebin.com/evugohixov.avrasm Working: http://hastebin.com/afimesuwen.avrasm As one can see, the disassembled output between the two shaders is different even though in reality it should have the same visual result. I'm currently writing up a simple test program for Qualcomm to enjoy, since they will be asking for one when I tell them about the bug. It will be tracked in our video driver failure spreadsheet along with the others. | |||
| 2014-10-25 | Fix 'sizeof' which broke in my reference-to-pointer conversion. | comex | |
| 2014-10-21 | Use pointers instead of references in GetUidData to avoid the undefined ↵ | comex | |
| behavior of *(T *)nullptr (ewwww) | |||
| 2014-10-16 | Merge pull request #1285 from degasus/master | skidau | |
| PixelShaderGen: replace multiplication with shift | |||
| 2014-10-14 | PixelShaderGen: replace multiplication with shift | Markus Wick | |
| iirc both nvidia and i965 doesn't optimize this | |||
| 2014-09-24 | Fixed the "Undeclared identifier: uv0" OpenGL shader compile error that ↵ | skidau | |
| appears in NBA2K11. | |||
| 2014-07-18 | Support Sampler binding in the shader. | Ryan Houdek | |
| In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. | |||
| 2014-07-16 | PixelShaderGen: fix indentation | degasus | |
| 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 | |
