| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-04-12 | Reformat all the things! | spycrab | |
| 2018-03-27 | PixelShaderGen: Invert conditional in WriteColor() | Lioncash | |
| Puts the true condition body first instead of the false one for better reading. | |||
| 2018-03-27 | PixelShaderGen: Remove dead code in WriteColor() | Lioncash | |
| The outer conditional executes only whenever destination alpha is used. | |||
| 2018-03-23 | PixelShaderGen/UberShaderPixel: Silence -Wmissing-braces warnings | Lioncash | |
| 2018-03-14 | Assert: Uppercase assertion macros | Lioncash | |
| Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores). | |||
| 2018-02-15 | PixelShaderGen: Implement table-based fog range as in software renderer | Stenzek | |
| 2018-01-05 | Enable shader_framebuffer_fetch blend path on ubershaders | Jonathan Hamilton | |
| Tested on a linux Intel Skylake integrated graphics with blend_func_extended force-disabled, as it's the only platform I have that doesn't crash with ubershaders and supports fb_fetch | |||
| 2018-01-05 | Workaround qualcomm driver bug | Jonathan Hamilton | |
| It seems it doesn't like modifying inout variables in place - so instead use a temporary for ocol0/ocol1 and only write them once at the end of the shader | |||
| 2018-01-05 | Implement dual-source blending in shader | Jonathan Hamilton | |
| For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful. | |||
| 2017-11-22 | LightingShaderGen: Always calculate lighting for both color channels | Stenzek | |
| Cel-damage uses the color from the lighting stage of the vertex pipeline as texture coordinates, but sets numColorChans to zero. We now calculate the colors in all cases, but override the color before writing it from the vertex shader if numColorChans is set to a lower value. | |||
| 2017-09-07 | D3D: Fix shader compile error with logicop and alpha test enabled | Stenzek | |
| 2017-09-05 | VideoBackends: Clear uid bits that are unused for the current backend | Stenzek | |
| Currently, this is only the logic op bit, but this will be extended to the framebuffer fetch/blend modes. In the future, when/if we move to VideoCommon pipelines, this state will be part of the pipeline UID anyway, and we can mask it out in the backend by using a two-level map, so the shaders/programs are shared. | |||
| 2017-09-03 | ShaderGen: Support writing integer colors when logic op is enabled | Stenzek | |
| This is required for D3D to support logic op. | |||
| 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. | |||
