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path: root/Source/Core/VideoCommon/PixelShaderManager.cpp
AgeCommit message (Collapse)Author
2016-04-09PixelShaderGen: Move constant multiplication to constant generation.degasus
No need to do this within the shader per pixel if it can be done once.
2016-01-17VideoCommon: Header cleanupLioncash
Also remedies places where the video backends and core rely on things being indirectly included.
2015-06-06VideoBackends: Allow the viewport to use the full depth range.Jules Blok
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-18VideoBackends: Clamp depth to uint24 range.Jules Blok
2015-03-02TextureCache: load all mipmap levels from custom texturesdegasus
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
2015-02-28PixelShaderManager: Remove unnecessary casts.Lioncash
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
2015-01-23Ensure that ZSlopes save/restore state correctly.Scott Mansell
Had to re-do *ShaderManager so they saved their constant arrays instead of completly rebuilding them on restore state.
2015-01-23Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalcNanoByte011
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze - Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23Make zfreeze use screenspace coordinates independant of IR.Scott Mansell
OpenGL requires the y coordinates to be flipped. Also refactored PixelGen code to remove duplicate code.
2015-01-23Cleanup and refactor of zfreeze portNanoByte011
Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
2015-01-23Initial port of zfreeze branch (3.5-1729)NanoByte011
Initial port of original zfreeze branch (3.5-1729) by neobrain into most recent build of Dolphin. Makes Rogue Squadron 2 very playable at full speed thanks to recent core speedups made to Dolphin. Works on DirectX Video plugin only for now. Enjoy! and Merry Xmas!!
2015-01-07Fix indentationTillmann Karras
2014-09-21GPU: Only load the relevant color components upon writes to the tev color ↵Tony Wasserka
registers. The other two components need not be valid upon write, hence loading them results in glitches. Fixes issue 6783.
2014-09-08Include CommonTypes.h instead of Common.h.Rohit Nirmal
2014-08-19msvc: resolve all warnings in VideoCommon.Shawn Hoffman
2014-06-19PixelShader: remove the duplicated ppl constantsdegasus
2014-06-19VideoCommon: use the Light struct in XF memorydegasus
2014-05-20PixelShaderManager: Fizzle out fog changes when disabled hereJasper St. Pierre
This lets us remove a use of GetConfig.
2014-05-16Video backends: mass-replace "xfregs" with "xfmem".magumagu
2014-05-16Video backend: merge global var xfmem into xfregs.magumagu
There isn't really any reason to keep them separate.
2014-05-16Video backends: unify xfregs/xfmem structures.magumagu
Removes the duplicate swxfregs global variable/struct from the software backend in favor of the ones from VideoCommon.
2014-04-11VideoBackend: remove unused config vars.magumagu
No point to keeping around variables which are always "true".
2014-03-25BPMemory: Use the new BitField class in two selected structures.Tony Wasserka
2014-03-14ConstantManager: Do not use single-element arrays.Tony Wasserka
2014-03-14PixelShaderGen: Store tex scale as an integer.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
2014-03-14ShaderGen: 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
2014-03-14PixelShaderGen: Change the "alpha" uniform to use integers.Tony Wasserka
2014-03-14PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.Tony Wasserka
2014-03-14PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.Tony Wasserka
2014-03-11Fixes spacing for "for", "while", "switch" and "if"Matthew Parlane
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.
2014-02-18Convert all includes to relative paths.Lioncash
2014-01-15VideoCommon: cleanup of "components" usagedegasus
This "u32 components" is a list of flags which attributes of the vertex loader are present. We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre