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path: root/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
AgeCommit message (Collapse)Author
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre
2013-11-25Fix the issue with COLOROUT not being defined anymore. Fix a issue where ↵Ryan Houdek
Mali shader compiler is idiotic in finding an overload for the mix function.
2013-11-13warnings and code formattingJordan Cristiano
2013-11-03Run code through the advanced tool 'sed' to remove trailing whitespace.comex
2013-10-15ShaderGen: fix for commit bd80de14f4cadegasus
2013-10-15ShaderGen: drop PerPixelLighting + 8Texcoord hackdegasus
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component. This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15ShaderGen: remove nonsense for() if() {}degasus
2013-10-13PixelShaderGen: Refine the comment from revision 3fbe1b1ccdcf.NeoBrainX
2013-10-13VideoCommon: Update FastDepth's commentdegasus
2013-10-06Fix PixelShaderGen from the previous commit.Ryan Houdek
2013-10-06[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't ↵Ryan Houdek
actually get any video output on it just like Tegra 4.
2013-10-06Only emit the texgens if they are used, not every single time do all of them.Ryan Houdek
2013-10-06Removing more references to D3D9.Tony Wasserka
2013-10-06Remove more references to D3D9...Tony Wasserka
2013-10-06Shader generators: Remove any references to D3D9 and cleanup the affected code.Tony Wasserka
2013-10-06[Android] Tegra 4 'support.' This brings up the OpenGL backend to support ↵Ryan Houdek
Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes. It changes the string in the Android backend select to just OpenGL ES. Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend. Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support. The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes. Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers. Changes GLFunctions.cpp to grab the correct Tegra extension functions. Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2 Adds a GLSLES2 to the GLSL_VERSION enum. Disable the SamplerCache on Tegra since Tegra doesn't support samplers... Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it. Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-09-22ogl: drop glsl120 supportdegasus
2013-09-04Move swapModeTable to a local variable, avoids shader uid generation writing ↵Pierre Bourdon
to it
2013-08-19pixelShaderGen: also execute alpha test for always fail with late z testdegasus
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-12ShaderGen: Optimize out most function calls for uid generation.NeoBrainX
2013-08-12ShaderGen: Static inline everything.NeoBrainX
2013-08-12PixelShaderGen: Optimize shader uid data order.NeoBrainX
2013-08-12PixelShaderGen: Do not write depth in pixel shader if depth testing (and ↵NeoBrainX
thus writing) is not enabled. Should improve performance quite a bit in some cases. Fixes issue 6474.
2013-08-09D3D11: Implement zcomploc for hardware supporting D3D 11.0.NeoBrainX
2013-07-29simplify my last commitdegasus
2013-07-29remove printf in shader uid generationdegasus
2013-07-25Fix Mali-T604 shader compilationRyan Houdek
2013-07-23fix a small uid awsome bugdegasus
2013-07-22Implement zcomploc on OpenGL4.2+degasus
2013-07-02ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error ↵NeoBrainX
introduced in revision bdc28106eed0 that caused some lighting issues.
2013-06-29PixelShaderGen: Fix a small early-ztest related bug.NeoBrainX
2013-06-29PixelShaderGen: Store early_ztest as part of shader uid.NeoBrainX
2013-06-22Optimize shader uid checks by checking the number of uid values which are ↵NeoBrainX
actually used.
2013-06-22Compactify generated UID generator assembly and generally cleanup code by ↵NeoBrainX
storing tev stage hash values in a struct.
2013-06-18Partial revert of 0247b2a97a1d. I'll add a work around for Qualcomm in a ↵Ryan Houdek
bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-17don't define clipPos twicedegasus
fix issue 6378
2013-06-17PixelShaderGen: Fix more critical issues, some of which are regressions of ↵NeoBrainX
revision 32b78a85.
2013-06-17PixelShaderGen: Fixed some bugs, removed unused shader uid fields.NeoBrainX
2013-06-17PixelShaderGen: Fix various merge conflicts and a critical regression from ↵NeoBrainX
revision 32b78a85.
2013-06-17Fix some merge conflicts.NeoBrainX
2013-06-17Merge 'master' into shader-uids-awesome.NeoBrainX
Conflicts: Source/Core/VideoCommon/Src/LightingShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.h Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17PixelShaderGen: Move RegisterStates from global storage to stack.NeoBrainX
2013-06-17First steps of making the pixel shader uid struct more compact.NeoBrainX
2013-06-16Build fix: Android NDK doesn't support any locale switching.Armada
Also, Mac OS X doesn't support DX9.
2013-06-16Set the locale per-thread instead of globally when generating shaders. Add ↵Armada
cross-compatible versions of newlocale, uselocale and freelocale. This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-05-12Merge branch 'ppd' - per pixel depthdegasus
use always ppd is a huge gpu performance drop: 20%-50% and always disable it cause some rendering issues so there is an option again But this time it's called "Fast Depth Calculation"
2013-05-11Fix the integer compare in our GLSL fmod functionRyan Houdek
2013-05-10ppd: fix small issues in my last commitdegasus
2013-05-09recreate "per pixel depth" option and renamed it to fast depth calculationdegasus
2013-05-06[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove ↵Ryan Houdek
the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.