summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/TextureConversionShader.cpp
AgeCommit message (Collapse)Author
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.
2014-03-09clang-modernize -use-nullptrTillmann Karras
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09Fixes include order of TextureConversionShader.cppMatthew Parlane
2014-02-28Various changes suggested by cppcheckTillmann Karras
- remove unused variables - reduce the scope where it makes sense - correct limits (did you know that strcat()'s last parameter does not include the \0 that is always added?) - set some free()'d pointers to NULL
2014-02-26comment fixesdegasus
2014-02-26Merge duplicate parts of sampler into headerdegasus
2014-02-26calculate constant values on shader compilationdegasus
2014-02-26Rewrite texture tiling implementationdegasus
inline halfxb So we know which is the first pixel by masking. inline xl inline xb a bit inline yl inline uv1.x shift remove likely wrong guessed ternary operator add pixel layout comment inline xel optimize the shifts a bit inline xb optimize shifts in a second step extract xb rename all variables calculate cache line by position.x Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit" It seems I was wrong, the other way is the more natural. use x_virtual_position instead of uv1.x for x_offset_in_block This looks more natural and the offset should be masked anyway. substitude factor with cache_lines move 32bit logic in a conditional block
2014-02-26TextureConverter: Use Log2() and shifts instead of multiplications/divisionsdegasus
2014-02-26merge common parts of encoding shadersdegasus
2014-02-20Fix more header sorting issues in VideoCommon/ (now check-includes clean).Pierre Bourdon
2014-02-18Convert all includes to relative paths.Lioncash
2014-01-13TextureConverter: remove implicit int->float convertiondegasus
They was used to check if we're writing to the first or second part of one pixel. So this is now done with a boolean and a ternary operator.
2014-01-12Fix stupid bug in Z16L depth texture efb2ram encoding shader.Scott Mansell
2014-01-05OpenGL: fix scaled efb2ram copysdegasus
This fix a regression in revision 687097d4bc1ee2f8ee60011280823e01907a986a because of the wrong order of moving the sampled rect and scaling.
2014-01-05OpenGL: drop UBO-workaround usage for efb2ram shadersdegasus
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre