| Age | Commit message (Collapse) | Author |
|
Since %f isn't used anymore in the shader generators, these can go.
|
|
|
|
Also remove unused pow2/pow2f functions.
|
|
|
|
Also remove unused pow2/pow2f functions.
|
|
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.
|
|
|
|
|
|
Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float.
|
|
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
|
|
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
|
|
|
|
- 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
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
This fix a regression in revision 687097d4bc1ee2f8ee60011280823e01907a986a because of the wrong order of moving the sampled rect and scaling.
|
|
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
|
|
|