| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-02-25 | Formatting/Whitespace Cleanup | Stevoisiak | |
| Various fixes to formatting and whitespace | |||
| 2015-02-21 | VertexShaderManager: Turn the epsilon hack back on for 3D Vision. | Jules Blok | |
| The bug is fixed in version 347.52 of the drivers. | |||
| 2015-01-24 | Coding style cleanup from the zfreeze merge | Lioncash | |
| 2015-01-24 | Move Zfreeze code out individual backends into videoCommon | Scott Mansell | |
| Also: * Implement support for per-vertex PosMatrixIndex * Only update zslope constant once when zfreeze is activated. * Added a bunch of comments. | |||
| 2015-01-23 | Ensure 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. | |||
| 2015-01-23 | Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc | NanoByte011 | |
| - 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 | |||
| 2015-01-23 | Initial 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!! | |||
| 2014-12-29 | VertexShaderManager: Turn off the epsilon hack for Nvidia 3D Vision. | Jules Blok | |
| 2014-12-14 | VideoCommon: Add a separate constants buffer for the geometry shader. | Jules Blok | |
| 2014-12-05 | Merge pull request #1656 from kayru/orthographic_projection_epsilon | Markus Wick | |
| Moved projection epsilon back to g_fProjectionMatrix[15] | |||
| 2014-12-05 | Moved projection epsilon back to g_fProjectionMatrix[15], which essentially ↵ | Yuriy O'Donnell | |
| scales vertices instead of just biasing. | |||
| 2014-12-04 | VideoCommon: fix include order | Markus Wick | |
| 2014-12-03 | Fix building with PCH disabled. | Rohit Nirmal | |
| 2014-12-04 | Merge pull request #1366 from kayru/orthographic_projection_epsilon | skidau | |
| Added projection matrix epsilon that fixes depth clipping issues in some games | |||
| 2014-11-29 | Renamed DEPTHPARAMS to PIXELCENTERCORRECTION | Yuriy O'Donnell | |
| This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear. | |||
| 2014-11-27 | VideoConfig: Further optimize convergence and separation values and update ↵ | Jules Blok | |
| their descriptions. Previous convergence distance was much too large. | |||
| 2014-11-24 | VideoConfig: Add separation and convergence modifiers to the game ini. | Jules Blok | |
| 2014-11-24 | VideoConfig: Rename StereoFocalLength to StereoConvergence. | Jules Blok | |
| 2014-11-23 | VideoCommon: Switch to Nvidia stereoscopy offset formula. | Jules Blok | |
| 2014-11-23 | GeometryShader: Adjust positions after projection. | Jules Blok | |
| By adjusting the positions in clip space we can avoid the re-projection. | |||
| 2014-11-23 | VertexShaderManager: Add stereoscopy options to swap the left and right eye. | Jules Blok | |
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | GeometryShader: Transform the projection within the geometry shader. | Jules Blok | |
| Reduces the amount of data transferred through uniforms. The shearing transformation is reduced to a single multiplication/addition for optimization. | |||
| 2014-11-23 | VertexShaderManager: Compute stereoscopy projection matrices. | Jules Blok | |
| 2014-11-23 | Add geometry shader generator for stereo 3D. | Jules Blok | |
| 2014-11-09 | Moved projection epsilon to a more reasonable place | Yuriy O'Donnell | |
| 2014-10-25 | Convert some VideoCommon stuff to BitSet. | comex | |
| Now with a minor performance improvement removed for no reason. | |||
| 2014-10-23 | Added projection matrix epsilon that fixes depth clipping issues in some games | Yuriy O'Donnell | |
| 2014-09-28 | Mechanical changes to move most CP state to a struct rather than separate ↵ | comex | |
| globals. The next commit will add a separate copy of the struct and the ability for LoadCPReg to work on it. | |||
| 2014-09-08 | Include CommonTypes.h instead of Common.h. | Rohit Nirmal | |
| 2014-08-19 | msvc: resolve all warnings in VideoCommon. | Shawn Hoffman | |
| 2014-08-03 | Merge pull request #394 from degasus/d3d_lighting_fix | Pierre Bourdon | |
| VideoCommon: normalize light direction | |||
| 2014-07-11 | mark all local variables as static | degasus | |
| 2014-07-11 | mark all local functions as static | degasus | |
| 2014-07-03 | VideoCommon: normalize lighting direction. | degasus | |
| It seems that the lighting direction must be normalized. This fixes lots of lighting issues mostly shown in the d3d backend. | |||
| 2014-06-19 | LightingShader: hard code const variable | degasus | |
| 2014-06-19 | VideoCommon: use the Light struct in XF memory | degasus | |
| 2014-05-16 | Video backends: mass-replace "xfregs" with "xfmem". | magumagu | |
| 2014-05-16 | Video backend: merge global var xfmem into xfregs. | magumagu | |
| There isn't really any reason to keep them separate. | |||
| 2014-05-16 | Video backends: unify xfregs/xfmem structures. | magumagu | |
| Removes the duplicate swxfregs global variable/struct from the software backend in favor of the ones from VideoCommon. | |||
| 2014-04-24 | VertexShaderGen: Correct vertex shader output to consider shifted pixel centers. | Tony Wasserka | |
| Fixes issue 267. | |||
| 2014-03-29 | Remove all trailing whitespaces from our codebase. | Pierre Bourdon | |
| 2014-03-15 | Remove the extra parameters field from the PH. | Linktothepast | |
| Metroid: Other M was the only game which required this field, but the issue in that game can be fixed properly by enabling format change emulation. Hence, there's no point in having this around anymore. Fixes issue 6644. | |||
| 2014-03-14 | ShaderGen: Store material uniforms as integers. | Tony Wasserka | |
| 2014-03-14 | ShaderGen: Store light color uniforms as integers. | Tony Wasserka | |
| 2014-03-11 | Fixes 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. | |||
| 2014-02-20 | Fix more header sorting issues in VideoCommon/ (now check-includes clean). | Pierre Bourdon | |
| 2014-02-18 | Convert all includes to relative paths. | Lioncash | |
