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path: root/Source/Core/VideoCommon/VertexShaderManager.cpp
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2019-07-10VideoCommon/Statistics: Rename stats global to g_statsLioncash
Makes the global variable follow our convention of prefixing g_ on global variables to make it obvious in surrounding code that it's not a local variable.
2019-06-20VideoCommon/VertexShaderManager: Use std::array where applicableLioncash
We can use this to shorten up the initialization code a little bit. Despite being saved to savestates, this is a non-breaking change.
2019-06-20VideoCommon/Statistics: Use std::array for projection valuesLioncash
Makes the members within the interface much nicer to look at, and also makes copying them over much nicer too.
2019-06-01Common/CommonFuncs: Remove now-unneccessary ArraySize functionLioncash
Since C++17, non-member std::size() is present in the standard library which also operates on regular C arrays. Given that, we can just replace usages of ArraySize with that where applicable. In many cases, we can just change the actual C array ArraySize() was called on into a std::array and just use its .size() member function instead. In some other cases, we can collapse the loops they were used in, into a ranged-for loop, eliminating the need for en explicit bounds query.
2019-04-17VideoCommon: Change free-look's middle-mouse action to roll the camera.Jordan Woyak
2019-02-03WiimoteEmu: Remove redundant Matrix library and use the one in Common.Jordan Woyak
2019-02-03Common: Move Matrix classes out of MathUtil into their own files and make ↵Jordan Woyak
their interface more friendly.
2018-10-14VideoCommon: Clean up class-memaccess warningsTechjar
2018-04-01Remove support for projection hacksJosJuice
This isn't really useful for anything anymore as far as I know.
2018-02-20BPFunctions: Move GX viewport conversion to VideoCommonStenzek
2017-08-27ConstantManager: Use std::array where applicableLioncash
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer). It also makes cases where we use array->pointer decay explicit.
2017-08-08Remove non-integer IRsJosJuice
2017-07-30ShaderGen: Implement vertex ubershadersStenzek
2017-07-30XFMemory: Convert several registers to bitfieldsStenzek
2017-06-15VertexShaderManager: Rename projection hack variablesMerryMage
2017-04-05VideoCommon: rework anamorphic widescreen heuristicMichael Maltese
Some widescreen hacks (see below) properly force anamorphic output, but don't make the last projection in a frame 16:9, so Dolphin doesn't display it correctly. This changes the heuristic code to assume a frame is anamorphic based on the total number of vertex flushes in 4:3 and 16:9 projections that frame. It also adds a bit of "aspect ratio inertia" by making it harder to switch aspect ratios, which takes care of aspect ratio flickering that some games / widescreen hacks would be susceptible with the new logic. I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's Splinter Cell (it stayed in 4:3 the whole time), and on the following widescreen hacks for which the heuristic doesn't currently work: Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont) C202F310 00000003 3DC08042 3DE03FD8 91EEF6D8 4E800020 60000000 00000000 04199598 4E800020 C200F500 00000004 3DE08082 3DC0402B 61CE12A2 91CFA1BC 60000000 387D015C 60000000 00000000 C200F508 00000004 3DE08082 3DC04063 61CEE8D3 91CFA1BC 60000000 7FC3F378 60000000 00000000 The Simpsons: Hit & Run (AR widescreen code from the wiki) 04004600 C002A604 04004604 C09F0014 04004608 FC002040 0400460C 4082000C 04004610 C002A608 04004614 EC630032 04004618 48220508 04041A5C 38600001 04224344 C002A60C 04224B1C 4BDDFAE4 044786B0 3FAAAAAB 04479F28 3FA33333
2017-04-04Add configurable toggle that rounds vertices to the nearest pixel wheniwubcode
w=1. This fixes some games at higher IRs.
2017-03-10Merge pull request #4935 from Armada651/depth-range-fixMarkus Wick
VideoBackends: Set the maximum range when the depth range is oversized.
2017-03-04VideoCommon: Eliminate static state in RendererStenzek
2017-02-26Widescreen Hack improvementgamemasterplc
Fixes Projection alignment in some N64 VC games. The original code forgot to multiply rawProjection[1] and rawProjection[3].
2017-02-26VideoBackends: Use vertex shader depth range if ztexture is used.Jules Blok
2017-02-24OGL: Add support for glDepthRangedNV to handle oversized depth ranges.Jules Blok
2017-01-13VertexShaderManager: Break up the conditions to make it readable.Jules Blok
2017-01-13VertexShaderGen: Remove the need for an extra UID.Jules Blok
2016-12-10ShaderManagers: Use aggregate initialization for some variables.Lioncash
These provide the same semantics, however aggregate initialization doesn't force the structs to be trivially copyable. memset, on the other hand, does.
2016-11-02Core: Remove double newlines at the end of *_LOG messages.Emmanuel Gil Peyrot
2016-09-01VertexShaderManager: Explicitly use floating-point variant of abs.Jules Blok
Some compilers don't have an automatic abs() overload for floats. Doesn't really matter if they use the integer variant here, but it's better to be explicit about the fact that we're using floats.
2016-09-01VertexShaderGen: Move the sonic epsilon hack to the vertex shader.Jules Blok
In the vertex shader we have control over the depth clipping planes, so we don't have to offset every floating point value and lose accuracy.
2016-08-23OGL: Handle cases where reversed depth is already used.Jules Blok
2016-08-21VertexManagerBase: Get rid of static behaviorLioncash
2016-08-16Improve documentation.Jules Blok
2016-08-15VertexShaderGen: Use reversed depth range.Jules Blok
2016-08-15VertexShaderManager: Use a more accurate depth range.Jules Blok
This fixes the gxtest_depth hwtest.
2016-08-15VideoCommon: Implement depth range equation in vertex shader.Jules Blok
2016-06-26VideoBackends: Merge Initialize and Shutdown functions.degasus
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-01-18Merge pull request #3448 from Armada651/depth-epsilonJules Blok
VertexShaderManager: Add an epsilon hack to the perspective projection.
2016-01-17VideoCommon: Header cleanupLioncash
Also remedies places where the video backends and core rely on things being indirectly included.
2016-01-05VertexShaderManager: Add an epsilon hack to the perspective projection.Jules Blok
2015-11-02VideoCommon: VertexManager -> VertexManagerBaseTillmann Karras
It may be a bit weird to see calls to static functions in VertexManagerBase now, but at least it's easier to see what's going on.
2015-10-16Core: Move a global into a namespaceLioncash
2015-10-15VertexShaderManager: Get rid of other magic constantsLioncash
2015-10-15VertexShaderManager: Get rid of float pointer castsLioncash
2015-09-06General: Replace GC_ALIGN macros with alignasLioncash
Standard supported alignment -> out with compiler-specific.
2015-08-16VertexShaderManager: Remove unused parameterLioncash
2015-08-01Widescreen Heuristic: Cleanup code.Scott Mansell
2015-08-01Make the GameCube game widescreen heuristic smarter.Scott Mansell
The last heuristic wasn't quite smart enough and had a few false positives in Mario Kart: Double Dash and Metroid prime 2. Now we only activate if the game is rendering a 16:9 projection to a 4:3 viewport.
2015-07-27Heuristic to detect if a gamecube game is rendering 16:9 widescreen.Scott Mansell
Someone suggested on IRC that we should make a database of memory locations in GameCube games which contain the 'Widescreen' setting so we can automatically detect if the game is in 4:3 or 16:9 mode. But that's hardly optimal, when the game actually tells the gpu what aspect ratio to render in. 10 min and 6 lines of code later, this is the result. Not only does it detect the correct aspect ratio it does so on the fly. I'm a little suprised nobody thought about doing this before.
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras