| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-01-13 | VertexShaderManager: Break up the conditions to make it readable. | Jules Blok | |
| 2017-01-13 | VertexShaderGen: Remove the need for an extra UID. | Jules Blok | |
| 2016-12-10 | ShaderManagers: 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. | |||
| 2016-11-02 | Core: Remove double newlines at the end of *_LOG messages. | Emmanuel Gil Peyrot | |
| 2016-09-01 | VertexShaderManager: 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. | |||
| 2016-09-01 | VertexShaderGen: 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. | |||
| 2016-08-23 | OGL: Handle cases where reversed depth is already used. | Jules Blok | |
| 2016-08-21 | VertexManagerBase: Get rid of static behavior | Lioncash | |
| 2016-08-16 | Improve documentation. | Jules Blok | |
| 2016-08-15 | VertexShaderGen: Use reversed depth range. | Jules Blok | |
| 2016-08-15 | VertexShaderManager: Use a more accurate depth range. | Jules Blok | |
| This fixes the gxtest_depth hwtest. | |||
| 2016-08-15 | VideoCommon: Implement depth range equation in vertex shader. | Jules Blok | |
| 2016-06-26 | VideoBackends: Merge Initialize and Shutdown functions. | degasus | |
| 2016-06-24 | Reformat all the things. Have fun with merge conflicts. | Pierre Bourdon | |
| 2016-01-18 | Merge pull request #3448 from Armada651/depth-epsilon | Jules Blok | |
| VertexShaderManager: Add an epsilon hack to the perspective projection. | |||
| 2016-01-17 | VideoCommon: Header cleanup | Lioncash | |
| Also remedies places where the video backends and core rely on things being indirectly included. | |||
| 2016-01-05 | VertexShaderManager: Add an epsilon hack to the perspective projection. | Jules Blok | |
| 2015-11-02 | VideoCommon: VertexManager -> VertexManagerBase | Tillmann 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. | |||
| 2015-10-16 | Core: Move a global into a namespace | Lioncash | |
| 2015-10-15 | VertexShaderManager: Get rid of other magic constants | Lioncash | |
| 2015-10-15 | VertexShaderManager: Get rid of float pointer casts | Lioncash | |
| 2015-09-06 | General: Replace GC_ALIGN macros with alignas | Lioncash | |
| Standard supported alignment -> out with compiler-specific. | |||
| 2015-08-16 | VertexShaderManager: Remove unused parameter | Lioncash | |
| 2015-08-01 | Widescreen Heuristic: Cleanup code. | Scott Mansell | |
| 2015-08-01 | Make 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. | |||
| 2015-07-27 | Heuristic 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. | |||
| 2015-05-25 | 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 | |
