Tony Wasserka
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bed442198f
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PixelShaderGen: Make SampleTexture static inline.
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2014-03-14 22:26:26 +01:00 |
Matthew Parlane
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31cfc73a09
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Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
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2014-03-11 00:35:07 +13:00 |
Tillmann Karras
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d802d39281
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clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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2014-03-09 21:14:26 +01:00 |
degasus
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aaaa5af0b2
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remove (ATTR|VARY)(IN|OUT) macros
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2014-02-26 11:37:29 +01:00 |
Pierre Bourdon
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ffe588cc24
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Fix more header sorting issues in VideoCommon/ (now check-includes clean).
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2014-02-20 01:01:10 +01:00 |
Lioncash
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2afe215271
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Convert all includes to relative paths.
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2014-02-18 02:19:10 -05:00 |
Lioncash
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6c4ee1753a
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Fix some vertical alignments
ie. uses spaces for alignment.
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2014-02-16 20:12:05 -05:00 |
degasus
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6089e4470a
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OGL: remove ubo workaround
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
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2014-02-01 22:33:45 +01:00 |
Ryan Houdek
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b55a4bb087
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Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case.
Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe.
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2014-01-08 16:40:31 -06:00 |
degasus
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c42f274e22
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OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
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2014-01-05 10:38:45 +01:00 |
Jasper St. Pierre
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34692ab826
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Remove unnecessary Src/ folders
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2013-12-31 14:03:19 -05:00 |