Tony Wasserka
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50526ae50a
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PixelShaderGen: Remove some dead code.
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2014-03-14 22:32:18 +01:00 |
Tony Wasserka
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065919f599
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PixelShaderGen: Perform some of the fog calculations with integers.
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2014-03-14 22:31:32 +01:00 |
Tony Wasserka
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605b687af8
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PixelShaderGen: Use integer math for z textures.
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2014-03-14 22:31:31 +01:00 |
Tony Wasserka
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3a6389992e
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PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
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2014-03-14 22:31:30 +01:00 |
Tony Wasserka
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3e6efdb53e
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LightingShaderGen: Perform more lighting calculations with integers.
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2014-03-14 22:31:19 +01:00 |
Tony Wasserka
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387b9bf3c2
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LightingShaderGen: Perform some lighting calculations with integers.
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2014-03-14 22:31:19 +01:00 |
Tony Wasserka
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78623871f9
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ShaderGen: Store material uniforms as integers.
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2014-03-14 22:31:19 +01:00 |
Tony Wasserka
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4bf57565e8
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ShaderGen: Store light color uniforms as integers.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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68e91f0d55
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PixelShader: Store fog color as an integer.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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0238a56816
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PixelShaderGen: Change indirect texture matrix uniforms to use integers.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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c13a5c38e9
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PixelShaderGen: Change the "alpha" uniform to use integers.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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ec60acac3a
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PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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df94e62350
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PixelShaderGen: Process fog calculations with integer math.
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2014-03-14 22:31:18 +01:00 |
Tony Wasserka
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21eb482a6e
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PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate.
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2014-03-14 22:31:11 +01:00 |
Tony Wasserka
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cff952c397
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PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
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2014-03-14 22:30:27 +01:00 |
Tony Wasserka
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e7a42d884f
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PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
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2014-03-14 22:30:16 +01:00 |
Tony Wasserka
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cb1514e082
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PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer.
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2014-03-14 22:30:15 +01:00 |
Tony Wasserka
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a11ae69cb0
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PixelShaderGen: Use integer math for TEV combiners.
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2014-03-14 22:28:32 +01:00 |
Tony Wasserka
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aaa8e74a68
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PixelShaderGen: Use integer math for tev outputs.
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2014-03-14 22:28:14 +01:00 |
Tony Wasserka
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654442feb7
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PixelShaderGen: Use integer math for tev konst value.
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2014-03-14 22:28:12 +01:00 |
Tony Wasserka
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e69ee6ae0a
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PixelShaderGen: Remove remaining floating point bits for texture color.
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2014-03-14 22:26:50 +01:00 |
Tony Wasserka
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ac1c77c392
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PixelShaderGen: Use integer math for rasterizer color.
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2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
3ea97f7730
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PixelShaderGen: Use integer math for indirect texture coords.
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2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
0e711bf520
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PixelShaderGen: Use integer math for sampling textures.
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2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
1b3b12caa0
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PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
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2014-03-14 22:26:50 +01:00 |
Tony Wasserka
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fa77e1d2b6
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PixelShaderGen: Use integer math for alpha testing.
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2014-03-14 22:26:48 +01:00 |
Ryan Houdek
|
22c989de9a
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Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own.
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2014-03-14 22:26:27 +01:00 |
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
|
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
|
aaaa5af0b2
|
remove (ATTR|VARY)(IN|OUT) macros
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2014-02-26 11:37:29 +01:00 |
Pierre Bourdon
|
ffe588cc24
|
Fix more header sorting issues in VideoCommon/ (now check-includes clean).
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2014-02-20 01:01:10 +01:00 |
Lioncash
|
2afe215271
|
Convert all includes to relative paths.
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2014-02-18 02:19:10 -05:00 |
Lioncash
|
6c4ee1753a
|
Fix some vertical alignments
ie. uses spaces for alignment.
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2014-02-16 20:12:05 -05:00 |
degasus
|
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
|
2013-12-31 14:03:19 -05:00 |