Tony Wasserka
|
4bf57565e8
|
ShaderGen: Store light color uniforms as integers.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
68e91f0d55
|
PixelShader: Store fog color as an integer.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
0238a56816
|
PixelShaderGen: Change indirect texture matrix uniforms to use integers.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
c13a5c38e9
|
PixelShaderGen: Change the "alpha" uniform to use integers.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
ec60acac3a
|
PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
df94e62350
|
PixelShaderGen: Process fog calculations with integer math.
|
2014-03-14 22:31:18 +01:00 |
Tony Wasserka
|
21eb482a6e
|
PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate.
|
2014-03-14 22:31:11 +01:00 |
Tony Wasserka
|
cff952c397
|
PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
|
2014-03-14 22:30:27 +01:00 |
Tony Wasserka
|
e7a42d884f
|
PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
|
2014-03-14 22:30:16 +01:00 |
Tony Wasserka
|
cb1514e082
|
PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer.
|
2014-03-14 22:30:15 +01:00 |
Tony Wasserka
|
a11ae69cb0
|
PixelShaderGen: Use integer math for TEV combiners.
|
2014-03-14 22:28:32 +01:00 |
Tony Wasserka
|
aaa8e74a68
|
PixelShaderGen: Use integer math for tev outputs.
|
2014-03-14 22:28:14 +01:00 |
Tony Wasserka
|
654442feb7
|
PixelShaderGen: Use integer math for tev konst value.
|
2014-03-14 22:28:12 +01:00 |
Tony Wasserka
|
e69ee6ae0a
|
PixelShaderGen: Remove remaining floating point bits for texture color.
|
2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
ac1c77c392
|
PixelShaderGen: Use integer math for rasterizer color.
|
2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
3ea97f7730
|
PixelShaderGen: Use integer math for indirect texture coords.
|
2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
0e711bf520
|
PixelShaderGen: Use integer math for sampling textures.
|
2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
1b3b12caa0
|
PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
|
2014-03-14 22:26:50 +01:00 |
Tony Wasserka
|
fa77e1d2b6
|
PixelShaderGen: Use integer math for alpha testing.
|
2014-03-14 22:26:48 +01:00 |
Ryan Houdek
|
22c989de9a
|
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.
|
2014-03-14 22:26:27 +01:00 |
Tony Wasserka
|
bed442198f
|
PixelShaderGen: Make SampleTexture static inline.
|
2014-03-14 22:26:26 +01:00 |
Matthew Parlane
|
31cfc73a09
|
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.
|
2014-03-11 00:35:07 +13:00 |
Tillmann Karras
|
d802d39281
|
clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
|
2014-03-09 21:14:26 +01:00 |
degasus
|
aaaa5af0b2
|
remove (ATTR|VARY)(IN|OUT) macros
|
2014-02-26 11:37:29 +01:00 |
Pierre Bourdon
|
ffe588cc24
|
Fix more header sorting issues in VideoCommon/ (now check-includes clean).
|
2014-02-20 01:01:10 +01:00 |
Lioncash
|
2afe215271
|
Convert all includes to relative paths.
|
2014-02-18 02:19:10 -05:00 |
Lioncash
|
6c4ee1753a
|
Fix some vertical alignments
ie. uses spaces for alignment.
|
2014-02-16 20:12:05 -05:00 |
degasus
|
6089e4470a
|
OGL: remove ubo workaround
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
|
2014-02-01 22:33:45 +01:00 |
Ryan Houdek
|
b55a4bb087
|
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.
|
2014-01-08 16:40:31 -06:00 |
degasus
|
c42f274e22
|
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.
|
2014-01-05 10:38:45 +01:00 |
Jasper St. Pierre
|
34692ab826
|
Remove unnecessary Src/ folders
|
2013-12-31 14:03:19 -05:00 |