Commit Graph

36 Commits

Author SHA1 Message Date
Lioncash 50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek efb9759862 LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00
Lioncash ffaa9a3bea SW NativeVertexFormat: Utilize std::array where applicable
Gets rid of some hardcoded looping bounds, and also simplifies code in
some places, sometimes allowing for removal of a loop altogether.
2017-08-22 22:39:28 -04:00
Lioncash 745f92b4e5 TransformUnit: Get rid of pointer casting in TransformColor() where applicable
The casts to u32* are technically undefined behavior. The u8* cast is
left, as char/unsigned char is exempted from this rule to allow for
bvtewise inspection of objects (and this is what s8/u8 are typedefs of
on platforms we support).
2017-08-06 19:04:31 -04:00
Lioncash 4d35a3105e TransformUnit: Make LightColor()'s chan parameter const
Also marks references/pointers const where applicable
2017-08-06 18:15:05 -04:00
Stenzek f48ef65bec XFMemory: Convert several registers to bitfields 2017-07-30 17:43:59 +10:00
Lioncash 552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
Lioncash c9ef042b2d Software: Clean out unnecessary includes/fwd decls 2016-09-24 05:28:00 -04:00
Preston Smith 94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith e6ccd0729f Revert postMat movement 2016-08-31 02:14:51 -05:00
Preston Smith 89b1d613cc Remove else in software renderer 2016-08-30 18:33:27 -05:00
Preston Smith e0a1ab9027 lint fix 2016-08-30 18:33:26 -05:00
Preston Smith 8f69de51ca inputform ABC1's q value is defaulting to 0
This is causing the 0 divide case to run when source row is using tex0-7 and inputform is ABC1.
2016-08-30 18:33:25 -05:00
Preston Smith 767f56d7c8 Software renderer fix 2016-08-30 18:33:24 -05:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
degasus efbe5bc4b6 VideoSW: Use more VideoCommon
Now we require lots of empty functions, but this removes by far more duplicated code.
2016-01-06 22:10:29 +01:00
Lioncash b5b304cff2 VertexShaderManager: Get rid of float pointer casts 2015-10-15 23:34:54 -04:00
Lioncash b9e360df7b MathUtil: Convert Clamp into a constexpr function 2015-09-12 01:18:28 -04:00
Tillmann Karras c9af7def28 Fix some warnings 2015-06-23 21:11:56 +02:00
NanoByte011 59f273696a VideoSW: refactor shared lighting attenuation function
- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
2015-06-08 23:20:27 +02:00
NanoByte011 06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Rohit Nirmal fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
Lioncash 4129cdeb4d Software: Apply static to some functions 2014-08-10 22:28:15 -04:00
Lioncash 2918f46d8b Software: Fix the formatting and function casing in Vec3.h 2014-08-10 22:28:04 -04:00
degasus 22e1aa5bb4 mark all local functions as static 2014-07-11 16:07:23 +02:00
degasus 027baad73b VideoCommon: use the Light struct in XF memory 2014-06-19 16:33:29 +02:00
Lioncash 49b0eef393 Remove the min/max functions in CommonFuncs.
The algorithm header has the same functions.
2014-05-29 21:44:41 -04:00
Tony Wasserka fc34d5a130 Merge pull request #360 from magumagu/lighting-rounding
Video backends: fix rounding in lighting computation.
2014-05-17 21:06:31 +02:00
magumagu 1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu 8f5342c442 Video backend: merge global var xfmem into xfregs.
There isn't really any reason to keep them separate.
2014-05-16 18:55:31 -07:00
magumagu 818c89313e Video backends: unify xfregs/xfmem structures.
Removes the duplicate swxfregs global variable/struct from the software
backend in favor of the ones from VideoCommon.
2014-05-16 18:55:30 -07:00
magumagu 9e4eeb3b9b Video backends: fix rounding in lighting computation.
For whatever reason, the hardware doesn't do a full divide by 255, but
instead uses an approximation with shifting, similar to the way it is done
in TEV.
2014-05-11 12:53:02 -07:00
Lioncash 2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00
Jasper St. Pierre 34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00