Rachel Bryk
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aa3ca6d8ea
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Fix extracting dols.
There is no "/" after partition number when extracting a dol. Also the .remove is completely unneeded.
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2014-03-14 21:20:20 -04:00 |
Matthew Parlane
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efac8d5a5e
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Merge pull request #161 from lioncash/func-names
Make WiiSocket function names conform to the coding style.
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2014-03-15 13:45:12 +13:00 |
Lioncash
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3b27a2d22e
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Make WiiSocket function names conform to the coding style.
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2014-03-14 20:11:52 -04:00 |
Pierre Bourdon
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8d679e76d2
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Merge pull request #164 from lioncash/cstr-cull
Kill off some usages of c_str.
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2014-03-15 00:57:56 +01:00 |
Matthew Parlane
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12c2e345a3
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Merge pull request #168 from RachelBryk/extract-files
Fix extracting files on partition > 0.
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2014-03-15 12:57:46 +13:00 |
Matthew Parlane
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76e3a74c5c
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Merge pull request #165 from delroth/mi-mmio-fix
MemoryInterface: properly register region MMIOs.
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2014-03-15 12:57:01 +13:00 |
Rachel Bryk
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f6dfc1f653
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Fix extracting files on partition > 0.
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2014-03-14 19:09:36 -04:00 |
Tony Wasserka
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d946e4e238
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OpenGL: Implement color and z pokes.
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2014-03-14 23:39:52 +01:00 |
Tony Wasserka
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a9a8c73074
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Merge pull request #68 from neobrain/tev_fixes_new
Change pixel processing to use integer arithmetic.
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2014-03-14 22:57:40 +01:00 |
Tony Wasserka
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0f81cbd6be
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PixelShaderGen: More code alignment fixes.
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2014-03-14 22:33:26 +01:00 |
Tony Wasserka
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c1016205d3
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Pixel/LightingShaderGen: Fix code alignment issues.
Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
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2014-03-14 22:33:26 +01:00 |
Tony Wasserka
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2067f88e0f
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PixelShaderGen: Don't make local lookup tables "static".
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2014-03-14 22:33:26 +01:00 |
Tony Wasserka
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0ce92e0162
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PixelShaderGen: Remove the "i" prefix for integer variables.
The prefix was just required in the development stage to reduce the risk of regressions.
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2014-03-14 22:33:26 +01:00 |
Tony Wasserka
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bdd629c598
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PixelShaderGen: Use spaces for alignment where appropriate.
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2014-03-14 22:33:26 +01:00 |
Tony Wasserka
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6e65e02c9e
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ConstantManager: Do not use single-element arrays.
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2014-03-14 22:33:25 +01:00 |
Tony Wasserka
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6c2971eaf6
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PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to understand.
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2014-03-14 22:33:25 +01:00 |
Tony Wasserka
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8ebb65ebf2
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PixelShaderGen: Prettify generated shader source.
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2014-03-14 22:33:24 +01:00 |
Tony Wasserka
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e2e1c5c905
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PixelShaderGen: Add a note about a random idea which should be checked with hardware tests.
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2014-03-14 22:33:12 +01:00 |
Tony Wasserka
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6fcbda6752
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PixelShaderGen: Cleanup and clarify bump alpha combiner inputs.
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2014-03-14 22:33:12 +01:00 |
Tony Wasserka
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9a96a1d525
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PixelShaderGen: Remove old, mostly useless comments.
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
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2014-03-14 22:33:12 +01:00 |
Tony Wasserka
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8b8bb04fd3
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PixelShaderGen: Use bit shifts instead of multiplications as a small optimization.
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2014-03-14 22:33:12 +01:00 |
Tony Wasserka
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036a8c6951
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PixelShaderGen: Clean up tev compare functionality.
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2014-03-14 22:33:10 +01:00 |
Tony Wasserka
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fa7173d099
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PixelShaderGen: Store tex scale as an integer.
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2014-03-14 22:32:30 +01:00 |
Tony Wasserka
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16109fb453
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PixelShaderGen: Treat UV coordinates as actual integers.
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2014-03-14 22:32:29 +01:00 |
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
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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
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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
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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 |