comex
8492d04dfa
Use pointers instead of references in GetUidData to avoid the undefined behavior of *(T *)nullptr (ewwww)
2014-10-21 21:20:05 -04:00
comex
f0131c2e09
Mechanical changes to move most CP state to a struct rather than separate globals.
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The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
2014-09-28 21:23:29 -04:00
Lioncash
4af8d9d248
VideoCommon: Clean up brace placements
2014-08-30 18:06:45 -04:00
degasus
924ad1ee9f
LightingShader: hard code const variable
2014-06-19 16:46:53 +02:00
magumagu
1357277f40
Video backends: mass-replace "xfregs" with "xfmem".
2014-05-16 18:58:07 -07:00
degasus
813e30ec2a
ShaderGen: make uv readonly
2014-05-05 17:06:38 +02:00
degasus
6109958e68
ShaderGen: OGL: don't make a copy of "Normal"
2014-05-05 17:06:37 +02:00
degasus
0e0da8c8fd
ShaderGen: make clipPos readonly
2014-05-05 17:06:37 +02:00
degasus
c82991df5b
ShaderGen: inline constant shaders
2014-05-05 17:06:37 +02:00
degasus
b0878c54b2
ShaderGen: use cbuffers for D3D
2014-05-05 17:06:37 +02:00
Ryan Houdek
2d8cfb89d7
Changes posmtx vertex attribute to integer.
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This makes it so we don't need to do some dumb casting from float to integer in our shaders.
Only tested in OpenGL, needs to be tested in D3D.
2014-04-30 19:11:06 -05:00
Tony Wasserka
c47c32d4a8
VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
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Fixes issue 267.
2014-04-24 00:21:17 +02:00
magumagu
fd9c1fa746
VideoBackend: remove unused config vars.
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No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00
Ryan Houdek
3251d78f89
Add initial support for GLSL ES 3.10.
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GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use.
Changes our GLSL version enums to bit values so we can check for both ES versions easily.
2014-04-03 00:46:09 -05:00
Tony Wasserka
3e6efdb53e
LightingShaderGen: Perform more lighting calculations with integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
387b9bf3c2
LightingShaderGen: Perform some lighting calculations with integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
78623871f9
ShaderGen: Store material uniforms as integers.
2014-03-14 22:31:19 +01:00
Tony Wasserka
4bf57565e8
ShaderGen: Store light color uniforms as integers.
2014-03-14 22:31:18 +01:00
Matthew Parlane
31cfc73a09
Fixes spacing for "for", "while", "switch" and "if"
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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
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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
Lioncash
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
degasus
6089e4470a
OGL: remove ubo workaround
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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
degasus
31c3bee5bc
VertexShaderGen: fix D3D posmtx attribute regression by VertexLoaderCleanup branch
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Sorry, I'm too dumb too test my code. I hope this will work fine now.
2014-02-01 11:35:46 +01:00
degasus
a65162f1cd
PortableVertexFormat: use AttributeFormat for posmtx attribute format
2014-01-31 07:19:34 +01:00
degasus
5e5db9fbc6
VideoCommon: cleanup of "components" usage
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This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
degasus
c42f274e22
OpenGL: use shader 420pack if available to staticly bind ubo location
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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