dolphin/Source/Core/VideoCommon/Src
donkopunchstania f5f99e8f04 clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-08 22:08:20 +00:00
..
BPMemory.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
BPMemory.h Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon 2008-12-25 20:07:13 +00:00
CPMemory.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
CPMemory.h Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon 2008-12-25 20:07:13 +00:00
DataReader.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
Fifo.cpp XFB in SC reverted back to its previous behavior (thx donko). But still hacked in DC (still a FIXME). 2009-01-27 20:59:27 +00:00
Fifo.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
ImageWrite.cpp Move PixelShaderManager, ImageWrite to VideoCommon. 2008-12-26 12:27:58 +00:00
ImageWrite.h Move PixelShaderManager, ImageWrite to VideoCommon. 2008-12-26 12:27:58 +00:00
IndexGenerator.cpp and more boring moving and cleanup ... 2008-12-25 21:44:56 +00:00
IndexGenerator.h and more boring moving and cleanup ... 2008-12-25 21:44:56 +00:00
LookUpTables.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
LookUpTables.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
NativeVertexFormat.h moar cleanup 2008-12-26 17:02:46 +00:00
NativeVertexWriter.cpp Move parts of VertexManager.h to VideoCommon. Opens for moving the VertexLoader to VideoCommon. 2008-12-26 12:56:56 +00:00
NativeVertexWriter.h moar cleanup 2008-12-26 17:02:46 +00:00
OpcodeDecoding.cpp OpcodeDecoding.cpp now shared. 2008-12-25 20:11:42 +00:00
OpcodeDecoding.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
PixelShaderGen.cpp clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok. 2009-02-08 22:08:20 +00:00
PixelShaderGen.h More renaming. 2008-12-26 17:33:53 +00:00
PixelShaderManager.cpp clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok. 2009-02-08 22:08:20 +00:00
PixelShaderManager.h clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok. 2009-02-08 22:08:20 +00:00
Profiler.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
Profiler.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
SConscript nakee's work on dolphin events. Also get wxw out of logmanager. This commit wants your comments 2009-01-15 06:48:15 +00:00
Statistics.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
Statistics.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
TextureDecoder.cpp Don't skip the bottom half of the texture; fixes the text in 2009-01-17 20:46:18 +00:00
TextureDecoder.h 1) fix texture caching issue (ie. MP1 "Main menu" fps drop). 2009-01-14 23:55:55 +00:00
VertexLoader.cpp more info in the vertex loader debug display 2009-02-06 19:52:23 +00:00
VertexLoader.h more info in the vertex loader debug display 2009-02-06 19:52:23 +00:00
VertexLoaderManager.h and more boring moving and cleanup ... 2008-12-25 21:44:56 +00:00
VertexLoader_Color.cpp optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only. 2009-02-08 13:08:58 +00:00
VertexLoader_Color.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_Normal.cpp optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only. 2009-02-08 13:08:58 +00:00
VertexLoader_Normal.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_Position.cpp optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only. 2009-02-08 13:08:58 +00:00
VertexLoader_Position.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexLoader_TextCoord.cpp optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only. 2009-02-08 13:08:58 +00:00
VertexLoader_TextCoord.h GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00
VertexShaderGen.cpp clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok. 2009-02-08 22:08:20 +00:00
VertexShaderGen.h More renaming. 2008-12-26 17:33:53 +00:00
VertexShaderManager.cpp clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok. 2009-02-08 22:08:20 +00:00
VertexShaderManager.h More renaming. 2008-12-26 17:33:53 +00:00
VideoCommon.h optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only. 2009-02-08 13:08:58 +00:00
VideoState.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
VideoState.h set svn:eol-style=native for **.h 2008-12-08 04:46:09 +00:00
XFBConvert.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
XFBConvert.h just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet. 2008-12-25 15:56:36 +00:00
XFMemory.cpp set svn:eol-style=native for **.cpp 2008-12-08 05:30:24 +00:00
XFMemory.h Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon 2008-12-25 20:07:13 +00:00
memcpy_amd.cpp GL Vertex loader moved to VideoCommon. 2008-12-26 13:09:16 +00:00