Stenzek 
							
						 
					 
					
						
						
							
						
						a71381e80a 
					 
					
						
						
							
							VideoCommon: Add APIType entry for Vulkan  
						
						
						
						
					 
					
						2016-10-01 01:09:11 +10:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						d9c034e8cc 
					 
					
						
						
							
							ShaderGen: Specify attribute/output locations/bindings explicitly  
						
						... 
						
						
						
						This also shifts the SSBO index from index 3 to index 0. 
						
						
					 
					
						2016-10-01 01:09:11 +10:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						35a270d2a8 
					 
					
						
						
							
							TextureConversionShader: Don't use the float specifier in shader code.  
						
						
						
						
					 
					
						2016-08-24 17:42:32 +02:00 
						 
				 
			
				
					
						
							
							
								Lioncash 
							
						 
					 
					
						
						
							
						
						14e0b48ae4 
					 
					
						
						
							
							VideoCommon: Make API_TYPE an enum class  
						
						... 
						
						
						
						Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers. 
						
						
					 
					
						2016-07-29 19:20:16 -04:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						3570c7f03a 
					 
					
						
						
							
							Reformat all the things. Have fun with merge conflicts.  
						
						
						
						
					 
					
						2016-06-24 10:43:46 +02:00 
						 
				 
			
				
					
						
							
							
								Stenzek 
							
						 
					 
					
						
						
							
						
						1ce38a136d 
					 
					
						
						
							
							TextureConversionShader: Invert depth for Z24 encoder with D3D  
						
						
						
						
					 
					
						2016-02-22 00:09:07 +10:00 
						 
				 
			
				
					
						
							
							
								Lioncash 
							
						 
					 
					
						
						
							
						
						d9fec92628 
					 
					
						
						
							
							VideoCommon: Header cleanup  
						
						... 
						
						
						
						Also remedies places where the video backends and core rely on things
being indirectly included. 
						
						
					 
					
						2016-01-17 20:11:45 -05:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						daabd88d69 
					 
					
						
						
							
							TextureConversionShader: Also invert color encoders if they're used to encode depth.  
						
						
						
						
					 
					
						2016-01-13 01:08:27 +01:00 
						 
				 
			
				
					
						
							
							
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						b9be3245e1 
					 
					
						
						
							
							Move common EFB copy code into VideoCommon  
						
						... 
						
						
						
						Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations. 
						
						
					 
					
						2015-09-06 21:16:51 +12:00 
						 
				 
			
				
					
						
							
							
								Markus Wick 
							
						 
					 
					
						
						
							
						
						ff95fa8a6d 
					 
					
						
						
							
							Merge pull request  #2861  from lioncash/param  
						
						... 
						
						
						
						VideoCommon: Remove unused parameters 
						
						
					 
					
						2015-08-17 15:02:44 +02:00 
						 
				 
			
				
					
						
							
							
								Lioncash 
							
						 
					 
					
						
						
							
						
						8e17c710f3 
					 
					
						
						
							
							TextureConversionShader: Remove an unused parameter  
						
						
						
						
					 
					
						2015-08-16 21:10:54 -04:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						b01ca1794a 
					 
					
						
						
							
							Revert "VideoCommon: Clamp integer conversions."  
						
						... 
						
						
						
						This reverts commit 0f2c72f0f8 
						
						
					 
					
						2015-08-15 13:50:43 +02:00 
						 
				 
			
				
					
						
							
							
								galop1n 
							
						 
					 
					
						
						
							
						
						2975e53091 
					 
					
						
						
							
							D3D: Depth range inversion.  
						
						... 
						
						
						
						Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit. 
						
						
					 
					
						2015-05-26 15:31:31 +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 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						d04af15ad4 
					 
					
						
						
							
							TextureConversionShader: Use floating point values in clamp().  
						
						
						
						
					 
					
						2015-05-08 14:32:24 +02:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						0f2c72f0f8 
					 
					
						
						
							
							VideoCommon: Clamp integer conversions.  
						
						
						
						
					 
					
						2015-05-08 14:32:16 +02:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						c4f85a38e6 
					 
					
						
						
							
							VideoBackends: Use proper floating point depth precision.  
						
						
						
						
					 
					
						2015-05-08 14:29:29 +02:00 
						 
				 
			
				
					
						
							
							
								Jules Blok 
							
						 
					 
					
						
						
							
						
						139ad3b2b9 
					 
					
						
						
							
							TextureConversionShader: Use a Texture2DArray to match the shader resource view.  
						
						
						
						
					 
					
						2015-02-21 11:50:20 +01:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						57d94de2ad 
					 
					
						
						
							
							Fix regression for D3D EFB depth copies.  
						
						... 
						
						
						
						On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing). 
						
						
					 
					
						2015-02-03 11:27:27 -08:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						b56025e6eb 
					 
					
						
						
							
							Don't use boolean negation.  
						
						
						
						
					 
					
						2015-01-25 23:28:59 -08:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						92189823f3 
					 
					
						
						
							
							Fix RGBA8 encoding.  
						
						
						
						
					 
					
						2015-01-25 22:53:30 -08:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						b0b99b6922 
					 
					
						
						
							
							Fix shader so it's possible to use with D3D Map().  
						
						... 
						
						
						
						Well, that's not strictly true, but trying to memcpy between two buffers
using different row lengths and different strides is at minimum extremely
unintuitive. 
						
						
					 
					
						2015-01-25 19:57:09 -08:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						6c1bdfe04c 
					 
					
						
						
							
							More work.  
						
						
						
						
					 
					
						2015-01-25 19:57:07 -08:00 
						 
				 
			
				
					
						
							
							
								magumagu 
							
						 
					 
					
						
						
							
						
						ef75f3005d 
					 
					
						
						
							
							WIP.  
						
						
						
						
					 
					
						2015-01-25 15:49:35 -08:00 
						 
				 
			
				
					
						
							
							
								Lioncash 
							
						 
					 
					
						
						
							
						
						9bcadc8029 
					 
					
						
						
							
							Common: Remove locale based functions from CommonFuncs.  
						
						... 
						
						
						
						Since %f isn't used anymore in the shader generators, these can go. 
						
						
					 
					
						2014-12-05 20:55:29 -05:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						6670cacddc 
					 
					
						
						
							
							use GL_TEXTURE_2D_ARRAY for most of our textures  
						
						
						
						
					 
					
						2014-11-23 14:22:22 +01:00 
						 
				 
			
				
					
						
							
							
								Fiora 
							
						 
					 
					
						
						
							
						
						94c20db369 
					 
					
						
						
							
							Rename Log2 and add IsPow2 to MathUtils for future use  
						
						... 
						
						
						
						Also remove unused pow2/pow2f functions. 
						
						
					 
					
						2014-09-08 20:15:45 -07:00 
						 
				 
			
				
					
						
							
							
								Fiora 
							
						 
					 
					
						
						
							
						
						07e0c917c6 
					 
					
						
						
							
							Revert "JIT64: optimize CA calculations"  
						
						
						
						
					 
					
						2014-09-05 10:26:30 -07:00 
						 
				 
			
				
					
						
							
							
								Fiora 
							
						 
					 
					
						
						
							
						
						b51aa4fa89 
					 
					
						
						
							
							Rename Log2 and add IsPow2 to MathUtils for future use  
						
						... 
						
						
						
						Also remove unused pow2/pow2f functions. 
						
						
					 
					
						2014-09-01 20:41:07 -07:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						bc9ef95643 
					 
					
						
						
							
							Support Sampler binding in the shader.  
						
						... 
						
						
						
						In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. 
						
						
					 
					
						2014-07-18 17:04:03 -05:00 
						 
				 
			
				
					
						
							
							
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						0ccee6c87b 
					 
					
						
						
							
							Fix warnings unearthed by  #579  
						
						
						
						
					 
					
						2014-07-13 02:16:51 +02:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						22e1aa5bb4 
					 
					
						
						
							
							mark all local functions as static  
						
						
						
						
					 
					
						2014-07-11 16:07:23 +02:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						fd37a768a6 
					 
					
						
						
							
							Fix texture conversion shaders for GLSL ES.  
						
						... 
						
						
						
						Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float. 
						
						
					 
					
						2014-04-22 15:48:26 -05:00 
						 
				 
			
				
					
						
							
							
								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 
						 
				 
			
				
					
						
							
							
								Matthew Parlane 
							
						 
					 
					
						
						
							
						
						25341f88ef 
					 
					
						
						
							
							Fixes include order of TextureConversionShader.cpp  
						
						
						
						
					 
					
						2014-03-09 12:38:29 +13:00 
						 
				 
			
				
					
						
							
							
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						315a8ba1c0 
					 
					
						
						
							
							Various changes suggested by cppcheck  
						
						... 
						
						
						
						- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
  include the \0 that is always added?)
- set some free()'d pointers to NULL 
						
						
					 
					
						2014-02-28 12:43:20 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						f628695d31 
					 
					
						
						
							
							comment fixes  
						
						
						
						
					 
					
						2014-02-26 12:48:52 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						1d0b6a1156 
					 
					
						
						
							
							Merge duplicate parts of sampler into header  
						
						
						
						
					 
					
						2014-02-26 11:37:29 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						11efa88157 
					 
					
						
						
							
							calculate constant values on shader compilation  
						
						
						
						
					 
					
						2014-02-26 11:37:29 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						8a4aa8c1f5 
					 
					
						
						
							
							Rewrite texture tiling implementation  
						
						... 
						
						
						
						inline halfxb
So we know which is the first pixel by masking.
inline xl
inline xb a bit
inline yl
inline uv1.x shift
remove likely wrong guessed ternary operator
add pixel layout comment
inline xel
optimize the shifts a bit
inline xb
optimize shifts in a second step
extract xb
rename all variables
calculate cache line by position.x
Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit"
It seems I was wrong, the other way is the more natural.
use x_virtual_position instead of uv1.x for x_offset_in_block
This looks more natural and the offset should be masked anyway.
substitude factor with cache_lines
move 32bit logic in a conditional block 
						
						
					 
					
						2014-02-26 11:37:29 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						bd3beeb184 
					 
					
						
						
							
							TextureConverter: Use Log2() and shifts instead of multiplications/divisions  
						
						
						
						
					 
					
						2014-02-26 11:37:29 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						f99c8a0b70 
					 
					
						
						
							
							merge common parts of encoding shaders  
						
						
						
						
					 
					
						2014-02-26 11:37:28 +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 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						e00c3ce363 
					 
					
						
						
							
							TextureConverter: remove implicit int->float convertion  
						
						... 
						
						
						
						They was used to check if we're writing to the first or second part of one pixel.
So this is now done with a boolean and a ternary operator. 
						
						
					 
					
						2014-01-13 12:10:17 +01:00 
						 
				 
			
				
					
						
							
							
								Scott Mansell 
							
						 
					 
					
						
						
							
						
						9aff16e7c1 
					 
					
						
						
							
							Fix stupid bug in Z16L depth texture efb2ram encoding shader.  
						
						
						
						
					 
					
						2014-01-12 13:32:06 +13:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						e6676b4565 
					 
					
						
						
							
							OpenGL: fix scaled efb2ram copys  
						
						... 
						
						
						
						This fix a regression in revision 687097d4bc 
						
						
					 
					
						2014-01-05 18:19:17 +01:00 
						 
				 
			
				
					
						
							
							
								degasus 
							
						 
					 
					
						
						
							
						
						4fff5ac90d 
					 
					
						
						
							
							OpenGL: drop UBO-workaround usage for efb2ram shaders  
						
						... 
						
						
						
						It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders. 
						
						
					 
					
						2014-01-05 09:52:26 +01:00