Jonathan Hamilton 
							
						 
					 
					
						
						
							
						
						46254a2cf2 
					 
					
						
						
							
							Some more implicit uint/float conversions in the texture decode shaders  
						
						 
						
						
						
						
					 
					
						2018-01-11 11:15:40 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jonathan Hamilton 
							
						 
					 
					
						
						
							
						
						f23dd992dd 
					 
					
						
						
							
							GLSL-ES doesn't allow implicit int/uint conversions  
						
						 
						
						
						
						
					 
					
						2018-01-11 10:54:55 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						d0601c0a83 
					 
					
						
						
							
							TextureConversionShader: Use round() instead of roundEven() in HLSL  
						
						 
						
						... 
						
						
						
						HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way. 
						
						
					 
					
						2017-12-06 03:33:50 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Markus Wick 
							
						 
					 
					
						
						
							
						
						76fbdbb06e 
					 
					
						
						
							
							Merge pull request  #5903  from linkmauve/fix-mp2e  
						
						 
						
						... 
						
						
						
						Round values in swizzlers 
						
						
					 
					
						2017-12-02 17:38:21 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						e2a9ee384f 
					 
					
						
						
							
							VideoCommon: Rename TextureConversionShader namespace.  
						
						 
						
						
						
						
					 
					
						2017-12-02 15:17:39 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								iwubcode 
							
						 
					 
					
						
						
							
						
						53684701fa 
					 
					
						
						
							
							HybridXFB: Fix lint errors  
						
						 
						
						
						
						
					 
					
						2017-11-17 22:11:31 -06:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								iwubcode 
							
						 
					 
					
						
						
							
						
						76b775d5be 
					 
					
						
						
							
							Video Common: Add XFB decoding via the GPU  
						
						 
						
						
						
						
					 
					
						2017-11-17 22:11:30 -06:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								iwubcode 
							
						 
					 
					
						
						
							
						
						b285188de1 
					 
					
						
						
							
							Video Backends: Implement vertical scaling for xfb copies.  This fixes the  
						
						 
						
						... 
						
						
						
						display of PAL games that run in 50hz mode. 
						
						
					 
					
						2017-11-17 22:11:29 -06:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								iwubcode 
							
						 
					 
					
						
						
							
						
						79387dddb2 
					 
					
						
						
							
							Add support for hybrid XFB  
						
						 
						
						
						
						
					 
					
						2017-11-17 19:47:56 -06:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Emmanuel Gil Peyrot 
							
						 
					 
					
						
						
							
						
						1b32751367 
					 
					
						
						
							
							VideoCommon: Round values in swizzlers.  
						
						 
						
						... 
						
						
						
						This was breaking Metroid Prime 2: Echoes’s scanner in some rooms, such
as the one in https://fifoci.dolphin-emu.org/dff/mp2-scanner/ 
It was found on Ivy Bridge on Mesa, the alpha value read back from the
EFB was off-by-4 in multiple objects, which was a conversion error
because int4() is equivalent to floor() and the value wasn’t always
higher. 
						
						
					 
					
						2017-08-07 20:20:36 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								N.E.C 
							
						 
					 
					
						
						
							
						
						c3a57bbad5 
					 
					
						
						
							
							Video: Clearly separate Texture and EFB Copy formats  
						
						 
						
						... 
						
						
						
						Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations. 
						
						
					 
					
						2017-08-03 18:35:29 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						adebe2239e 
					 
					
						
						
							
							TextureConversionShader: Use integer math for truncating EFB format  
						
						 
						
						
						
						
					 
					
						2017-06-17 12:17:09 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Michael Maltese 
							
						 
					 
					
						
						
							
						
						05b4d14bf0 
					 
					
						
						
							
							TextureConversionShader: fix syntax error  
						
						 
						
						... 
						
						
						
						Fixes a situation where the following invalid GLSL code is generated:
```glsl
float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb;
float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0;
float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb;
float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0;
``` 
						
						
					 
					
						2017-04-12 14:23:25 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						3847e226ab 
					 
					
						
						
							
							TextureConversionShader: Consider source format of EFB for EFB2RAM  
						
						 
						
						... 
						
						
						
						Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior. 
						
						
					 
					
						2017-04-12 00:11:22 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						fdf2efdac6 
					 
					
						
						
							
							TextureConversionShader: Add missing swap for index of C14X2 textures  
						
						 
						
						
						
						
					 
					
						2017-04-06 23:29:40 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						c6075f4c36 
					 
					
						
						
							
							TextureConversionShader: Fix compile error in C14X2 decoder  
						
						 
						
						
						
						
					 
					
						2017-04-06 13:59:06 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Stenzek 
							
						 
					 
					
						
						
							
						
						6ffc16d1b0 
					 
					
						
						
							
							VideoCommon: Add texture decoding shader generators  
						
						 
						
						
						
						
					 
					
						2017-04-01 12:32:10 +10:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								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