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								 Tony Wasserka | 3e6efdb53e | LightingShaderGen: Perform more lighting calculations with integers. | 2014-03-14 22:31:19 +01:00 |  | 
			
				
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								 Tony Wasserka | 387b9bf3c2 | LightingShaderGen: Perform some lighting calculations with integers. | 2014-03-14 22:31:19 +01:00 |  | 
			
				
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								 Tony Wasserka | 78623871f9 | ShaderGen: Store material uniforms as integers. | 2014-03-14 22:31:19 +01:00 |  | 
			
				
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								 Tony Wasserka | 4bf57565e8 | ShaderGen: Store light color uniforms as integers. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | 68e91f0d55 | PixelShader: Store fog color as an integer. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | 0238a56816 | PixelShaderGen: Change indirect texture matrix uniforms to use integers. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | c13a5c38e9 | PixelShaderGen: Change the "alpha" uniform to use integers. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | ec60acac3a | PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | df94e62350 | PixelShaderGen: Process fog calculations with integer math. | 2014-03-14 22:31:18 +01:00 |  | 
			
				
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								 Tony Wasserka | 21eb482a6e | PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate. | 2014-03-14 22:31:11 +01:00 |  | 
			
				
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								 Tony Wasserka | cff952c397 | PixelShaderGen: Use integer math for indirect tev stage texcoord calculation. | 2014-03-14 22:30:27 +01:00 |  | 
			
				
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								 Tony Wasserka | e7a42d884f | PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023. | 2014-03-14 22:30:16 +01:00 |  | 
			
				
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								 Tony Wasserka | cb1514e082 | PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. | 2014-03-14 22:30:15 +01:00 |  | 
			
				
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								 Tony Wasserka | a11ae69cb0 | PixelShaderGen: Use integer math for TEV combiners. | 2014-03-14 22:28:32 +01:00 |  | 
			
				
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								 Tony Wasserka | aaa8e74a68 | PixelShaderGen: Use integer math for tev outputs. | 2014-03-14 22:28:14 +01:00 |  | 
			
				
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								 Tony Wasserka | 654442feb7 | PixelShaderGen: Use integer math for tev konst value. | 2014-03-14 22:28:12 +01:00 |  | 
			
				
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								 Tony Wasserka | e69ee6ae0a | PixelShaderGen: Remove remaining floating point bits for texture color. | 2014-03-14 22:26:50 +01:00 |  | 
			
				
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								 Tony Wasserka | ac1c77c392 | PixelShaderGen: Use integer math for rasterizer color. | 2014-03-14 22:26:50 +01:00 |  | 
			
				
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								 Tony Wasserka | 3ea97f7730 | PixelShaderGen: Use integer math for indirect texture coords. | 2014-03-14 22:26:50 +01:00 |  | 
			
				
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								 Tony Wasserka | 0e711bf520 | PixelShaderGen: Use integer math for sampling textures. | 2014-03-14 22:26:50 +01:00 |  | 
			
				
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								 Tony Wasserka | 1b3b12caa0 | PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't. | 2014-03-14 22:26:50 +01:00 |  | 
			
				
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								 Tony Wasserka | fa77e1d2b6 | PixelShaderGen: Use integer math for alpha testing. | 2014-03-14 22:26:48 +01:00 |  | 
			
				
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								 Ryan Houdek | 22c989de9a | Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own. | 2014-03-14 22:26:27 +01:00 |  | 
			
				
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								 Tony Wasserka | bed442198f | PixelShaderGen: Make SampleTexture static inline. | 2014-03-14 22:26:26 +01:00 |  | 
			
				
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								 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 |  | 
			
				
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								 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 |  | 
			
				
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								 degasus | aaaa5af0b2 | remove (ATTR|VARY)(IN|OUT) macros | 2014-02-26 11:37:29 +01:00 |  | 
			
				
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								 Pierre Bourdon | ffe588cc24 | Fix more header sorting issues in VideoCommon/ (now check-includes clean). | 2014-02-20 01:01:10 +01:00 |  | 
			
				
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								 Lioncash | 2afe215271 | Convert all includes to relative paths. | 2014-02-18 02:19:10 -05:00 |  | 
			
				
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								 Lioncash | 6c4ee1753a | Fix some vertical alignments ie. uses spaces for alignment. | 2014-02-16 20:12:05 -05:00 |  | 
			
				
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								 degasus | 6089e4470a | OGL: remove ubo workaround 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 |  | 
			
				
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								 Ryan Houdek | b55a4bb087 | Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case. Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe. | 2014-01-08 16:40:31 -06:00 |  | 
			
				
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								 degasus | c42f274e22 | OpenGL: use shader 420pack if available to staticly bind ubo location 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 |  | 
			
				
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								 Jasper St. Pierre | 34692ab826 | Remove unnecessary Src/ folders | 2013-12-31 14:03:19 -05:00 |  |