51a4d6a4be
GeometryShader: Adjust positions after projection.
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By adjusting the positions in clip space we can avoid the re-projection.
2014-11-23 14:27:40 +01:00
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
4d9589b35f
Cosmetics.
2014-11-23 14:27:38 +01:00
176191dc16
ShaderGenCommon: Move uniforms into a common static string.
2014-11-23 14:24:09 +01:00
fa32f751d3
ShaderGen: Handle ShaderCode objects directly.
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ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
b236c363de
ShaderGen: Add a stereoscopy flag in the UID data.
2014-11-23 14:23:42 +01:00
f6ea293027
VertexShaderManager: Compute stereoscopy projection matrices.
2014-11-23 14:23:41 +01:00
2d8ec62beb
Pass VS_OUTPUT structs between shaders.
2014-11-23 14:23:41 +01:00
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
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
4af8d9d248
VideoCommon: Clean up brace placements
2014-08-30 18:06:45 -04:00
924ad1ee9f
LightingShader: hard code const variable
2014-06-19 16:46:53 +02:00
1357277f40
Video backends: mass-replace "xfregs" with "xfmem".
2014-05-16 18:58:07 -07:00
813e30ec2a
ShaderGen: make uv readonly
2014-05-05 17:06:38 +02:00
6109958e68
ShaderGen: OGL: don't make a copy of "Normal"
2014-05-05 17:06:37 +02:00
0e0da8c8fd
ShaderGen: make clipPos readonly
2014-05-05 17:06:37 +02:00
c82991df5b
ShaderGen: inline constant shaders
2014-05-05 17:06:37 +02:00
b0878c54b2
ShaderGen: use cbuffers for D3D
2014-05-05 17:06:37 +02:00
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
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
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
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
3e6efdb53e
LightingShaderGen: Perform more lighting calculations with integers.
2014-03-14 22:31:19 +01:00
387b9bf3c2
LightingShaderGen: Perform some lighting calculations with integers.
2014-03-14 22:31:19 +01:00
78623871f9
ShaderGen: Store material uniforms as integers.
2014-03-14 22:31:19 +01:00
4bf57565e8
ShaderGen: Store light color uniforms as integers.
2014-03-14 22:31:18 +01:00
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
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
aaaa5af0b2
remove (ATTR|VARY)(IN|OUT) macros
2014-02-26 11:37:29 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
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
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
a65162f1cd
PortableVertexFormat: use AttributeFormat for posmtx attribute format
2014-01-31 07:19:34 +01:00
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
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
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00