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
71d1eb3c31
VideoCommon: return code/uid from shader gens
...
rather than passing in non-const references
2015-11-03 14:40:23 +01:00
983978ee66
VideoCommon: flush vertex manager if components change
2015-11-01 22:39:31 +01:00
7066689131
ShaderCaches: remove unneeded typedefs
2015-10-29 14:43:05 +01:00
1c0366993a
VideoBackends: Reimplement SSAA, now for D3D + OGL
2015-09-06 19:40:00 +02:00
91eff28699
PixelShaderGen: Move defines into the implementation file
...
These aren't used outside of it. This also reduces the amount of things in
the global namespace.
2015-09-01 12:18:18 -04:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
daf760b202
A few small cleanups based on code review.
2015-01-23 04:38:36 +13:00
6d5065c58d
Fix pixelshader constant offsets.
2015-01-23 03:32:31 +13:00
88c7afd315
Make zfreeze use screenspace coordinates independant of IR.
...
OpenGL requires the y coordinates to be flipped.
Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
613781c765
Cleanup and refactor of zfreeze port
...
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.
I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)
Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated. Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore! Shadows are still an issue and probably in the other games
with shadow problems. Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
937844b9e3
Initial port of zfreeze branch (3.5-1729)
...
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.
Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.
Enjoy! and Merry Xmas!!
2015-01-23 03:31:54 +13:00
9b4185ffdf
ShaderGen: Make use of padding to store the stereo flag.
2014-11-23 14:27:38 +01:00
b236c363de
ShaderGen: Add a stereoscopy flag in the UID data.
2014-11-23 14:23:42 +01:00
c211450b99
OGL: implement bounding box support with ssbo
...
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
924ad1ee9f
LightingShader: hard code const variable
2014-06-19 16:46:53 +02:00
e456a5e64f
PixelShader: remove the duplicated ppl constants
2014-06-19 16:33:33 +02:00
065919f599
PixelShaderGen: Perform some of the fog calculations with integers.
2014-03-14 22:31:32 +01:00
4bf57565e8
ShaderGen: Store light color uniforms as integers.
2014-03-14 22:31:18 +01:00
68e91f0d55
PixelShader: Store fog color as an integer.
2014-03-14 22:31:18 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
3fd87a7636
Second and final pass of clearing out tabs.
2014-02-17 02:19:41 -05:00
d2038049f5
Replace all include guard ifdefs with "#pragma once"
2014-02-10 18:07:16 -05:00
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00