Commit Graph

33 Commits

Author SHA1 Message Date
Stenzek
efb9759862 LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00
Lioncash
273ace7bb7 LightingShaderGen: Remove unnecessary includes 2017-02-01 01:06:00 -05:00
degasus
083be0832f LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00
Scott Mansell
d958388617 VideoCommon: Fix some warnings. 2016-06-26 23:10:31 +12:00
Scott Mansell
1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell
53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
Pierre Bourdon
3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
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
Scott Mansell
bed102ae89 Revert "ShaderGen: Toggle value of uninitialized color." 2015-12-27 02:28:29 +13:00
degasus
7b34319e53 ShaderGen: Toggle value of uninitialized color.
SMS seems to need 0, no regressions either.
2015-12-06 12:39:18 +01:00
Ryan Houdek
9618738278 Remove all of our workarounds for Qualcomm devices we don't support anymore. 2015-09-04 23:45:35 -05:00
NanoByte011
06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +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
Dwayne Slater
ae83a1b821 Fix OpenGLES 3.0 on Qualcomm's crappy driver, it can't bitshift sometimes.
[fixed lint issues and grammar ~comex]
2015-04-23 16:33:12 -04:00
NanoByte011
0a9257ad37 Cleaned up whitespace
Fixed Directional Attenuation (assumed, data was light dir vector already, but it was not!)
2015-01-21 22:30:41 -07:00
NanoByte011
f475e367f2 Lighting Attenuation Fixes 2015-01-21 15:55:32 -07:00
Jules Blok
3ed777b0f9 PixelShaderGen: Don't assign to input variables. 2014-12-28 23:37:05 +01:00
degasus
924ad1ee9f LightingShader: hard code const variable 2014-06-19 16:46:53 +02:00
Tony Wasserka
fc34d5a130 Merge pull request #360 from magumagu/lighting-rounding
Video backends: fix rounding in lighting computation.
2014-05-17 21:06:31 +02:00
magumagu
1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu
9e4eeb3b9b Video backends: fix rounding in lighting computation.
For whatever reason, the hardware doesn't do a full divide by 255, but
instead uses an approximation with shifting, similar to the way it is done
in TEV.
2014-05-11 12:53:02 -07:00
Tony Wasserka
c1016205d3 Pixel/LightingShaderGen: Fix code alignment issues.
Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
2014-03-14 22:33:26 +01:00
Tony Wasserka
3e6efdb53e LightingShaderGen: Perform more lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
387b9bf3c2 LightingShaderGen: Perform some lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
78623871f9 ShaderGen: Store material uniforms as integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
4bf57565e8 ShaderGen: Store light color uniforms as integers. 2014-03-14 22:31:18 +01:00
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
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
lioncash
d2038049f5 Replace all include guard ifdefs with "#pragma once" 2014-02-10 18:07:16 -05:00
Lioncash
ebb48d019e Clean up some struct indentations
Also cleaned up the indentations of some variable declarations.
2014-02-09 19:40:11 -05:00
Jasper St. Pierre
34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00