Commit Graph

80 Commits

Author SHA1 Message Date
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
degasus
01fd96ab31 PixelShaderGen: fix indentation 2014-07-16 17:24:43 +02:00
degasus
924ad1ee9f LightingShader: hard code const variable 2014-06-19 16:46:53 +02:00
degasus
e456a5e64f PixelShader: remove the duplicated ppl constants 2014-06-19 16:33:33 +02:00
degasus
d93f2973f7 PixelShader: use the vertex const buffer for ppl 2014-06-19 16:33:33 +02:00
Tony Wasserka
0fac17da33 Merge pull request #269 from magumagu/swbackend-xfregisters
SW backend: use VideoCommon XFRegisters struct.
2014-05-17 10:40:57 +02:00
magumagu
1357277f40 Video backends: mass-replace "xfregs" with "xfmem". 2014-05-16 18:58:07 -07:00
magumagu
8b82cea704 Video backends: fix behavior of "konst" TEV inputs.
Also fixes TEVCOLORARG_HALF.

Values verified to match hardwarere.
2014-05-16 12:19:35 -07:00
Tony Wasserka
b4e1ac5f08 Merge pull request #185 from degasus/shader-cleanup
Shader cleanup
2014-05-06 11:37:11 +02:00
degasus
813e30ec2a ShaderGen: make uv readonly 2014-05-05 17:06:38 +02:00
degasus
6109958e68 ShaderGen: OGL: don't make a copy of "Normal" 2014-05-05 17:06:37 +02:00
degasus
0e0da8c8fd ShaderGen: make clipPos readonly 2014-05-05 17:06:37 +02:00
degasus
c80717ac2e PixelShaderGen: extract iround 2014-05-05 17:06:37 +02:00
degasus
2bc2b73e03 PixelShaderGen: drop fmod as it isn't used any more 2014-05-05 17:06:37 +02:00
degasus
c82991df5b ShaderGen: inline constant shaders 2014-05-05 17:06:37 +02:00
degasus
b0878c54b2 ShaderGen: use cbuffers for D3D 2014-05-05 17:06:37 +02:00
degasus
fe9fcfdd07 ShaderGen: merge early-z blocks of ogl+d3d 2014-05-05 17:06:37 +02:00
degasus
3e14bf511f ShaderGen/D3D: inline centroid 2014-05-05 17:06:36 +02:00
magumagu
52c42a2946 VideoCommon: fix indirect texture coordinate computation in TEV.
Even if an indirect texture stage doesn't actually sample a texture, we
still need to emit the relevant math.

Fixes Issue 7092.
2014-05-04 22:12:57 -07:00
magumagu
b3a67821e4 VideoCommon: fix rounding in TEV.
The hardware backends pass the TEV tests in gxtest with this change.
2014-04-15 16:47:01 -07:00
Tony Wasserka
068f26d2aa PixelShaderGen: Fix an issue with color combiner compare mode and simplify the affected line a bit.
This was a mistake of mine when translating floating point values to integer values.
Also, the max() part of that line was just completely redundant because the sign of an absolute value is always greater than or equal to zero.

Fixes issue 7178.
2014-04-15 23:41:07 +02:00
magumagu
a2150ef1f8 PixelShaderGen: delete extra parenthesis.
Without this patch, we can generate a pixel shader which doesn't compile
in some cases.
2014-04-14 00:41:27 -07:00
magumagu
fd9c1fa746 VideoBackend: remove unused config vars.
No point to keeping around variables which are always "true".
2014-04-11 14:53:12 -07:00
Ryan Houdek
3251d78f89 Add initial support for GLSL ES 3.10.
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
Tony Wasserka
eb0f547a17 PixelShaderGen: Cleanups. 2014-03-26 00:23:36 +01:00
Tony Wasserka
4f82d6f7af PixelShaderGen: Implement tev combiner lerping in a faster way which also reproduces hardware behavior perfectly.
The new behavior has been verified to be correct by hardware tests. This is an improvement over the old code, which was just a guess.
2014-03-26 00:17:04 +01:00
Tony Wasserka
fdad95c055 PixelShaderGen: Cleanups and fixes for tev combiners.
Fixes issue 4674.
2014-03-26 00:17:03 +01:00
Tony Wasserka
0f81cbd6be PixelShaderGen: More code alignment fixes. 2014-03-14 22:33:26 +01:00
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
2067f88e0f PixelShaderGen: Don't make local lookup tables "static". 2014-03-14 22:33:26 +01:00
Tony Wasserka
0ce92e0162 PixelShaderGen: Remove the "i" prefix for integer variables.
The prefix was just required in the development stage to reduce the risk of regressions.
2014-03-14 22:33:26 +01:00
Tony Wasserka
bdd629c598 PixelShaderGen: Use spaces for alignment where appropriate. 2014-03-14 22:33:26 +01:00
Tony Wasserka
6e65e02c9e ConstantManager: Do not use single-element arrays. 2014-03-14 22:33:25 +01:00
Tony Wasserka
6c2971eaf6 PixelShaderGen: Write 16777215 in hex (0xFFFFFF) so that it's easier to understand. 2014-03-14 22:33:25 +01:00
Tony Wasserka
8ebb65ebf2 PixelShaderGen: Prettify generated shader source. 2014-03-14 22:33:24 +01:00
Tony Wasserka
e2e1c5c905 PixelShaderGen: Add a note about a random idea which should be checked with hardware tests. 2014-03-14 22:33:12 +01:00
Tony Wasserka
6fcbda6752 PixelShaderGen: Cleanup and clarify bump alpha combiner inputs. 2014-03-14 22:33:12 +01:00
Tony Wasserka
9a96a1d525 PixelShaderGen: Remove old, mostly useless comments.
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
2014-03-14 22:33:12 +01:00
Tony Wasserka
8b8bb04fd3 PixelShaderGen: Use bit shifts instead of multiplications as a small optimization. 2014-03-14 22:33:12 +01:00
Tony Wasserka
036a8c6951 PixelShaderGen: Clean up tev compare functionality. 2014-03-14 22:33:10 +01:00
Tony Wasserka
fa7173d099 PixelShaderGen: Store tex scale as an integer. 2014-03-14 22:32:30 +01:00
Tony Wasserka
16109fb453 PixelShaderGen: Treat UV coordinates as actual integers. 2014-03-14 22:32:29 +01:00
Tony Wasserka
50526ae50a PixelShaderGen: Remove some dead code. 2014-03-14 22:32:18 +01:00
Tony Wasserka
065919f599 PixelShaderGen: Perform some of the fog calculations with integers. 2014-03-14 22:31:32 +01:00
Tony Wasserka
605b687af8 PixelShaderGen: Use integer math for z textures. 2014-03-14 22:31:31 +01:00
Tony Wasserka
3a6389992e PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though). 2014-03-14 22:31:30 +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