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path: root/src/video_core/renderer_opengl/gl_rasterizer.h (follow)
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* Add immediate mode vertex submissionDwayne Slater2016-03-031-0/+1
* pica: Cleanup lighting register definitions and documentation.bunnei2016-02-051-15/+15
* gl_rasterizer: Use alignas(16) instead of explicit padding.bunnei2016-02-051-13/+6
* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei2016-02-051-9/+10
* gl_rasterizer: Fix issue with interpolation of opposite quaternions.bunnei2016-02-051-1/+7
* pica_types: Replace float24/20/16 with a template class.bunnei2016-02-051-2/+2
* gl_rasterizer: Remove unnecessary casts.bunnei2016-02-051-6/+6
* gl_rasterizer: Fix PicaShaderConfig on GCC.bunnei2016-02-051-29/+27
* gl_rasterizer: Initial implementation of bump mapping.bunnei2016-02-051-0/+6
* gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2016-02-051-1/+17
* gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2016-02-051-0/+7
* gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2016-02-051-0/+8
* gl_shader_gen: Add support for D0 LUT scaling.bunnei2016-02-051-1/+3
* gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2016-02-051-28/+32
* pica: Cleanup and add some comments to lighting registers.bunnei2016-02-051-1/+1
* gl_rasterizer: Minor naming refactor on Pica register naming.bunnei2016-02-051-5/+5
* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-051-4/+6
* renderer_opengl: Initial implementation of basic specular lighting.bunnei2016-02-051-0/+20
* renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2016-02-051-14/+22
* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei2016-02-051-2/+7
* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-051-3/+58
* hwrasterizer: Use proper cached fb addr/sizetfarley2016-02-031-2/+2
* hwrasterizer: Use depth offsettfarley2016-01-211-1/+5
* VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner2015-12-081-17/+2
* VideoCore: Rename HWRasterizer methods to be less confusingYuri Kunde Schlesner2015-12-071-3/+3
* Use regular uniform locationPierre de La Morinerie2015-11-251-7/+0
* FragShader: Use an UBO instead of several individual uniformsSubv2015-11-191-6/+21
* gl_shader_gen: Various cleanups to shader generation.bunnei2015-10-221-1/+1
* gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei2015-10-221-76/+57
* gl_shader_gen: Require explicit uniform locations.bunnei2015-10-221-26/+14
* gl_rasterizer: Add documentation to ShaderCacheKey.bunnei2015-10-221-0/+16
* renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-221-23/+18
* gl_rasterizer: Move logic for creating ShaderCacheKey to a static function.bunnei2015-10-221-1/+44
* Initial implementation of fragment shader generation with caching.Subv2015-10-221-31/+79
* video_core: Reorganize headersLioncash2015-09-111-3/+2
* OpenGL: Use Sampler Objects to decouple sampler config from texturesYuri Kunde Schlesner2015-09-031-0/+19
* Shader: Move shader code to its own subdirectory, "shader".bunnei2015-08-151-1/+1
* GPU: Refactor "VertexShader" namespace to "Shader".bunnei2015-08-151-5/+5
* Core: Cleanup hw includes.Emmanuel Gil Peyrot2015-06-281-0/+1
* Common: Cleanup key_map includes.Emmanuel Gil Peyrot2015-06-281-0/+4
* Pica: Implement LogicOp function.bunnei2015-05-311-0/+3
* OpenGL renderertfarley2015-05-231-0/+207