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path: root/src/video_core/renderer_opengl/gl_shader_gen.cpp (follow)
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* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-041-1/+1
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* VideoCore: Split lighting regs from Regs structYuri Kunde Schlesner2017-02-041-32/+40
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* VideoCore: Split framebuffer regs from Regs structYuri Kunde Schlesner2017-02-041-4/+4
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* VideoCore: Split texturing regs from Regs structYuri Kunde Schlesner2017-02-041-5/+5
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* VideoCore: Split rasterizer regs from Regs structYuri Kunde Schlesner2017-02-041-3/+4
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* Minor cleanup in GLSL codeJannik Vogel2016-12-251-3/+2
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* Offset lighting LUT samples correctlyJannik Vogel2016-12-251-7/+7
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* OpenGL: Take cached viewport sub-rect into account for scissorYuri Kunde Schlesner2016-09-301-5/+4
| | | | Fixes #1938
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-211-1/+1
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-3/+1
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-191-3/+1
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-76/+137
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* OpenGL: Avoid error on unsupported lighting LUTJannik Vogel2016-08-301-0/+1
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* OpenGL: Add scaled resolution support to scissorYuri Kunde Schlesner2016-06-281-2/+5
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* PICA: Scissor fixes and cleanupsYuri Kunde Schlesner2016-06-281-7/+8
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* PICA: Implement scissor testSubv2016-06-281-0/+16
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* OpenGL: Implement fogJannik Vogel2016-06-071-5/+29
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* OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZEJannik Vogel2016-06-071-2/+2
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* OpenGL: Use uniforms for dist_atten_bias and dist_atten_scaleJannik Vogel2016-05-231-3/+3
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* OpenGL: Implement texture type 3Jannik Vogel2016-05-111-35/+53
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* OpenGL: Implement W-Buffers and fix depth-mappingJannik Vogel2016-05-101-1/+10
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* Pica: Use a union for PicaShaderConfigJannik Vogel2016-05-031-37/+41
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* Pica: Add TevStageConfigRaw to PicaShaderConfig (MSVC workaround)Jannik Vogel2016-05-031-1/+1
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-0/+8
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* OpenGL: Implement color combiner Operation::Dot3_RGBJannik Vogel2016-04-101-0/+3
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* gl_rasterizer: Initial implementation of bump mapping.bunnei2016-02-051-5/+27
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* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).bunnei2016-02-051-3/+3
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* gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2016-02-051-17/+45
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* gl_shader_gen: View should be normalized.bunnei2016-02-051-2/+2
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* gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2016-02-051-9/+26
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* gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2016-02-051-3/+14
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* gl_shader_gen: Add support for D0 LUT scaling.bunnei2016-02-051-1/+1
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* gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2016-02-051-14/+16
| | | | - Also implement D0 LUT enable.
* gl_shader_gen: Reorganize and cleanup lighting code.bunnei2016-02-051-100/+107
| | | | - No functional difference.
* gl_shader_gen: Fix directional lights.bunnei2016-02-051-1/+1
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* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.bunnei2016-02-051-6/+6
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* gl_shader_gen: View vector needs to be normalized when computing half angle vector.bunnei2016-02-051-3/+4
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* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-051-11/+7
| | | | | - Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.bunnei2016-02-051-12/+70
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* renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2016-02-051-3/+16
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* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei2016-02-051-0/+7
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* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-051-2/+51
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* hwrasterizer: Use depth offsettfarley2016-01-211-1/+3
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* OpenGL: Flip framebuffers during transfer rather than when renderingYuri Kunde Schlesner2015-12-051-1/+1
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* PICA: Properly emulate 1-stage delay in the combiner bufferYuri Kunde Schlesner2015-12-011-7/+11
| | | | | | | | | This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
* renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location.bunnei2015-11-261-2/+2
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* Use regular uniform locationPierre de La Morinerie2015-11-251-5/+1
| | | | | | The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222).
* FragShader: Use an UBO instead of several individual uniformsSubv2015-11-191-3/+7
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* gl_shader_gen: Use explicit locations for vertex shader attributes.bunnei2015-10-221-9/+9
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* gl_shader_gen: Optimize code for AppendAlphaTestCondition.bunnei2015-10-221-16/+11
| | | | - Also add a comment to AppendColorCombiner.
* gl_shader_gen: Various cleanups to shader generation.bunnei2015-10-221-44/+48
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* gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei2015-10-221-2/+2
| | | | - Includes a check to confirm no hash collisions.
* gl_shader_gen: Require explicit uniform locations.bunnei2015-10-221-11/+12
| | | | - Fixes uniform issue on AMD.
* gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.bunnei2015-10-221-11/+11
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* gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0).bunnei2015-10-221-1/+1
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* gl_shader_gen: Fix bug where TEV stage outputs should be clamped.bunnei2015-10-221-3/+3
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* gl_shader_gen: Add additional function documentation.bunnei2015-10-221-0/+8
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* gl_shader_gen: Various cleanups + moved TEV stage generation to its own function.bunnei2015-10-221-161/+170
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* renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-221-0/+371