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path: root/src/video_core/renderer_opengl/gl_shader_gen.cpp (follow)
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* gl_shader_gen: Implement dual vertex shader mode.bunnei2018-07-131-9/+35
| | | | - When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
* gl_shader_gen: Set position.w to 1.bunnei2018-06-161-0/+4
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* GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-061-2/+0
| | | | | | All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
* gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-181-0/+10
| | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* gl_shader_decompiler: Allow vertex position to be used in fragment shader.bunnei2018-04-171-1/+5
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* shaders: Expose hints about used const buffers.bunnei2018-04-151-6/+48
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* gl_shader_gen: Add hashable setup/config structs.bunnei2018-04-141-2/+2
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-271-2/+2
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* renderer_gl: Port over gl_shader_gen module from Citra.bunnei2018-03-201-0/+20
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-1231/+0
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* Merge pull request #2900 from wwylele/clip-2Yuri Kunde Schlesner2017-09-161-33/+47
|\ | | | | PICA: implement custom clip plane
| * gl_rasterizer: implement custom clip planewwylele2017-08-251-33/+47
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* | Merge pull request #2914 from wwylele/fresnel-fixbunnei2017-09-051-4/+5
|\ \ | | | | | | pica/lighting: only apply Fresnel factor for the last light
| * | pica/lighting: only apply Fresnel factor for the last lightwwylele2017-09-031-4/+5
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* | | video_core: report telemetry for gas modewwylele2017-08-311-0/+6
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* | Merge pull request #2891 from wwylele/sw-bumpbunnei2017-08-311-2/+2
|\ \ | |/ |/| SwRasterizer/Lighting: implement bump mapping
| * gl_rasterizer/lighting: more accurate CP formulawwylele2017-08-221-2/+2
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* | gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shaderwwylele2017-08-211-2/+5
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* | gl_rasterizer: add clipping plane z<=0 defined in PICAwwylele2017-08-211-0/+2
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* gl_shader_gen: don't call SampleTexture when bump map is not usedwwylele2017-08-111-4/+5
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* gl_rasterizer: use texture buffer for proctex LUTwwylele2017-07-011-10/+10
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* gl_rasterizer: use texture buffer for fog LUTwwylele2017-06-221-7/+3
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* gl_rasterizer/lighting: fix LUT interpolationwwylele2017-06-211-51/+59
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* gl_rasterizer/lighting: use the formula from the paper for germetic factorwwylele2017-06-181-8/+8
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* gl_rasterizer/lighting: implement geometric factorwwylele2017-06-151-1/+16
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* gl_rasterizer/lighting: Implement tangent mappingwwylele2017-06-111-7/+12
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* gl_rasterizer/lighting: implement lut input 5 (CP)wwylele2017-06-111-2/+25
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* Merge pull request #2727 from wwylele/spot-lightSebastian Valle2017-06-111-6/+33
|\ | | | | Fragment lighting: implement spot light
| * gl_rasterizer: implement spot lightwwylele2017-05-301-6/+24
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| * gl_rasterizer: sync spot light statuswwylele2017-05-301-0/+9
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* | Merge pull request #2729 from yuriks/quaternion-fixYuri Kunde Schlesner2017-05-281-3/+5
|\ \ | | | | | | OpenGL: Improve accuracy of quaternion interpolation
| * | OpenGL: Improve accuracy of quaternion interpolationYuri Kunde Schlesner2017-05-271-3/+5
| |/ | | | | | | | | | | | | Current order of operations (rotate then normalize) seems to produce a lot more distortion than normalizing and then rotating. This makes Citra results match pretty closesly with hardware, and indicates that hardware may also be using lerp instead of slerp to interpolate the quaternions.
* / gl_shader: refactor texture sampler into its own functionwwylele2017-05-271-40/+39
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* gl_rasterizer: implement procedural texturewwylele2017-05-201-6/+265
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* pica: shader_dirty if texture2 coord changedwwylele2017-05-051-1/+1
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* pica: use correct coordinates for texture 2wwylele2017-05-031-3/+14
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* Merge pull request #2671 from wwylele/dot3-rgbabunnei2017-04-211-13/+20
|\ | | | | rasterizer: implement combiner operation 7 (Dot3_RGBA)
| * gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardwarewwylele2017-04-201-2/+0
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| * rasterizer: implement combiner operation 7 (Dot3_RGBA)wwylele2017-04-191-11/+20
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* | OpenGL: Pass Pica regs via parameterYuri Kunde Schlesner2017-04-171-3/+1
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* | OpenGL: Move PicaShaderConfig to gl_shader_gen.hYuri Kunde Schlesner2017-04-171-0/+94
|/ | | | Also move the implementation of CurrentConfig to the cpp file.
* VideoCore: Split regs.h inclusionsYuri Kunde Schlesner2017-02-091-13/+17
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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