galop1n
2975e53091
D3D: Depth range inversion.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +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
Jules Blok
d04af15ad4
TextureConversionShader: Use floating point values in clamp().
2015-05-08 14:32:24 +02:00
Jules Blok
0f2c72f0f8
VideoCommon: Clamp integer conversions.
2015-05-08 14:32:16 +02:00
Jules Blok
c4f85a38e6
VideoBackends: Use proper floating point depth precision.
2015-05-08 14:29:29 +02:00
Jules Blok
139ad3b2b9
TextureConversionShader: Use a Texture2DArray to match the shader resource view.
2015-02-21 11:50:20 +01:00
magumagu
57d94de2ad
Fix regression for D3D EFB depth copies.
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On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
2015-02-03 11:27:27 -08:00
magumagu
b56025e6eb
Don't use boolean negation.
2015-01-25 23:28:59 -08:00
magumagu
92189823f3
Fix RGBA8 encoding.
2015-01-25 22:53:30 -08:00
magumagu
b0b99b6922
Fix shader so it's possible to use with D3D Map().
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Well, that's not strictly true, but trying to memcpy between two buffers
using different row lengths and different strides is at minimum extremely
unintuitive.
2015-01-25 19:57:09 -08:00
magumagu
6c1bdfe04c
More work.
2015-01-25 19:57:07 -08:00
magumagu
ef75f3005d
WIP.
2015-01-25 15:49:35 -08:00
Lioncash
9bcadc8029
Common: Remove locale based functions from CommonFuncs.
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Since %f isn't used anymore in the shader generators, these can go.
2014-12-05 20:55:29 -05:00
degasus
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
Fiora
94c20db369
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-08 20:15:45 -07:00
Fiora
07e0c917c6
Revert "JIT64: optimize CA calculations"
2014-09-05 10:26:30 -07:00
Fiora
b51aa4fa89
Rename Log2 and add IsPow2 to MathUtils for future use
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Also remove unused pow2/pow2f functions.
2014-09-01 20:41:07 -07:00
Ryan Houdek
bc9ef95643
Support Sampler binding in the shader.
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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
Tillmann Karras
0ccee6c87b
Fix warnings unearthed by #579
2014-07-13 02:16:51 +02:00
degasus
22e1aa5bb4
mark all local functions as static
2014-07-11 16:07:23 +02:00
Ryan Houdek
fd37a768a6
Fix texture conversion shaders for GLSL ES.
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Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float.
2014-04-22 15:48:26 -05:00
Matthew Parlane
31cfc73a09
Fixes spacing for "for", "while", "switch" and "if"
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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
Tillmann Karras
d802d39281
clang-modernize -use-nullptr
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Matthew Parlane
25341f88ef
Fixes include order of TextureConversionShader.cpp
2014-03-09 12:38:29 +13:00