Commit Graph
118 Commits
Author SHA1 Message Date
Jules Blok cbfb07152f VertexShaderGen: Correct for negative viewport dimensions. 2017-03-16 12:34:19 +01:00
Lioncash 468f623d27 ShaderGenCommon: Remove unnecessary includes 2017-02-01 12:19:55 -05:00
Jules Blok f866748006 VertexShaderGen: Remove the need for an extra UID. 2017-01-13 14:01:17 +01:00
Jules Blok ee7a2edf35 Update comments 2016-12-27 21:32:52 +01:00
Jules Blok ef82aebb97 VideoCommon: Don't process the depth range in the vertex shader if it's not oversized. 2016-12-27 14:31:17 +01:00
Vincent Duvert 8bb459aae5 VideoCommon: Fix GetInterpolationQualifier calls
Commit 4969415 modified calls to GetInterpolationQualifier, but mistakenly changed the order of some boolean parameters: GetInterpolationQualifier(true, false) was changed to GetInterpolationQualifier(…, false, true).

Should fix #9783.
2016-10-16 12:48:32 +02:00
degasus 083be0832f LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
2016-10-04 10:13:46 +02:00
Stenzek a71381e80a VideoCommon: Add APIType entry for Vulkan 2016-10-01 01:09:11 +10:00
Stenzek 7f3a876aae ShaderGen: posmtx should be a 4-component unsigned byte
This is a global change across backends, so should be tested for
regressions.
2016-10-01 01:09:11 +10:00
Stenzek d9c034e8cc ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
2016-10-01 01:09:11 +10:00
Jules BlokandGitHub 50984d85b0 Merge pull request #4164 from Armada651/sonic-clipping
VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
2016-09-01 15:28:09 +02:00
EmptyChaos e0d4dc6fed VertexShaderGen: Fix D3D X3014 compile error
float2 requires 2 parameters in HLSL apparently.
2016-09-01 14:43:19 +10:00
Jules Blok debaf63fe8 VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
2016-09-01 01:14:14 +02:00
Preston Smith 94cbe0c12a Comments 2016-08-31 06:40:50 -05:00
Preston Smith 5a6b876dbd Hardware renderer fix 2016-08-30 18:33:23 -05:00
Jules Blok 7078216b61 Improve documentation. 2016-08-16 21:09:58 +02:00
Jules Blok 8c1c7fc2da Cosmetics. 2016-08-15 13:11:30 +02:00
Jules Blok 959d1879e5 VertexShaderGen: Fix far clipping.
We should only check whether z > 0, we don't care about w.
2016-08-15 13:11:29 +02:00
Jules Blok 94927f360f VideoCommon: Add a user-defined far clipping plane. 2016-08-15 13:11:28 +02:00
Jules Blok a141e91dd2 OGL: Check for GL_DEPTH_CLAMP support.
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1.

Fallback to old depth range code if there is no method to disable depth clipping.
It's more important to have correct clipping than to have accurate depth values.
Inaccurate depth values can be fixed by slow depth.
2016-08-15 13:11:26 +02:00
Jules Blok 4582853af4 VertexShaderGen: Use reversed depth range. 2016-08-15 13:11:26 +02:00
Jules Blok e9e81ece65 VideoBackends: Enable depth clamping. 2016-08-15 13:11:25 +02:00
Jules Blok b1ed7e80fb VertexShaderGen: Clip z using user-defined clipping planes. 2016-08-15 13:11:25 +02:00
Jules Blok 159247f4ad VertexShaderGen: Clamp to the console depth range.
This fixes the Mii Channel among others.
2016-08-15 13:11:24 +02:00
Jules Blok c223bd47b9 VideoCommon: Implement depth range equation in vertex shader. 2016-08-15 13:11:23 +02:00