Commit graph

1841 commits

Author SHA1 Message Date
Tony Wasserka
8ebb65ebf2 PixelShaderGen: Prettify generated shader source. 2014-03-14 22:33:24 +01:00
Tony Wasserka
e2e1c5c905 PixelShaderGen: Add a note about a random idea which should be checked with hardware tests. 2014-03-14 22:33:12 +01:00
Tony Wasserka
6fcbda6752 PixelShaderGen: Cleanup and clarify bump alpha combiner inputs. 2014-03-14 22:33:12 +01:00
Tony Wasserka
9a96a1d525 PixelShaderGen: Remove old, mostly useless comments.
A few vague lines of comments cannot replace an afternoon reading of how TEV works.
2014-03-14 22:33:12 +01:00
Tony Wasserka
8b8bb04fd3 PixelShaderGen: Use bit shifts instead of multiplications as a small optimization. 2014-03-14 22:33:12 +01:00
Tony Wasserka
036a8c6951 PixelShaderGen: Clean up tev compare functionality. 2014-03-14 22:33:10 +01:00
Tony Wasserka
fa7173d099 PixelShaderGen: Store tex scale as an integer. 2014-03-14 22:32:30 +01:00
Tony Wasserka
16109fb453 PixelShaderGen: Treat UV coordinates as actual integers. 2014-03-14 22:32:29 +01:00
Tony Wasserka
50526ae50a PixelShaderGen: Remove some dead code. 2014-03-14 22:32:18 +01:00
Tony Wasserka
065919f599 PixelShaderGen: Perform some of the fog calculations with integers. 2014-03-14 22:31:32 +01:00
Tony Wasserka
605b687af8 PixelShaderGen: Use integer math for z textures. 2014-03-14 22:31:31 +01:00
Tony Wasserka
3a6389992e PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though). 2014-03-14 22:31:30 +01:00
Tony Wasserka
3e6efdb53e LightingShaderGen: Perform more lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
387b9bf3c2 LightingShaderGen: Perform some lighting calculations with integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
78623871f9 ShaderGen: Store material uniforms as integers. 2014-03-14 22:31:19 +01:00
Tony Wasserka
4bf57565e8 ShaderGen: Store light color uniforms as integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka
68e91f0d55 PixelShader: Store fog color as an integer. 2014-03-14 22:31:18 +01:00
Tony Wasserka
0238a56816 PixelShaderGen: Change indirect texture matrix uniforms to use integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka
c13a5c38e9 PixelShaderGen: Change the "alpha" uniform to use integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka
ec60acac3a PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers. 2014-03-14 22:31:18 +01:00
Tony Wasserka
df94e62350 PixelShaderGen: Process fog calculations with integer math. 2014-03-14 22:31:18 +01:00
Tony Wasserka
21eb482a6e PixelShaderGen: Write constants in decimal instead of hexadecimal where appropriate. 2014-03-14 22:31:11 +01:00
Tony Wasserka
cff952c397 PixelShaderGen: Use integer math for indirect tev stage texcoord calculation. 2014-03-14 22:30:27 +01:00
Tony Wasserka
e7a42d884f PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023. 2014-03-14 22:30:16 +01:00
Tony Wasserka
cb1514e082 PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. 2014-03-14 22:30:15 +01:00
Tony Wasserka
a11ae69cb0 PixelShaderGen: Use integer math for TEV combiners. 2014-03-14 22:28:32 +01:00
Tony Wasserka
aaa8e74a68 PixelShaderGen: Use integer math for tev outputs. 2014-03-14 22:28:14 +01:00
Tony Wasserka
654442feb7 PixelShaderGen: Use integer math for tev konst value. 2014-03-14 22:28:12 +01:00
Tony Wasserka
e69ee6ae0a PixelShaderGen: Remove remaining floating point bits for texture color. 2014-03-14 22:26:50 +01:00
Tony Wasserka
ac1c77c392 PixelShaderGen: Use integer math for rasterizer color. 2014-03-14 22:26:50 +01:00
Tony Wasserka
3ea97f7730 PixelShaderGen: Use integer math for indirect texture coords. 2014-03-14 22:26:50 +01:00
Tony Wasserka
0e711bf520 PixelShaderGen: Use integer math for sampling textures. 2014-03-14 22:26:50 +01:00
Tony Wasserka
1b3b12caa0 PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't. 2014-03-14 22:26:50 +01:00
Tony Wasserka
fa77e1d2b6 PixelShaderGen: Use integer math for alpha testing. 2014-03-14 22:26:48 +01:00
Ryan Houdek
22c989de9a Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own. 2014-03-14 22:26:27 +01:00
Tony Wasserka
bed442198f PixelShaderGen: Make SampleTexture static inline. 2014-03-14 22:26:26 +01:00
Matthew Parlane
31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
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
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Tillmann Karras
f28116b7da clang-modernize -add-override 2014-03-09 21:12:01 +01:00
Tillmann Karras
c89f04a7c5 clang-modernize -loop-convert
and some manual adjustments
2014-03-09 21:11:59 +01:00
Matthew Parlane
25341f88ef Fixes include order of TextureConversionShader.cpp 2014-03-09 12:38:29 +13:00
Ryan Houdek
4f02132f93 Make our architecture defines less stupid.
Our defines were never clear between what meant 64bit or x86_64
This makes a clear cut between bitness and architecture.
This commit also has the side effect of bringing up aarch64 compiling support.
2014-03-04 09:36:59 -06:00
Tillmann Karras
315a8ba1c0 Various changes suggested by cppcheck
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
  include the \0 that is always added?)
- set some free()'d pointers to NULL
2014-02-28 12:43:20 +01:00
Tillmann Karras
6914eca167 Fix various warnings reported by clang
- mostly remove unused variables
- rename some generic JIT identifiers
2014-02-28 12:28:19 +01:00
degasus
f628695d31 comment fixes 2014-02-26 12:48:52 +01:00
degasus
aaaa5af0b2 remove (ATTR|VARY)(IN|OUT) macros 2014-02-26 11:37:29 +01:00
degasus
1d0b6a1156 Merge duplicate parts of sampler into header 2014-02-26 11:37:29 +01:00
degasus
11efa88157 calculate constant values on shader compilation 2014-02-26 11:37:29 +01:00
degasus
8a4aa8c1f5 Rewrite texture tiling implementation
inline halfxb

So we know which is the first pixel by masking.

inline xl

inline xb a bit

inline yl

inline uv1.x shift

remove likely wrong guessed ternary operator

add pixel layout comment

inline xel

optimize the shifts a bit

inline xb

optimize shifts in a second step

extract xb

rename all variables

calculate cache line by position.x

Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit"

It seems I was wrong, the other way is the more natural.

use x_virtual_position instead of uv1.x for x_offset_in_block

This looks more natural and the offset should be masked anyway.

substitude factor with cache_lines

move 32bit logic in a conditional block
2014-02-26 11:37:29 +01:00
degasus
bd3beeb184 TextureConverter: Use Log2() and shifts instead of multiplications/divisions 2014-02-26 11:37:29 +01:00