dolphin/Source/Core
Scott Mansell 53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00
..
AudioCommon Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Common Merge pull request #3931 from dhustkoder/master 2016-06-26 14:42:46 +12:00
Core nullvideo: initial release of null video backend 2016-06-25 22:40:23 +02:00
DiscIO Undo some comment formatting changes from b5104a7 2016-06-25 18:07:10 +02:00
DolphinQt2 Merge pull request #3678 from rukai/dolphinQtPropertiesDialog 2016-06-25 10:31:46 -05:00
DolphinWX Merge pull request #3923 from leoetlino/ciface-small-cleanup 2016-06-26 04:03:33 +02:00
InputCommon ControllerInterface: Switch to std::shared_ptr 2016-06-25 21:46:39 +02:00
UICommon Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
VideoBackends Null: Create Visual Studio project file. 2016-06-25 22:40:23 +02:00
VideoCommon Multithreadded Shadergen: First Pass over vertex/lighting Shadergens 2016-06-26 16:13:19 +12:00
CMakeLists.txt [UI] Remove DolphinQt 2016-01-05 19:42:02 -06:00