4.0-302 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Use integer math for sampling textures.
4.0-301 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Use integer math for alpha testing.
4.0-300 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Make SampleTexture static inline.
4.0-299 9 évvel, 11 hónappal ezelőtt OGL: Force highp for integers.
4.0-325 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Workaround issues on Nvidia GPUs by disabling depth overflow emulation.
4.0-324 9 évvel, 11 hónappal ezelőtt Did not mean to commit that.. to be squashed later.
4.0-323 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
4.0-221 9 évvel, 11 hónappal ezelőtt Fix LightingShaderGen multiplying by wrong types.
4.0-220 9 évvel, 11 hónappal ezelőtt VideoCommon: revert the ViewPort changes
4.0-219 9 évvel, 11 hónappal ezelőtt LightingShaderGen: Perform more lighting calculations with integers.
4.0-218 9 évvel, 11 hónappal ezelőtt LightingShaderGen: Perform some lighting calculations with integers.
4.0-217 9 évvel, 11 hónappal ezelőtt ShaderGen: Store material uniforms as integers.
4.0-216 9 évvel, 11 hónappal ezelőtt ShaderGen: Store light color uniforms as integers.
4.0-215 9 évvel, 11 hónappal ezelőtt PixelShader: Store fog color as an integer.
4.0-214 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-213 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-212 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-211 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Process fog calculations with integer math.
4.0-210 9 évvel, 11 hónappal ezelőtt Prove our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own.
4.0-209 9 évvel, 11 hónappal ezelőtt PixelShaderGen: Microsoft's shader compiler likes to throw an internal error when masking with unsigned integers, so just use 255 instead of 0xFF all over the place...