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<title>eglantine-cirakg/src/video_core/vertex_shader.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2015-08-15T21:33:41+00:00</updated>
<entry>
<title>GPU: Refactor "VertexShader" namespace to "Shader".</title>
<updated>2015-08-15T21:33:41+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2015-07-21T23:04:05+00:00</published>
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<id>urn:sha1:f622a7854444896c2e77d3d4721d8b9466cc2764</id>
<content type='text'>
- Also renames "vertex_shader.*" to "shader_interpreter.*"
</content>
</entry>
<entry>
<title>Merge pull request #963 from yuriks/gpu-fixes</title>
<updated>2015-07-29T20:45:17+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2015-07-29T20:45:17+00:00</published>
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<id>urn:sha1:31c1bb901b0411986f91871f29bc5a16420f5c7a</id>
<content type='text'>
Misc. GPU vertex loading fixes</content>
</entry>
<entry>
<title>Merge pull request #992 from yuriks/hot-path-debug</title>
<updated>2015-07-26T15:45:51+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2015-07-26T15:45:51+00:00</published>
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<id>urn:sha1:cb76453ec40eec3710e6092f89d3c0d49a5b0ddf</id>
<content type='text'>
VideoCore: #ifdef out some debugging routines</content>
</entry>
<entry>
<title>Videocore: Simplify variables in vertex shader interpreter</title>
<updated>2015-07-26T11:49:35+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-07-26T10:40:34+00:00</published>
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<id>urn:sha1:4909a1486eac69f06620d251482489facbde5535</id>
<content type='text'>
Simplifies the code and gives a tiny speed-up.
</content>
</entry>
<entry>
<title>Videocore: Replace std::stack in shader interpreter with static_vector</title>
<updated>2015-07-26T11:49:35+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-07-26T10:27:36+00:00</published>
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<id>urn:sha1:877d2a0e48a4944951a0d2129ec2f8a7856a1412</id>
<content type='text'>
Shaves off 1/3rd of the vertex shader time in Fire Emblem
</content>
</entry>
<entry>
<title>VideoCore: #ifdef out some debugging routines</title>
<updated>2015-07-26T09:55:47+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-07-26T09:55:47+00:00</published>
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<id>urn:sha1:13347997ba59aa578d61d5d1ac723ad00953bd96</id>
<content type='text'>
Some disabled debugging functionality was being called from rendering
routines in VideoCore. Although disabled, many of them still allocated
memory or did some extra work that was enough to show up in a profiler.
Gives a slight (~2ms) speedup.
</content>
</entry>
<entry>
<title>VideoCore: Saturate vertex colors before interpolating</title>
<updated>2015-07-23T19:51:24+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-07-21T04:24:27+00:00</published>
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<id>urn:sha1:4e092022267e4f232429013653ba1bd4ac8b0a05</id>
<content type='text'>
During testing, it was discovered that hardware does not interpolate
colors output by the vertex shader as-is. Rather, it drops the sign and
saturates the value to 1.0. This is done before interpolation, such that
(e.g.) interpolating outputs 1.5 and -0.5 is equivalent to as if the
shader had output the values 1.0 and 0.5 instead, with the interpolated
value never crossing 0.0.

This change has been tested against hardware.
</content>
</entry>
<entry>
<title>Merge pull request #929 from neobrain/geoshader_definitions</title>
<updated>2015-07-21T13:24:48+00:00</updated>
<author>
<name>Tony Wasserka</name>
<email>neobrainx@gmail.com</email>
</author>
<published>2015-07-21T13:24:48+00:00</published>
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<id>urn:sha1:aa6dfdb827cd5887db6aeb992ef992a7aa23f766</id>
<content type='text'>
Pica/Shader: Add geometry shader definitions.</content>
</entry>
<entry>
<title>Pica: Fix DP3 instruction, which wasn't assigning to the w component</title>
<updated>2015-07-19T22:01:59+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-07-19T22:01:59+00:00</published>
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<id>urn:sha1:5a75cf8fd2e4a391773f10b5259325d01f293513</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Pica/Shader: Add geometry shader definitions.</title>
<updated>2015-07-15T15:31:57+00:00</updated>
<author>
<name>Tony Wasserka</name>
<email>neobrainx@gmail.com</email>
</author>
<published>2015-03-21T23:31:40+00:00</published>
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