014c474024
8 spaces indentation -> tabs
2011-12-11 11:08:18 +01:00
1724385c8c
Actually have Dual Source blending work for people. Forgot about this change.
2011-12-11 03:10:03 -06:00
2907ffd72c
Make this pretty
2011-12-10 15:58:44 -06:00
c678172f32
Make sure our UBO buffers are always aligned correctly.
2011-12-10 15:52:20 -06:00
97c3c156e6
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2011-12-10 15:40:10 -06:00
c72a244809
Make sure to support everything even if GPU doesn't.
2011-12-10 14:35:37 -06:00
5925feb6e0
yay, UBOs work 100% now.
2011-12-10 08:07:13 -06:00
7ab38cff68
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2011-12-10 07:38:30 -06:00
49664bff61
More for Billiard <3
2011-12-10 02:02:22 -06:00
24336171f1
Firin ma lazer
2011-12-10 01:57:27 -06:00
126dfa073b
Firin ma lazer
2011-12-10 01:56:37 -06:00
54a90d08ce
Fix one error.
2011-12-09 21:15:15 -06:00
e8087aa1a9
Remove bSupportsGLSLLocation since it won't work how I expect it.
2011-12-09 19:14:02 -06:00
4fe9792760
Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-12-09 17:30:50 -06:00
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
87c3c37ba7
add ProgramShaderCache.* to visual studio project files
2011-12-09 14:28:59 -08:00
9119399547
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2011-12-09 16:13:04 -06:00
c89c484dd0
Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
2011-12-08 05:32:17 -06:00
0ccba2b581
Support Dual Source Blending in OGL plugin with GLSL.
2011-12-08 05:09:48 -06:00
62b9a779c1
Playing through SSBM story made me find this.
2011-12-08 04:11:30 -06:00
cecc3c3873
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2011-12-08 03:20:31 -06:00
1201988fe4
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2011-12-08 01:51:08 -06:00
f77d54ff52
Welp, just fixed that problem.
2011-12-07 23:23:00 -06:00
4c136c4efc
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2011-12-07 23:20:55 -06:00
b01c973689
Missed one
2011-12-07 23:01:14 -06:00
bf4ef054d3
Shader Compile fixes. Played SMS for two shines.
2011-12-07 22:47:13 -06:00
ed18b82d2f
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2011-12-07 22:11:41 -06:00
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
164b56ff73
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2011-12-02 20:20:53 -06:00
804938e9fc
More stuff
2011-12-02 20:17:26 -06:00
ae6ac5b439
moe
2011-12-02 19:04:37 -06:00
8a18a110b7
mah
2011-12-02 18:46:07 -06:00
6882e00d5e
Compile
2011-12-02 18:31:06 -06:00
49b6e4beed
meh
2011-12-02 18:26:15 -06:00
f8eb45637f
Now CG plays nice with this new stuff.
2011-12-01 00:33:12 -06:00
e67dbb33de
Merge branch 'master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-11-30 22:02:45 -06:00
b20176b74f
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00
98981cc724
Fixed EFB cache index computations in OpenGL renderer.
...
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-12-01 02:46:59 +01:00
cda94290f5
Merge branch 'master' of https://code.google.com/p/dolphin-emu
2011-11-30 00:51:36 +01:00
29865e6366
Avoid virtual memory range collision between JIT and emulated RAM.
...
Passing MAP_FIXED to mmap causes already mapped pages in the requested
region to be replaced. On Mac OS X this caused pages for JIT-generatd
code to appear in the memory range previously auto-allocated for the RAM
of the emulated machine. This led to a hang at boot time. The same problem
can probably occur on FreeBSD, but not on Linux since MAP_32BIT is used
there instead of MAP_FIXED.
The solution is to not use MAP_FIXED, but instead rely on the OS honoring
the hinted address which is below 4 GB: we don't need an exact match,
just a low address.
2011-11-30 00:37:57 +01:00
1bbd63ebc5
Gameini database cleanup. Fixes improper file endings due to copy paste errors (last line didn't work). Addition of SSX On Tour - fixes issue 5032. Also some small additions/updates.
2011-11-29 17:45:39 +02:00
933d2dde42
Merge branch 'remove-libav-deprecated'
2011-11-27 22:12:00 -06:00
04026ae19a
Gameini database cleanup of "postprocessingshader" and additions/updates for FlingSmash, Rune Factory Tides of Destiny, The Legend of Zelda Twilight Princess for GC and Wii.
2011-11-28 01:29:18 +02:00
ea42e9e04d
Update required libav versions in the cmake build.
2011-11-22 19:56:42 -06:00
e5d051a4e9
Update linux libav frame dump code for recent api changes.
2011-11-22 19:24:05 -06:00
29f52ce6dd
gcc sux
2011-11-20 16:25:23 -08:00
73beeaf45a
Change the mask shown for rlw* to be shifted. ie the result of the instruction is source & mask, right-aligned.
2011-11-20 15:35:43 -08:00
507a4aa704
Gameini database update for auto modellista, Happy Feet, Alone In The Dark, DeadSpace, MADWORLD, Scooby-Doo! Mystery Mayhem, FIFA 2003, Mission: Impossible Operation Surma, Def Jam Fight For NY, FIFA Soccer 2004, THE HOUSE OF THE DEAD 2 AND 3 RETURN, LEGO Star Wars The Complete Saga, Rayman Origins, The Legend of Zelda Skyward Sword. Fixes issue 4953.
2011-11-20 19:32:00 +02:00
cc6f90c7d5
Enabled memory breakpoints under JIT in the debugger.
2011-11-05 19:42:06 +11:00
9eaf20cc44
Fixed the slowdown that occurred under JIT32. Fixes issue 4969.
2011-11-05 13:04:46 +11:00