Commit Graph

8369 Commits

Author SHA1 Message Date
03b09bed5d Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2012-10-09 23:56:00 -05:00
2e15440896 Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways. 2012-10-09 23:56:00 -05:00
5085cebaf3 These checks aren't needed when using CG. 2012-10-09 23:55:59 -05:00
e88d35d1c1 Had a few vec4 and float4(0) calls floating around. 2012-10-09 23:55:59 -05:00
108722bed0 oops, forgot to make sure the gl program is actually free'd. 2012-10-09 23:54:18 -05:00
e3854ded73 Woops, better not forget the ing 2012-10-09 23:54:18 -05:00
4cd748bbec Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2012-10-09 23:54:18 -05:00
4c1fef8f98 refactor ProgramShaderCache::PCacheEntry 2012-10-09 23:54:18 -05:00
aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2012-10-09 23:54:18 -05:00
31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -05:00
4a4833e617 default to GLSL instead of Cg 2012-10-09 23:43:22 -05:00
3a5b6aed91 Missed a line here 2012-10-09 23:43:22 -05:00
c4e7a288e5 Add in the Windows fix. 2012-10-09 23:43:22 -05:00
ee529b7125 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? 2012-10-09 23:43:22 -05:00
5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2012-10-09 23:43:22 -05:00
4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2012-10-09 23:43:22 -05:00
189d12b61c If CG isn't available, still compile and fallback on GLSL 2012-10-09 23:43:22 -05:00
7c91476650 Missed a if, don't want people crashing now do we? 2012-10-09 23:42:41 -05:00
9996f27120 Give OSX users more of a chance of supporting Single pass DSB in the future. 2012-10-09 23:42:41 -05:00
d012c75005 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2012-10-09 23:42:41 -05:00
ef1e157786 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2012-10-09 23:42:40 -05:00
ac77bbd47b Move the GLSL extension checks over here so it is nicer. 2012-10-09 23:42:40 -05:00
7cb3d86e31 Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired. 2012-10-09 23:42:40 -05:00
1aad2e9e56 There we go, actually found the issue. 2012-10-09 23:42:40 -05:00
6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2012-10-09 23:42:40 -05:00
c76593f6a2 Looky, OSX found an issue for me. 2012-10-09 23:42:40 -05:00
66a245dd68 Remove this silliness 2012-10-09 23:42:40 -05:00
9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2012-10-09 23:42:40 -05:00
f8d0c28e53 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2012-10-09 23:42:40 -05:00
ddd4360d6d Only delete this buffer if we support it. 2012-10-09 23:42:39 -05:00
7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. 2012-10-09 23:42:39 -05:00
076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported 2012-10-09 23:41:49 -05:00
7f12daa014 Looks like we make use of fmod, make a GLSL function for it! 2012-10-09 23:41:49 -05:00
ba12c0b4f5 Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers. 2012-10-09 23:41:48 -05:00
d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2012-10-09 23:41:48 -05:00
d9117ab6a1 try combining vs/ps ubo 2012-10-09 23:41:48 -05:00
e641ede232 make use of glMapBuffer to set ubo data 2012-10-09 23:41:48 -05:00
04836705b7 Show a bit of information when using GLSL shaders. 2012-10-09 23:41:48 -05:00
8e80771670 fix stupid indentation 2012-10-09 23:41:48 -05:00
73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. 2012-10-09 23:41:48 -05:00
a809feae1a Disable UBO buffer generation if hardware doesn't support it. 2012-10-09 23:41:48 -05:00
3bcec51334 More coding style fixes because I suck at sed 2012-10-09 23:41:48 -05:00
3c6d0fc710 8 spaces indentation -> tabs 2012-10-09 23:41:48 -05:00
a5257c1a0a Actually have Dual Source blending work for people. Forgot about this change. 2012-10-09 23:41:06 -05:00
a304af75fd Make this pretty 2012-10-09 23:41:06 -05:00
67687a7b6d Make sure our UBO buffers are always aligned correctly. 2012-10-09 23:41:06 -05:00
5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2012-10-09 23:41:06 -05:00
5bcbf92f43 Make sure to support everything even if GPU doesn't. 2012-10-09 23:41:06 -05:00
d4a80ca3ec yay, UBOs work 100% now. 2012-10-09 23:41:05 -05:00
1f75ee49bf 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. 2012-10-09 23:41:05 -05:00