2f78986e2c
Merge branch 'Graphic_Update' into GLSL-master
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Conflicts:
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
4c2dd093a3
fix d3d error
2013-01-14 19:17:07 +01:00
b38b62afc6
remove glsl binding support. convert every shader to version 130
2013-01-02 16:56:08 +01:00
ba6564b0b5
Missed a write to depth before discard in PreAlphaTest
2012-12-28 14:48:04 -06:00
9e76a457ff
Beautify the generate pixel shader code
2012-12-28 14:18:39 -06:00
76fc1fe95a
This discard was missing in the alpha pretest area.
2012-12-28 12:18:34 -06:00
3eeebcae45
Another small bit of cleanup as I'm reading it
2012-12-28 12:05:43 -06:00
a25a00640e
Very small cleanup in PixelShaderGen
2012-12-28 11:49:21 -06:00
48ede4dd30
switch to glsl 130, more than OpenGL 3.1 isn't needed
2012-12-28 16:05:14 +01:00
7d93834cd8
Bit more cleanup from removing Nvidia CG
2012-12-27 22:53:07 -06:00
316a33d1e6
Merge branch 'master' into GLSL-master
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Conflicts:
Source/Core/DolphinWX/Src/VideoConfigDiag.h
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
85ac76e8e2
fix gcc compilation
2012-12-19 23:42:22 +01:00
c82136abdc
PixelShaderGen: Drop some useless and potentially buggy code.
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Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
eaa1ea71c1
Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
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change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
3f0d7312fa
A couple missed lines on the rebase.
2012-10-13 12:43:00 -05:00
10666a9b87
More 'stuff'
2012-10-09 23:56:00 -05:00
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
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
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -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
c76593f6a2
Looky, OSX found an issue for me.
2012-10-09 23:42:40 -05:00
7f12daa014
Looks like we make use of fmod, make a GLSL function for it!
2012-10-09 23:41:49 -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
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
d897491f94
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.
2012-10-09 23:41:04 -05:00
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
b24990ca28
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.
2012-10-09 23:37:52 -05:00
cf68cc0c61
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.
2012-10-09 23:37:52 -05:00
9064b76deb
Shader Compile fixes. Played SMS for two shines.
2012-10-09 23:33:02 -05:00
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
a357c77257
Add in GLSL setting again.
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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).
2012-10-09 23:23:37 -05:00
bb8b5936c0
Revert "Partially revert revision d511b506120c."
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This reverts commit 08e06b2293
.
2012-09-27 18:15:44 +02:00
08a9c66037
Revert the recent zcomploc changes including the Graphic_Fixes merge.
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Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29
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This reverts commit b4ec836aca
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This reverts commit bb4c9e2205
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This reverts commit 146b02615c
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2012-08-10 20:12:02 +02:00
0efd4e5c29
Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07.
2012-08-06 09:29:01 +10:00
b4ec836aca
Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.
2012-06-29 18:47:49 +10:00
bb4c9e2205
Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
2012-06-02 11:25:44 +10:00
1efabea9b4
Fix compilation errors with g++4.7
2012-05-26 08:09:50 +02:00
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
722480cb2e
Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347.
2012-04-07 15:45:32 -05:00