31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -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
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
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
73a29bf6a1
have separate variables/functions for VS/PS ubo stuff, array was confusing.
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
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
a357c77257
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).
2012-10-09 23:23:37 -05:00