11fae2e1cb
Fix Windows build, try 4.
2013-03-27 00:17:46 +01:00
364a5093d9
ShaderGenCommon: Replace the GenOutput enum by using typeid instead.
2013-03-26 23:21:08 +01:00
3253603ae7
Merge 'master' into shader-uids-awesome.
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Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
2013-03-26 22:21:19 +01:00
b75a617d8a
VertexShaderGen: De-uglify VS output structure writing
2013-03-26 19:36:59 +01:00
30f1a4b4fe
Partially revert "Now CG plays nice with this new stuff."
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This reverts commit 3943840d5c
.
Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
2013-03-26 19:36:59 +01:00
edd9d0e0ef
Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
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Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
a1c5e90083
Merge branch 'master' into GLSL-master
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Conflicts:
CMakeLists.txt
Source/Core/DolphinWX/CMakeLists.txt
Source/Core/DolphinWX/Src/GLInterface.h
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
642eab92bc
disable per pixel depth if depth textures aren't used
2013-03-04 20:12:58 +01:00
dea1e2827d
Open std::fstream in a unicode-safe manner.
2013-02-28 19:33:39 -06:00
8b7141d3de
Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer."
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This reverts commit 380f22ca0e
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Yeah, reverting a revert.
2013-02-26 08:57:35 +01:00
380f22ca0e
Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.
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This reverts commit 52dacaa3e3
.
2013-02-25 20:52:30 -06:00
c86b892f95
Revert "remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords"
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This reverts commit 4653adecf1
.
Also dx9 isn't able to hanlde more than 11 varying registers.
More frustrating is the lightning issue by this commit. I don't know why it happens...
2013-02-24 20:51:44 +01:00
52dacaa3e3
Make the posmtx vertex attribute an int instead of converting to and from a float.
2013-02-23 20:54:30 -06:00
4653adecf1
remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords
2013-02-17 22:37:00 +01:00
0325e37bfb
merge glsl headers into one place
2013-02-13 21:34:48 +01:00
10567cb23f
always write to uv coords
2013-02-07 13:23:20 +01:00
b519d37128
Move new lighting shader uids to LightingShaderGen.h
2013-01-28 21:52:03 +01:00
dc0f470215
Added new shader cache uids for pixel shader gen.
2013-01-28 21:44:39 +01:00
3c8df842bb
Moved some of the new shader uid stuff to a common header file.
2013-01-28 21:05:29 +01:00
ca0e292dd4
Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
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Currently used in the vertex shader only (had to fork lighting shaders for now).
2013-01-28 21:05:29 +01:00
e0ffdda26e
Merge branch 'immediate-removal' into GLSL-master
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Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
2013-01-24 16:58:28 +01:00
ff889c0e65
use attrib pointers in nativeVertexFormat
2013-01-14 22:59:08 +01:00
b06f30f845
Remove the per pixel depth option.
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Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
b38b62afc6
remove glsl binding support. convert every shader to version 130
2013-01-02 16:56:08 +01:00
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
e3e14af0dd
Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
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This reverts commit 4d868705fd
.
2012-12-24 21:29:24 +01:00
4d868705fd
VertexShaderGen: Fix a shader compilation error.
2012-12-24 19:50:16 +01:00
85ac76e8e2
fix gcc compilation
2012-12-19 23:42:22 +01:00
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
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
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
76e5766a1b
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2012-10-09 23:41:04 -05:00
eff019442f
Playing through SSBM story made me find this.
2012-10-09 23:37:52 -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
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
3943840d5c
Now CG plays nice with this new stuff.
2012-10-09 23:27:59 -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