Commit Graph

4259 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
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
4a4833e617 default to GLSL instead of Cg 2012-10-09 23:43:22 -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
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
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
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
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
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
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
8058f2f32f Missed one 2012-10-09 23:33:02 -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
8123b137aa This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders. 2012-10-09 23:31:31 -05:00
0fc755c4df More stuff 2012-10-09 23:31:31 -05:00
66a5334158 moe 2012-10-09 23:30:48 -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.
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
8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.

Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
035840e7b5 Move last XFB size from Render to FramebufferManager. 2012-10-03 13:44:35 +02:00
6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
bb8b5936c0 Revert "Partially revert revision d511b506120c."
This reverts commit 08e06b2293.
2012-09-27 18:15:44 +02:00
d2e057d137 Update libav code to remove deprecation warnings. 2012-08-28 22:34:24 -05:00
1c1ae63b69 Windows build fix. 2012-08-26 20:26:10 +02:00
cf8744cf2c OGL: Implement pixel metrics (untested) 2012-08-26 20:26:10 +02:00
4d8d86bd6a D3D11: Implement some PE pixel performance metrics.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
2012-08-26 20:26:10 +02:00
54fc4029dd Use do { ... } while (0) for the *_LOG macros
Without this patch, such code would not compile:

if (cond)
    WARN_LOG(FOO, "msg");
else
    WARN_LOG(FOO, "msg2");
2012-08-20 13:12:49 +02:00
08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
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.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
2012-08-10 20:12:02 +02:00
6e02ad55bc Maintenance. 2012-08-07 18:57:53 +02:00
ec859009b7 Add a sanity check for viewports with zero width/height.
Fixes issue 5466.
2012-08-07 01:37:31 +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
228172d656 Fix a typo in the indexed color vertex loader
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:16 +02:00
8597660855 Replace all of the opcode data read functions by their SSSE3 equivalent, not only the first one.
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:08 +02:00
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
b27d8ff0d6 Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from 8bed27a3d1 causing textures to load improperly when a game is run two times in the same Dolphin instance 2012-06-27 20:20:28 +02:00