degasus
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bef24b5c6b
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new format for gl extensions
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2013-02-17 21:41:00 +01:00 |
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degasus
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334bd52f2c
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NaNs handling in pixel shader
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2013-02-15 15:46:31 +01:00 |
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degasus
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e259343275
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fix efb copy shaders
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2013-02-15 13:13:45 +01:00 |
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degasus
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9f4a616f2e
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build fix
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2013-02-14 19:04:52 +01:00 |
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degasus
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a0ef58418b
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workaround for buggy intel windows driver. revert this as soon as there are newer driver
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2013-02-14 18:59:45 +01:00 |
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degasus
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0325e37bfb
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merge glsl headers into one place
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2013-02-13 21:34:48 +01:00 |
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degasus
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3392562501
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rewrite efb copy shader, copied from dx11
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2013-02-13 18:01:06 +01:00 |
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degasus
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21b83b436c
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create shader cache directoy
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2013-02-13 16:50:56 +01:00 |
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degasus
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b3675d15dc
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enable shader cache again
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2013-02-13 16:30:15 +01:00 |
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degasus
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398b37f371
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fix ValidateShaderIDs
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2013-02-13 15:16:32 +01:00 |
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degasus
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bbc292c210
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merge Vertex and PixelShaderCache into ProgramShaderCache
this is the first step, uniform handling is still missing
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2013-02-13 13:12:19 +01:00 |
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Ryan Houdek
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818a376bd4
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Fix header guard and definitions not being set to 1
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2013-02-12 14:11:29 -06:00 |
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Ryan Houdek
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e53d88da2d
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Add the option to turn on only the EGL interface to use desktop OpenGL with it.
Conflicts:
CMakeLists.txt
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2013-02-12 14:09:49 -06:00 |
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Jordan Woyak
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1e64c38998
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Clean up SDL includes a bit. Maybe fix an SDL2 problem.
Conflicts:
Source/Core/InputCommon/Src/ControllerInterface/SDL/SDL.cpp
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2013-02-12 14:02:43 -06:00 |
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Jordan Woyak
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46f94203b7
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Fix compilation with SDL2. (based on a patch from matthewharveys)
Fixes issue 5971.
Conflicts:
Source/Core/InputCommon/Src/ControllerInterface/SDL/SDL.cpp
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2013-02-12 14:00:51 -06:00 |
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Jordan Woyak
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e556f47db0
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"Fix" using SDL from externals.
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2013-02-12 13:59:41 -06:00 |
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degasus
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10567cb23f
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always write to uv coords
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2013-02-07 13:23:20 +01:00 |
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degasus
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f079b04a5d
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also check for glsl errors on linking, activation GLSL_DEBUG again (slowdown on shader compilation)
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2013-02-07 12:47:41 +01:00 |
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degasus
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9987765b1f
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build fix
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2013-02-07 10:48:42 +01:00 |
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degasus
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376a807dea
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first try of osx fix, mostly by pauldachz
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2013-02-07 10:34:29 +01:00 |
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degasus
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dae1226e1b
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workaround for division by zero on fog calculation
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2013-02-07 02:21:30 +01:00 |
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degasus
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e7a8d3f854
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check for GL_ARB_sync, it's in ogl 3.2
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2013-02-06 01:05:19 +01:00 |
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degasus
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ef602fd643
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workaround for glGetUniformLocation in efb2ram
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2013-02-05 18:22:23 +01:00 |
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degasus
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76adc77fa6
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bigger buffers
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2013-02-05 18:01:27 +01:00 |
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degasus
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1d86dafbe2
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evil hack: map the buffer once and use this pointer after unmaping
This isn't allowed by gl and may _only_ work, if the driver uses cpu bound buffer.
But it may speed up :-)
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2013-02-05 00:53:14 +01:00 |
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degasus
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f677b8cba3
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update to glew1.9, win binaries also from official release
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2013-02-04 21:11:12 +01:00 |
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degasus
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2108529120
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also align the size of buffers for pinned memory
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2013-02-04 20:48:28 +01:00 |
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degasus
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6e0b0192a8
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correct spelling of align
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2013-02-02 19:39:26 +01:00 |
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degasus
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0c7aa4ff4f
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build fix
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2013-02-02 19:32:40 +01:00 |
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degasus
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6e20af9ee9
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align memory, use pinned memory if available
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2013-02-02 19:26:29 +01:00 |
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degasus
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f0795bad12
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fix glew fix
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2013-02-01 17:12:05 +01:00 |
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degasus
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cb4cb1713d
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workaround older glew versions
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2013-02-01 17:09:50 +01:00 |
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degasus
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2a1f592d82
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first try for pinned memory, complete untested
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2013-02-01 17:04:27 +01:00 |
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degasus
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3bf4ffe7fa
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usable sync of ringbuffer
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2013-02-01 16:43:08 +01:00 |
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degasus
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3af9840a4c
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stream by map and sync
but not working perfectly, so disabled
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2013-02-01 15:15:25 +01:00 |
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degasus
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878bd7f26c
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implement streaming by bufferSubData, split upload and allocation in ringbuffer
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2013-02-01 12:30:08 +01:00 |
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degasus
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30170575c8
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create StreamBuffer class for ogl upload
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2013-01-31 23:11:53 +01:00 |
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degasus
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011e326698
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remove glIsEnabled(GL_BLEND), we do restore state after it, so it doesn't matter
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2013-01-31 13:49:20 +01:00 |
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degasus
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4a463f4588
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also add glBufferSubData for ubo upload
so osx start game, but everything is black
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2013-01-31 13:00:15 +01:00 |
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degasus
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c05f66bdd0
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first try for osx core profile
now it doesn't crash, but it still hangs on startup
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2013-01-31 12:20:17 +01:00 |
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degasus
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01d8c21e1d
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don't stream in rasterfont
mapping blocks on nvidia workstation, so use glBufferData
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2013-01-31 11:30:44 +01:00 |
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Ryan Houdek
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afb5be10d9
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OSX likes to put unordered_map in the weirdest of places...
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2013-01-28 15:36:55 -06:00 |
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Ryan Houdek
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fa45403557
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Got to love that my server's cmake is half retarded.
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2013-01-28 15:32:38 -06:00 |
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Ryan Houdek
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d94f3c4155
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Stop using std::pair and std::map. Switch over to u64 and std::unordered_map. Provides a very small speed boost.
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2013-01-28 15:18:54 -06:00 |
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degasus
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c5fa3e0f3d
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move RestoreAPIState and ResetAPIState into backends
it's a backend specific hack, so it should be here
should give a small speedup in dx11 efb2tex
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2013-01-28 18:16:03 +01:00 |
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degasus
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fd06342a97
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set hint GL_STREAM_READ
it's wrong, but so we are guaranteed to get pinned memory.
it's slower for rendering, but faster for mapping.
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2013-01-28 13:03:31 +01:00 |
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Ryan Houdek
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4fadb65259
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Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
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2013-01-26 11:24:24 -06:00 |
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degasus
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3a52b37c3b
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only create shaders after shadercaches are initialized
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2013-01-26 16:33:54 +01:00 |
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degasus
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13e9bb56f8
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fix bug when rasterfont disappears sometimes
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2013-01-25 20:39:19 +01:00 |
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degasus
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41b1128fdd
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orphan vbo also with glBufferData
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2013-01-25 13:28:05 +01:00 |
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