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c4e7a288e5
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Add in the Windows fix.
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2012-10-09 23:43:22 -05:00 |
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ee529b7125
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Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
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2012-10-09 23:43:22 -05:00 |
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5c486587a6
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Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
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2012-10-09 23:43:22 -05:00 |
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4eb227bd4c
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If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
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2012-10-09 23:43:22 -05:00 |
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189d12b61c
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If CG isn't available, still compile and fallback on GLSL
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2012-10-09 23:43:22 -05:00 |
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7c91476650
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Missed a if, don't want people crashing now do we?
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2012-10-09 23:42:41 -05:00 |
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9996f27120
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2012-10-09 23:42:41 -05:00 |
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d012c75005
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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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2012-10-09 23:42:41 -05:00 |
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ef1e157786
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Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
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2012-10-09 23:42:40 -05:00 |
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ac77bbd47b
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Move the GLSL extension checks over here so it is nicer.
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2012-10-09 23:42:40 -05:00 |
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7cb3d86e31
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Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
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2012-10-09 23:42:40 -05:00 |
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1aad2e9e56
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There we go, actually found the issue.
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2012-10-09 23:42:40 -05:00 |
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6759ee701d
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This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
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2012-10-09 23:42:40 -05:00 |
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c76593f6a2
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Looky, OSX found an issue for me.
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2012-10-09 23:42:40 -05:00 |
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66a245dd68
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Remove this silliness
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2012-10-09 23:42:40 -05:00 |
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9c09e1973a
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Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
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2012-10-09 23:42:40 -05:00 |
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f8d0c28e53
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Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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2012-10-09 23:42:40 -05:00 |
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ddd4360d6d
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Only delete this buffer if we support it.
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2012-10-09 23:42:39 -05:00 |
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7aad45658e
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2012-10-09 23:42:39 -05:00 |
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076c1a5aa7
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Make sure not to try and bind UBO locations when it isn't supported
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2012-10-09 23:41:49 -05:00 |
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7f12daa014
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Looks like we make use of fmod, make a GLSL function for it!
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2012-10-09 23:41:49 -05:00 |
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ba12c0b4f5
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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.
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2012-10-09 23:41:48 -05:00 |
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d70726b035
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glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
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2012-10-09 23:41:48 -05:00 |
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d9117ab6a1
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try combining vs/ps ubo
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2012-10-09 23:41:48 -05:00 |
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e641ede232
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make use of glMapBuffer to set ubo data
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2012-10-09 23:41:48 -05:00 |
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04836705b7
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Show a bit of information when using GLSL shaders.
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2012-10-09 23:41:48 -05:00 |
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8e80771670
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fix stupid indentation
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2012-10-09 23:41:48 -05:00 |
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73a29bf6a1
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have separate variables/functions for VS/PS ubo stuff, array was confusing.
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2012-10-09 23:41:48 -05:00 |
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a809feae1a
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Disable UBO buffer generation if hardware doesn't support it.
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2012-10-09 23:41:48 -05:00 |
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3bcec51334
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More coding style fixes because I suck at sed
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2012-10-09 23:41:48 -05:00 |
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3c6d0fc710
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8 spaces indentation -> tabs
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2012-10-09 23:41:48 -05:00 |
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a5257c1a0a
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Actually have Dual Source blending work for people. Forgot about this change.
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2012-10-09 23:41:06 -05:00 |
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a304af75fd
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Make this pretty
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2012-10-09 23:41:06 -05:00 |
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67687a7b6d
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Make sure our UBO buffers are always aligned correctly.
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2012-10-09 23:41:06 -05:00 |
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5b06bbf87d
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Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
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2012-10-09 23:41:06 -05:00 |
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5bcbf92f43
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Make sure to support everything even if GPU doesn't.
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2012-10-09 23:41:06 -05:00 |
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d4a80ca3ec
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yay, UBOs work 100% now.
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2012-10-09 23:41:05 -05:00 |
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1f75ee49bf
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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.
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2012-10-09 23:41:05 -05:00 |
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904adb9e3d
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More for Billiard <3
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2012-10-09 23:41:05 -05:00 |
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ce7a54f32a
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
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b105d70339
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
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c82b92bfc2
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Fix one error.
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2012-10-09 23:41:05 -05:00 |
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2fbca145cb
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Remove bSupportsGLSLLocation since it won't work how I expect it.
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2012-10-09 23:41:05 -05:00 |
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4a84c6f742
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Add in UBOs, doesn't work yet. Still debugging here.
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2012-10-09 23:41:05 -05:00 |
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5f0f26ef35
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add ProgramShaderCache.* to visual studio project files
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2012-10-09 23:41:05 -05:00 |
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76e5766a1b
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Put Vertex Uniforms in to the correct places to get ready for UBOs.
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2012-10-09 23:41:04 -05:00 |
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d897491f94
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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.
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2012-10-09 23:41:04 -05:00 |
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d83ead5914
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Support Dual Source Blending in OGL plugin with GLSL.
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2012-10-09 23:39:16 -05:00 |
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eff019442f
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Playing through SSBM story made me find this.
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2012-10-09 23:37:52 -05:00 |
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b24990ca28
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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.
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2012-10-09 23:37:52 -05:00 |
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