Commit Graph

3323 Commits

Author SHA1 Message Date
e2489196e4 Got overzealous. We aren't removing CG quite yet with this branch. 2012-12-26 00:41:25 -06:00
9a58f9a3bb Rename another function... 2012-12-26 00:34:09 -06:00
f4e7a280a9 Remove cg.lib from some files for Windows and renaming a function. 2012-12-26 00:07:43 -06:00
01953ff64a Rename the interface files and hopefully fix OSX building. 2012-12-25 19:08:24 -06:00
bff0faea2d Merge branch 'immediate-removal'
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
399a6af66d revert update the rasterfont shader to GLSL3.3 - OGL 2.0 should be enough 2012-12-25 12:22:02 +01:00
2fedab3bad OGL: Make OSD messages fade out properly instead of having them disappear spontaneously. 2012-12-24 19:50:16 +01:00
9209253e0d Initial removal of Nvidia CG. Still some more cleanup to go 2012-12-24 11:09:52 -06:00
296b9b1c16 Small bit of clean up in GLES-software. 2012-12-24 09:37:12 -06:00
78ff8a769c Merge branch 'osx-savegame-fix' 2012-12-24 13:30:59 +01:00
bd0abb3d2f revert last commit, add CheckInvalidState to VideoBackend 2012-12-23 13:32:23 +01:00
e3eebdf591 Fixes swprintf_s issues hopefully.
Also fixed an include not using correct caps.

According to:
http://connect.microsoft.com/VisualStudio/feedback/details/646532
2012-12-23 20:25:11 +13:00
089434b719 Apply same force to float fix as has already been done for DX11. 2012-12-23 20:01:58 +13:00
85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
b78f5debe6 Initial push of GLES and GLUtil file breakup. 2012-12-17 14:54:20 -06:00
1919a458e8 only use one buffer, orphaning should do the rest 2012-12-15 17:28:58 +01:00
ba8264c2ac use VAO in VertexManager
to use VAO, we must use VBO, so some legency code was removed:

- ARB_map_buffer_range must be available (OGL 3.0), don't call glBufferSubData if not
- ARB_draw_elements_base_vertex also (OGL 3.2), else we have to set the pointers every time
- USE_JIT was removed, it was broken and it isn't needed any more

And the index and vertex buffers are now synchronized, so that there will be one VAO per
NativeVertexFormat and Buffer.
2012-12-15 14:43:01 +01:00
79a7ce4827 move glBindBuffer and glBindVertexArray out of VertexManager
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:52 -06:00
09274e2483 Check texture params before updateing them
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:48 -06:00
61836f8c51 helper for compiling glsl
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:44 -06:00
48812f7bf7 update the rasterfont shader to GLSL3.3 - so OGL 3.3 is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:39 -06:00
1bd21f44b2 custom shader for RasterFont, fix color support
OpenGL2.0 compatible

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:36 -06:00
23a3336f9a increase hash size to u64
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:32 -06:00
75dd48247f initial release of new RasterFont without color support
this new design will once create a texture for all chars.
while rendering a string, a list of polygons (position on screen + texture)
for this string is generated on the fly and print at once by glDrawArrays.
atm, there is no support for colors, so everything will display white.

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:28 -06:00
c207422987 using of vao, warning: ARB_vertex_array_object is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:25 -06:00
5c8800968a also check for vbo updates in EncodeToRamUsingShader
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:22 -06:00
1f1b32b663 only update vbo on changes in XFBSource::Draw
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:19 -06:00
34b1451fbe cache vbos in TextureCache::TCacheEntry::FromRenderTarget
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:15 -06:00
d0c4332d99 don't update vbo, if there are no changes in Renderer::Swap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:13 -06:00
bbcb442983 in the end, also Renderer::Swap in vbo
two last draw-calls are missing:
VertexManager::Draw (see Graphic_Update branch)
RasterFont::printString (perhaps reimplement with an texture)

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:10 -06:00
b41c06a9ac EncodeToRamUsingShader in vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:05 -06:00
8ea2ddbc50 XFBSource::Draw in vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:59 -06:00
d44228f1b7 TextureCache::TCacheEntry::FromRenderTarget as vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:56 -06:00
6b3125728b use vbo for ShowEFBCopyRegions
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:53 -06:00
8b62be2025 fix ShowEFBCopyRegions
those fancy colors were the result of the usage of non-allocated heap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
6864b40e26 reset glEnableClientState befor every draw
should be done with VAO, but atm, this is not possible :-(
this also partial revert the fix in fb92c338af (activating texture0 globally).

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:46 -06:00
888b5fb061 remove usage of glMultiTexCoord2f
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:38 -06:00
e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
rog
30718230b2 Fix some warnings. 2012-12-06 20:25:07 -05:00
rog
97f5b1665f what is this even... 2012-11-26 02:11:52 -05:00
4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
rog
3a8e8af2d5 Merge movie-fixes. 2012-11-16 12:07:22 -05:00
a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
rog
14aa7150d9 Add option for author name for movies. Also, minor cleanup for previous options i've added. 2012-11-14 16:23:20 -05:00
rog
8fe5aa4ee8 movie cleanup 2012-11-12 20:40:11 -05:00
0809ba79ae fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering.
now the map in twin snakes is functional in all the backends.
2012-11-12 19:37:08 -03:00
3936c06ee8 more fixes for my last commit, player problem in twin snakes is fixed 2012-11-11 22:39:27 -03:00
rog
a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
53b62ab169 This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches. 2012-11-10 11:37:08 -03:00