7423c74deb
Force the "ebx" argument to be mapped to a register (not necessarily EBX).
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Fixes crash on x86 under OS X.
Thanks to kiesel for the fix and to shuffle2 for remembering the problem.
2011-12-12 00:43:23 +01:00
344ca5d360
Applied compile and link flags from SCons build for OS X to CMake build.
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The following changes were made:
Restricted the "-march=core2" option to i386 because the first Intel Macs
had Intel Core CPUs, not Core2.
Removed the "-mdynamic-no-pic" flag as GCC lists it as a PPC specific flag.
Removed "-Wl,-read_only_relocs,suppress" because it seems to be related
to "-mdynamic-no-pic" and I see no need for it.
Removed "-Wextra-tokens -Wnewline-eof" because they are GCC specific and
not OS X specific.
2011-12-11 21:27:06 +01:00
9ede977a56
Added QuickTime framework as dependency for wxWidgets on OS X.
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It seems that the required functions are in an already included framework
on x86_64, but on i386 we depend on QuickTime.
2011-12-11 21:24:40 +01:00
780e5e7244
Use a custom template to generate the Info.plist for the OS X bundle.
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This allows us to add keys that don't exist in the CMake template.
I added the keys from the Info.plist that was generated by our SCons build
to the new template.
2011-12-11 16:54:37 +01:00
c1cf4f80cf
Added bundle version and copyright string to OS X bundle info.
2011-12-11 16:21:17 +01:00
9d2f589f01
Create application bundle on OS X.
2011-12-11 16:07:59 +01:00
e85a3d68b0
Looks like we make use of fmod, make a GLSL function for it!
2011-12-11 07:02:13 -06:00
ad13f2d23d
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.
2011-12-11 06:18:01 -06:00
c908e1173d
glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
2011-12-11 06:11:38 -06:00
a613012d08
try combining vs/ps ubo
2011-12-11 06:02:47 -06:00
5ae1f674f5
make use of glMapBuffer to set ubo data
2011-12-11 05:29:15 -06:00
16b58a8825
Show a bit of information when using GLSL shaders.
2011-12-11 05:15:08 -06:00
bcb2abbcf1
fix stupid indentation
2011-12-11 04:32:57 -06:00
031c523fba
have separate variables/functions for VS/PS ubo stuff, array was confusing.
2011-12-11 04:28:02 -06:00
fbef258dab
Disable UBO buffer generation if hardware doesn't support it.
2011-12-11 04:19:11 -06:00
df283a56a0
More coding style fixes because I suck at sed
2011-12-11 11:14:02 +01:00
014c474024
8 spaces indentation -> tabs
2011-12-11 11:08:18 +01:00
1724385c8c
Actually have Dual Source blending work for people. Forgot about this change.
2011-12-11 03:10:03 -06:00
b0ffa72e37
Merge branch 'large-mram'
2011-12-10 18:48:35 -08:00
62858c8c14
Small logging changes. Pause core if Jit64 tries to compile at 0.
2011-12-10 18:42:49 -08:00
2907ffd72c
Make this pretty
2011-12-10 15:58:44 -06:00
c678172f32
Make sure our UBO buffers are always aligned correctly.
2011-12-10 15:52:20 -06:00
97c3c156e6
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2011-12-10 15:40:10 -06:00
c72a244809
Make sure to support everything even if GPU doesn't.
2011-12-10 14:35:37 -06:00
3d9c35f58e
VideoCommon: Fix upper and lower depth bytes being switched when performing Z16L EFB copies (EFB to texture only).
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Fixes issue 4989.
Fixes issue 5056.
2011-12-10 16:08:26 +01:00
5925feb6e0
yay, UBOs work 100% now.
2011-12-10 08:07:13 -06:00
7ab38cff68
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.
2011-12-10 07:38:30 -06:00
49664bff61
More for Billiard <3
2011-12-10 02:02:22 -06:00
24336171f1
Firin ma lazer
2011-12-10 01:57:27 -06:00
126dfa073b
Firin ma lazer
2011-12-10 01:56:37 -06:00
54a90d08ce
Fix one error.
2011-12-09 21:15:15 -06:00
e8087aa1a9
Remove bSupportsGLSLLocation since it won't work how I expect it.
2011-12-09 19:14:02 -06:00
4fe9792760
Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-12-09 17:30:50 -06:00
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
87c3c37ba7
add ProgramShaderCache.* to visual studio project files
2011-12-09 14:28:59 -08:00
9119399547
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2011-12-09 16:13:04 -06:00
c89c484dd0
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.
2011-12-08 05:32:17 -06:00
0ccba2b581
Support Dual Source Blending in OGL plugin with GLSL.
2011-12-08 05:09:48 -06:00
62b9a779c1
Playing through SSBM story made me find this.
2011-12-08 04:11:30 -06:00
cecc3c3873
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.
2011-12-08 03:20:31 -06:00
1201988fe4
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.
2011-12-08 01:51:08 -06:00
f77d54ff52
Welp, just fixed that problem.
2011-12-07 23:23:00 -06:00
4c136c4efc
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2011-12-07 23:20:55 -06:00
b01c973689
Missed one
2011-12-07 23:01:14 -06:00
bf4ef054d3
Shader Compile fixes. Played SMS for two shines.
2011-12-07 22:47:13 -06:00
ed18b82d2f
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2011-12-07 22:11:41 -06:00
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
f9133a7376
Link to the required OS X frameworks.
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Previously, there was just one list of frameworks regardless of which part
of the code depended on which frameworks. Now we keep separate lists for
the Dolphin core, the Dolphin GUI and internal use by wxWidgets.
2011-12-07 08:26:44 +01:00
c04c3bd9d3
Use "unsigned int" instead of "unsigned".
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By request of hrydgard.
See commit 045eb924d9
.
2011-12-07 07:10:31 +01:00
8a75351674
Link against OpenGL using the info gathered by the FindOpenGL module.
2011-12-05 06:18:04 +01:00