Commit Graph

7814 Commits

Author SHA1 Message Date
d355ad7055 More 'stuff' 2012-01-11 16:00:30 -06:00
0b74ead13f More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-01-11 04:10:43 -06:00
38f9820905 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master 2012-01-11 01:19:14 -06:00
576955c145 Change 'stuff' 2012-01-11 01:18:54 -06:00
bd5cf88686 let us try normal c++ static init instead... 2011-12-29 16:25:03 +01:00
6a5b56d25f Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2011-12-29 01:35:50 -06:00
8a48b42e4c 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. 2011-12-29 00:32:06 -06:00
fbbea9bb9b These checks aren't needed when using CG. 2011-12-29 00:01:50 -06:00
2cb53854f7 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master 2011-12-27 12:36:23 -06:00
88d20f1a2b Had a few vec4 and float4(0) calls floating around. 2011-12-27 12:35:35 -06:00
c8d0c8e217 oops, forgot to make sure the gl program is actually free'd. 2011-12-26 10:27:18 -05:00
6f729f8cbf Woops, better not forget the ing 2011-12-26 04:09:36 -06:00
3773d29b6d Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2011-12-26 03:54:44 -06:00
5f296d0be7 refactor ProgramShaderCache::PCacheEntry 2011-12-26 02:58:52 -05:00
16f9d8e06d Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2011-12-26 00:43:47 -05:00
4bc14c3473 fix formatting uglies introduced in glsl-master branch 2011-12-26 00:15:54 -05:00
f59063c8e7 default to GLSL instead of Cg 2011-12-25 22:00:24 -05:00
8266a56486 Missed a line here 2011-12-25 12:44:31 -06:00
b607695103 Add in the Windows fix. 2011-12-25 12:21:31 -06:00
8349cc2551 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? 2011-12-24 08:58:51 -06:00
aa2032af2c Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2011-12-24 02:19:30 -06:00
b90fa37c60 If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2011-12-24 00:37:13 -06:00
9bc6b83fd0 If CG isn't available, still compile and fallback on GLSL 2011-12-24 00:24:13 -06:00
7c558df283 Missed a if, don't want people crashing now do we? 2011-12-21 22:33:33 +00:00
8e0172374c Give OSX users more of a chance of supporting Single pass DSB in the future. 2011-12-21 01:29:29 -06:00
a10656b1b2 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2011-12-21 00:15:48 -06:00
31a9b6c322 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2011-12-20 23:07:42 -06:00
dc134b9bac Move the GLSL extension checks over here so it is nicer. 2011-12-20 21:55:11 -06:00
f6b33cf0be 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. 2011-12-19 19:10:05 -06:00
9ce17a43ec There we go, actually found the issue. 2011-12-19 00:15:07 -06:00
768a683f04 This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2011-12-18 23:31:00 -06:00
3513dd7115 Looky, OSX found an issue for me. 2011-12-18 21:06:28 -06:00
636d6a915d Remove this silliness 2011-12-18 01:51:15 -06:00
4342efe712 Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2011-12-17 01:17:11 -06:00
b837ae25fc Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2011-12-17 01:06:55 -06:00
73c3f198f4 Only delete this buffer if we support it. 2011-12-16 23:37:22 -06:00
fe6fb55389 Add a GUI option to use GLSL shaders. Also fix a small typo. 2011-12-16 23:18:24 -06:00
800e1c9e09 Let compiling work on OSX. 2011-12-16 00:00:08 -06:00
9ff48ac6eb Make sure not to try and bind UBO locations when it isn't supported 2011-12-15 15:48:21 -06:00
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