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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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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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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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a526fc5f92
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ubo streaming
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2013-01-25 13:20:42 +01:00 |
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cf11f0ea72
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clear uniform cache on startup
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2013-01-21 15:43:04 +01:00 |
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074f73c641
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move utils texture to sampler 8+9
rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
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2013-01-19 00:39:31 +01:00 |
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6401a18143
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remove texture sampler from uniform list
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2013-01-19 00:12:02 +01:00 |
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3054d36534
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use glBindFragDataLocation instead of glDrawBuffer
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2013-01-17 11:16:12 +01:00 |
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bb200acdd8
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also don't search in the shader cache if the shader isn't changed
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2013-01-15 23:42:24 +01:00 |
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687d74e6c2
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only change shader if needed
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2013-01-15 14:22:40 +01:00 |
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ff889c0e65
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use attrib pointers in nativeVertexFormat
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2013-01-14 22:59:08 +01:00 |
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5fe3def64c
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videoConfig cleanup
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2013-01-14 20:00:33 +01:00 |
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c3aafc77b3
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upload complete uniform buffer at once
this is the way of dx11. it would upload more per draw, but uses less calls.
will be faster if many uniforms are changed, but slower else
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2013-01-14 13:58:11 +01:00 |
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2838077313
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fix warnings
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2013-01-11 21:24:59 +01:00 |
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60b8e4fb1c
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vertex shader for texture converter
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2013-01-11 11:59:42 +01:00 |
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b38b62afc6
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remove glsl binding support. convert every shader to version 130
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2013-01-02 16:56:08 +01:00 |
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c2898748ac
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bind locations _before_ link program, fix dest alpha
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2012-12-31 02:34:27 +01:00 |
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d9f3fc4495
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fix ubo for intel cards (also amd?)
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2012-12-28 17:06:08 +01:00 |
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1a8005d948
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set ProgramShaderCache program format correctly.
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2012-10-09 23:56:00 -05:00 |
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210ecad15f
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let us try normal c++ static init instead...
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2012-10-09 23:56:00 -05:00 |
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03b09bed5d
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Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
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2012-10-09 23:56:00 -05:00 |
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2e15440896
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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.
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2012-10-09 23:56:00 -05:00 |
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108722bed0
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oops, forgot to make sure the gl program is actually free'd.
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2012-10-09 23:54:18 -05:00 |
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4c1fef8f98
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refactor ProgramShaderCache::PCacheEntry
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2012-10-09 23:54:18 -05:00 |
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aaa405c973
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Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
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2012-10-09 23:54:18 -05:00 |
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31a8424bcc
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fix formatting uglies introduced in glsl-master branch
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2012-10-09 23:54:17 -05:00 |
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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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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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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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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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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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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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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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a304af75fd
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Make this pretty
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2012-10-09 23:41:06 -05:00 |
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