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
1724385c8c
Actually have Dual Source blending work for people. Forgot about this change.
2011-12-11 03:10:03 -06:00
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
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
164b56ff73
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2011-12-02 20:20:53 -06:00
804938e9fc
More stuff
2011-12-02 20:17:26 -06:00
ae6ac5b439
moe
2011-12-02 19:04:37 -06:00
8a18a110b7
mah
2011-12-02 18:46:07 -06:00
6882e00d5e
Compile
2011-12-02 18:31:06 -06:00
49b6e4beed
meh
2011-12-02 18:26:15 -06:00
f8eb45637f
Now CG plays nice with this new stuff.
2011-12-01 00:33:12 -06:00
e67dbb33de
Merge branch 'master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-11-30 22:02:45 -06:00
b20176b74f
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00