Commit Graph

  • 4cd748bbec Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. Ryan Houdek 2011-12-26 03:54:44 -06:00
  • 4c1fef8f98 refactor ProgramShaderCache::PCacheEntry Shawn Hoffman 2011-12-26 02:58:52 -05:00
  • aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. Shawn Hoffman 2011-12-26 00:43:47 -05:00
  • 31a8424bcc fix formatting uglies introduced in glsl-master branch Shawn Hoffman 2011-12-26 00:15:54 -05:00
  • 4a4833e617 default to GLSL instead of Cg Shawn Hoffman 2011-12-25 22:00:24 -05:00
  • 3a5b6aed91 Missed a line here Ryan Houdek 2011-12-25 12:44:31 -06:00
  • c4e7a288e5 Add in the Windows fix. Ryan Houdek 2011-12-25 12:21:31 -06:00
  • ee529b7125 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? Ryan Houdek 2011-12-24 08:58:51 -06:00
  • 5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. Ryan Houdek 2011-12-24 02:19:30 -06:00
  • 4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. Ryan Houdek 2011-12-24 00:37:13 -06:00
  • 189d12b61c If CG isn't available, still compile and fallback on GLSL Ryan Houdek 2011-12-24 00:24:13 -06:00
  • 7c91476650 Missed a if, don't want people crashing now do we? Sonicadvance1 2011-12-21 22:33:33 +00:00
  • 9996f27120 Give OSX users more of a chance of supporting Single pass DSB in the future. Ryan Houdek 2011-12-21 01:29:29 -06:00
  • d012c75005 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| Ryan Houdek 2011-12-21 00:15:48 -06:00
  • ef1e157786 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. Ryan Houdek 2011-12-20 23:07:42 -06:00
  • ac77bbd47b Move the GLSL extension checks over here so it is nicer. Ryan Houdek 2011-12-20 21:55:11 -06:00
  • 7cb3d86e31 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. Ryan Houdek 2011-12-19 19:10:05 -06:00
  • 1aad2e9e56 There we go, actually found the issue. Ryan Houdek 2011-12-19 00:15:07 -06:00
  • 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. Ryan Houdek 2011-12-18 23:31:00 -06:00
  • c76593f6a2 Looky, OSX found an issue for me. Ryan Houdek 2011-12-18 21:06:28 -06:00
  • 66a245dd68 Remove this silliness Ryan Houdek 2011-12-18 01:51:15 -06:00
  • 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. Ryan Houdek 2011-12-17 01:17:11 -06:00
  • f8d0c28e53 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. Ryan Houdek 2011-12-17 01:06:55 -06:00
  • ddd4360d6d Only delete this buffer if we support it. Ryan Houdek 2011-12-16 23:37:22 -06:00
  • 7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. Ryan Houdek 2011-12-16 23:18:24 -06:00
  • 076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported Ryan Houdek 2011-12-15 15:48:21 -06:00
  • 7f12daa014 Looks like we make use of fmod, make a GLSL function for it! Ryan Houdek 2011-12-11 07:02:13 -06:00
  • ba12c0b4f5 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. Ryan Houdek 2011-12-11 06:18:01 -06:00
  • d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now Jordan Woyak 2011-12-11 06:11:38 -06:00
  • d9117ab6a1 try combining vs/ps ubo Jordan Woyak 2011-12-11 06:02:04 -06:00
  • e641ede232 make use of glMapBuffer to set ubo data Jordan Woyak 2011-12-11 05:13:05 -06:00
  • 04836705b7 Show a bit of information when using GLSL shaders. Ryan Houdek 2011-12-11 05:15:08 -06:00
  • 8e80771670 fix stupid indentation Jordan Woyak 2011-12-11 04:32:57 -06:00
  • 73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. Jordan Woyak 2011-12-11 04:11:57 -06:00
  • a809feae1a Disable UBO buffer generation if hardware doesn't support it. Ryan Houdek 2011-12-11 04:19:11 -06:00
  • 3bcec51334 More coding style fixes because I suck at sed Pierre Bourdon 2011-12-11 11:14:02 +01:00
  • 3c6d0fc710 8 spaces indentation -> tabs Pierre Bourdon 2011-12-11 11:08:18 +01:00
  • a5257c1a0a Actually have Dual Source blending work for people. Forgot about this change. Ryan Houdek 2011-12-11 03:10:03 -06:00
  • a304af75fd Make this pretty Ryan Houdek 2011-12-10 15:58:44 -06:00
  • 67687a7b6d Make sure our UBO buffers are always aligned correctly. Ryan Houdek 2011-12-10 15:52:20 -06:00
  • 5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. Ryan Houdek 2011-12-10 15:40:10 -06:00
  • 5bcbf92f43 Make sure to support everything even if GPU doesn't. Ryan Houdek 2011-12-10 14:35:37 -06:00
  • d4a80ca3ec yay, UBOs work 100% now. Ryan Houdek 2011-12-10 08:07:13 -06:00
  • 1f75ee49bf 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. Ryan Houdek 2011-12-10 07:38:30 -06:00
  • 904adb9e3d More for Billiard <3 Ryan Houdek 2011-12-10 02:02:22 -06:00
  • ce7a54f32a Firin ma lazer Ryan Houdek 2011-12-10 01:57:27 -06:00
  • b105d70339 Firin ma lazer Ryan Houdek 2011-12-10 01:56:37 -06:00
  • c82b92bfc2 Fix one error. Ryan Houdek 2011-12-09 21:15:15 -06:00
  • 2fbca145cb Remove bSupportsGLSLLocation since it won't work how I expect it. Ryan Houdek 2011-12-09 19:14:02 -06:00
  • 4a84c6f742 Add in UBOs, doesn't work yet. Still debugging here. Ryan Houdek 2011-12-09 17:30:05 -06:00
  • 5f0f26ef35 add ProgramShaderCache.* to visual studio project files LPFaint99 2011-12-09 14:28:59 -08:00
  • 76e5766a1b Put Vertex Uniforms in to the correct places to get ready for UBOs. Ryan Houdek 2011-12-09 16:13:04 -06:00
  • d897491f94 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. Ryan Houdek 2011-12-08 05:32:17 -06:00
  • d83ead5914 Support Dual Source Blending in OGL plugin with GLSL. Ryan Houdek 2011-12-08 05:09:48 -06:00
  • eff019442f Playing through SSBM story made me find this. Ryan Houdek 2011-12-08 04:11:30 -06:00
  • b24990ca28 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. Ryan Houdek 2011-12-08 03:20:31 -06:00
  • cf68cc0c61 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. Ryan Houdek 2011-12-08 01:51:08 -06:00
  • 081ad949ce Welp, just fixed that problem. Ryan Houdek 2011-12-07 23:23:00 -06:00
  • 3c9c5de722 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. Ryan Houdek 2011-12-07 23:20:55 -06:00
  • 8058f2f32f Missed one Ryan Houdek 2011-12-07 23:01:14 -06:00
  • 9064b76deb Shader Compile fixes. Played SMS for two shines. Ryan Houdek 2011-12-07 22:47:13 -06:00
  • 3160da1289 This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. Ryan Houdek 2011-12-07 22:11:41 -06:00
  • 7cec31dbf3 Almost there. Ryan Houdek 2011-12-07 22:04:34 -06:00
  • 8123b137aa This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders. Ryan Houdek 2011-12-02 20:20:53 -06:00
  • 0fc755c4df More stuff Ryan Houdek 2011-12-02 20:17:26 -06:00
  • 66a5334158 moe Ryan Houdek 2011-12-02 19:04:37 -06:00
  • 7a4c080c70 mah Ryan Houdek 2011-12-02 18:46:07 -06:00
  • 411357b54a Compile Ryan Houdek 2011-12-02 18:31:06 -06:00
  • 34c7b3fd73 meh Ryan Houdek 2011-12-02 18:26:15 -06:00
  • 3943840d5c Now CG plays nice with this new stuff. Ryan Houdek 2011-12-01 00:33:12 -06:00
  • a357c77257 Add in GLSL setting again. Ryan Houdek 2011-11-30 21:00:21 -06:00
  • 3990002250 Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset Pierre Bourdon 2012-10-06 01:49:09 +02:00
  • 8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file Pierre Bourdon 2012-10-04 05:41:02 +02:00
  • 035840e7b5 Move last XFB size from Render to FramebufferManager. NeoBrainX 2012-09-28 23:48:18 +02:00
  • 8f5223d0e6 More cleanups. NeoBrainX 2012-09-28 23:21:09 +02:00
  • 6e4a61a991 Minor cleanups. NeoBrainX 2012-09-28 23:19:50 +02:00
  • ac2ce8b16e Video_DX11: Remove some redundant code. NeoBrainX 2012-09-02 13:12:47 +02:00
  • bb8b5936c0 Revert "Partially revert revision d511b506120c." NeoBrainX 2012-08-11 16:54:46 +02:00
  • 8fed3b76c8 If setting videobackend back to null strings, Just set it to the front of the list. Fixes loading game specific INI files that don't load back the "default" video backend which is nothing. Sonicadvance1 2012-09-25 00:47:37 +00:00
  • 41266129ba Should fix issue 5630. Ryan Houdek 2012-09-24 17:16:34 -05:00
  • 3229bf824c Should actually load the backend when it changes via game INI Ryan Houdek 2012-09-23 17:54:23 -05:00
  • f8f8aea577 Allow the user to set graphics backend from Game INI. Zero GUI option available for setting. Ryan Houdek 2012-09-23 16:02:11 -05:00
  • b4ae200d0d This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625. Ryan Houdek 2012-09-23 10:08:13 -05:00
  • 1e174ad31a F-Zero and Phantasy Star Online Memory Card Manager support. Thanks to Ralf from GS Central sulokuTDCmago 2012-09-21 12:31:46 -07:00
  • 760f777f5a Simulate a small delay on GC Memcard operations Pierre Bourdon 2012-08-20 13:49:12 +02:00
  • 208d25c3f5 Revert merges of aram-dma-fixes and memcard-delay Pierre Bourdon 2012-09-07 01:09:49 +02:00
  • 1ffb9ce47e Fix broken build when using SDL from Externals. Scott Moreau 2012-09-02 16:53:15 -06:00
  • 7be4f1f747 Gameconfig ini updates/additions: The Ant Bully, WWE Day of Reckoning 1 & 2, Dream Pinball 3d, Pokepark, Spider-Man: Edge of Time, Spider-Man: SD, Another Code:R, Geist, The Incredibles 2, Skies of Arcadia Legends. kostamarino@hotmail.com 2012-09-02 15:08:16 +03:00
  • 54947b1e22 Video_Software: Some more debugging logs. NeoBrainX 2012-08-31 21:30:12 +02:00
  • 3d56ce18fb Video_Software: Fix moar stuff NeoBrainX 2012-08-31 20:49:59 +02:00
  • c1a684bd44 Merge branch 'remove-libav-deprecation' Glenn Rice 2012-08-28 22:46:43 -05:00
  • 054c6f2aad Update the cmake build system to neccessary versions of libav. Glenn Rice 2012-08-28 22:38:21 -05:00
  • d2e057d137 Update libav code to remove deprecation warnings. Glenn Rice 2012-08-28 22:34:24 -05:00
  • 94e49c5044 Fix frame skipping on non-win32 systems missing libav plbl4ster 2012-08-28 12:27:58 +02:00
  • 6773261a85 Use correct linker flags for SDL. Scott Moreau 2012-08-28 03:35:31 -06:00
  • 49d1da5e7e Video_Software: Fix stuff. NeoBrainX 2012-08-27 23:51:35 +02:00
  • d734a5b486 More debugging logs for RDilux NeoBrainX 2012-08-27 00:57:17 +02:00
  • 87d8feb53d Video_Software: Add some debugging logs for PE perf queries NeoBrainX 2012-08-26 20:25:00 +02:00
  • 4607ebea2a Video_Software: Fix a small issue that prevented perf queries from working at all. NeoBrainX 2012-08-26 20:21:51 +02:00
  • 1c1ae63b69 Windows build fix. NeoBrainX 2012-06-19 23:05:39 +02:00