Commit Graph

  • 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
  • 26de63a8cd Video_Software: Implement PE pixel metrics NeoBrainX 2012-06-17 19:49:48 +02:00
  • cf8744cf2c OGL: Implement pixel metrics (untested) NeoBrainX 2012-06-17 13:58:29 +02:00
  • 4d8d86bd6a D3D11: Implement some PE pixel performance metrics. NeoBrainX 2012-05-29 13:54:20 +02:00
  • 90af798d3d Partially revert be200074e9ed for OS X systems Pierre Bourdon 2012-08-25 03:30:37 +02:00
  • 60aed4e5b0 Merge branch 'memcard-delay' Pierre Bourdon 2012-08-24 12:45:45 +02:00
  • be200074e9 [Linux] Change from using /tmp to /dev/shm in MemArena so we don't cause any disk IO, also unlink file while it is open to allow multiple instances running. This was discussed months ago, but was never implemented for whatever reason. Ryan Houdek 2012-08-22 23:39:50 -05:00
  • bab9b5d3ce FifoPlayer: Fix fifo log playback in dual-core mode. NeoBrainX 2012-08-22 01:01:47 +02:00
  • 0b00c95b79 Simulate a small delay on GC Memcard operations Pierre Bourdon 2012-08-20 13:49:12 +02:00
  • 54fc4029dd Use do { ... } while (0) for the *_LOG macros Pierre Bourdon 2012-08-20 13:12:49 +02:00
  • 603bd9982d bugfix for memorycard manager. fixes exporting from page > 1 on slot b, thanks to suloku for reporting LPFaint99 2012-08-19 20:44:09 -07:00
  • 28bc5eca37 Added a check for out of bounds memory accesses. Fixes Avatar: The Last Airbender (GC). skidau 2012-08-17 22:14:35 +10:00
  • 08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge. NeoBrainX 2012-08-10 18:57:37 +02:00
  • 6e02ad55bc Maintenance. NeoBrainX 2012-08-07 18:57:53 +02:00
  • c143e08b9a Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode. NeoBrainX 2012-08-07 14:55:10 +02:00
  • ec859009b7 Add a sanity check for viewports with zero width/height. NeoBrainX 2012-08-07 01:34:20 +02:00
  • a2b71f1ed7 Clean up WX style issues mentionned in previous commits comments Pierre Bourdon 2012-08-06 14:21:49 +02:00
  • 0efd4e5c29 Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07. skidau 2012-08-06 09:29:01 +10:00
  • 86a1899b9e Fix a wrong data type in the WBFS Blob reader causing issues on x86 systems Pierre Bourdon 2012-08-05 19:35:49 +02:00
  • d7d2e5b9bf Link explicitly DolphinWX with GTK2 libraries Pierre Bourdon 2012-08-05 20:51:42 +02:00
  • fe1501db9a Check if WX recognized a key before testing if it's a hotkey Pierre Bourdon 2012-08-05 17:28:57 +02:00
  • b3c9f437db Return early from DoOpen if the user cancelled the file picker box Pierre Bourdon 2012-08-05 16:53:36 +02:00
  • 80bf3c2c0b Add VTune profiling support for Dolphin's JIT Pierre Bourdon 2012-08-05 16:39:15 +02:00