Ryan Houdek
24336171f1
Firin ma lazer
2011-12-10 01:57:27 -06:00
Ryan Houdek
126dfa073b
Firin ma lazer
2011-12-10 01:56:37 -06:00
Ryan Houdek
54a90d08ce
Fix one error.
2011-12-09 21:15:15 -06:00
Ryan Houdek
e8087aa1a9
Remove bSupportsGLSLLocation since it won't work how I expect it.
2011-12-09 19:14:02 -06:00
Ryan Houdek
4fe9792760
Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-12-09 17:30:50 -06:00
Ryan Houdek
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
LPFaint99
87c3c37ba7
add ProgramShaderCache.* to visual studio project files
2011-12-09 14:28:59 -08:00
Ryan Houdek
9119399547
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2011-12-09 16:13:04 -06:00
Ryan Houdek
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
Ryan Houdek
0ccba2b581
Support Dual Source Blending in OGL plugin with GLSL.
2011-12-08 05:09:48 -06:00
Ryan Houdek
62b9a779c1
Playing through SSBM story made me find this.
2011-12-08 04:11:30 -06:00
Ryan Houdek
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
Ryan Houdek
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
Ryan Houdek
f77d54ff52
Welp, just fixed that problem.
2011-12-07 23:23:00 -06:00
Ryan Houdek
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
Ryan Houdek
b01c973689
Missed one
2011-12-07 23:01:14 -06:00
Ryan Houdek
bf4ef054d3
Shader Compile fixes. Played SMS for two shines.
2011-12-07 22:47:13 -06:00
Ryan Houdek
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
Ryan Houdek
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
Ryan Houdek
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
Ryan Houdek
804938e9fc
More stuff
2011-12-02 20:17:26 -06:00
Ryan Houdek
ae6ac5b439
moe
2011-12-02 19:04:37 -06:00
Ryan Houdek
8a18a110b7
mah
2011-12-02 18:46:07 -06:00
Ryan Houdek
6882e00d5e
Compile
2011-12-02 18:31:06 -06:00
Ryan Houdek
49b6e4beed
meh
2011-12-02 18:26:15 -06:00
Ryan Houdek
f8eb45637f
Now CG plays nice with this new stuff.
2011-12-01 00:33:12 -06:00
Ryan Houdek
e67dbb33de
Merge branch 'master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-11-30 22:02:45 -06:00
Ryan Houdek
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
Maarten ter Huurne
98981cc724
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).
2011-12-01 02:46:59 +01:00
Maarten ter Huurne
cda94290f5
Merge branch 'master' of https://code.google.com/p/dolphin-emu
2011-11-30 00:51:36 +01:00
Maarten ter Huurne
29865e6366
Avoid virtual memory range collision between JIT and emulated RAM.
...
Passing MAP_FIXED to mmap causes already mapped pages in the requested
region to be replaced. On Mac OS X this caused pages for JIT-generatd
code to appear in the memory range previously auto-allocated for the RAM
of the emulated machine. This led to a hang at boot time. The same problem
can probably occur on FreeBSD, but not on Linux since MAP_32BIT is used
there instead of MAP_FIXED.
The solution is to not use MAP_FIXED, but instead rely on the OS honoring
the hinted address which is below 4 GB: we don't need an exact match,
just a low address.
2011-11-30 00:37:57 +01:00
kostamarino@hotmail.com
1bbd63ebc5
Gameini database cleanup. Fixes improper file endings due to copy paste errors (last line didn't work). Addition of SSX On Tour - fixes issue 5032. Also some small additions/updates.
2011-11-29 17:45:39 +02:00
Glenn Rice
933d2dde42
Merge branch 'remove-libav-deprecated'
2011-11-27 22:12:00 -06:00
kostamarino@hotmail.com
04026ae19a
Gameini database cleanup of "postprocessingshader" and additions/updates for FlingSmash, Rune Factory Tides of Destiny, The Legend of Zelda Twilight Princess for GC and Wii.
2011-11-28 01:29:18 +02:00
Glenn Rice
ea42e9e04d
Update required libav versions in the cmake build.
2011-11-22 19:56:42 -06:00
Glenn Rice
e5d051a4e9
Update linux libav frame dump code for recent api changes.
2011-11-22 19:24:05 -06:00
Shawn Hoffman
29f52ce6dd
gcc sux
2011-11-20 16:25:23 -08:00
Shawn Hoffman
73beeaf45a
Change the mask shown for rlw* to be shifted. ie the result of the instruction is source & mask, right-aligned.
2011-11-20 15:35:43 -08:00
kostamarino@hotmail.com
507a4aa704
Gameini database update for auto modellista, Happy Feet, Alone In The Dark, DeadSpace, MADWORLD, Scooby-Doo! Mystery Mayhem, FIFA 2003, Mission: Impossible Operation Surma, Def Jam Fight For NY, FIFA Soccer 2004, THE HOUSE OF THE DEAD 2 AND 3 RETURN, LEGO Star Wars The Complete Saga, Rayman Origins, The Legend of Zelda Skyward Sword. Fixes issue 4953.
2011-11-20 19:32:00 +02:00
skidau
cc6f90c7d5
Enabled memory breakpoints under JIT in the debugger.
2011-11-05 19:42:06 +11:00
skidau
9eaf20cc44
Fixed the slowdown that occurred under JIT32. Fixes issue 4969.
2011-11-05 13:04:46 +11:00
skidau
3d2a2abb49
Made the JIT bypass the icache when it is executing the external interrupt
...
exception handler.
Fixed by comwiz.k
2011-11-03 20:55:47 +11:00
Pierre Bourdon
7f055d6b56
UI: refactor the game list sorting code
2011-11-02 02:45:51 +01:00
Pierre Bourdon
d9b3a69f47
Formatting fixes for el.po and pt_BR.po
...
On Linux with recent versions of gettext these formatting fixes are done
automatically by gettext when updating the PO files. They create conflicts each
time a rebase / merge is done and need to be reset manually.
2011-11-01 23:20:09 +01:00
kostamarino@hotmail.com
7aed6a6859
Game ini database update for Kirby's Adventure Wii, Monster House, Mario Strikers Charged, Yu-Gi-Oh! 5D's: Duel Transfer, Mario & Sonic at the Olympic Winter Games, Disney Epic Mickey.
2011-11-01 15:09:41 +02:00
skidau
1387da7900
Merge branch 'JitCache' of https://skidau@code.google.com/p/dolphin-emu/
2011-11-01 20:45:50 +11:00
Pierre Bourdon
8f31968466
Revert "Merge branch 'zcomploc-support'"
...
This reverts commit 9dad9ebe89
, reversing
changes made to e76bc71efe
.
2011-11-01 01:37:54 +01:00
skidau
78b74101b0
Added code to invalidate the JIT cache on dcbf. This fixes Monster House and Scooby Doo: Mystery Mayhem.
2011-10-29 17:21:20 +11:00
crudelios
dd551814c9
Bounding Box bugfixes.
...
- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.
This should also be a (very very little) bit faster than the previous version.
2011-10-28 21:12:12 +01:00
kostamarino@hotmail.com
ffd9b6875a
Gameini database update for Teenage Mutant Ninja Turtles(gc), Just Dance 3, Spider-Man: Edge of Time, Paper Mario, Super Paper Mario.
2011-10-27 21:04:28 +03:00