degasus
687097d4bc
OGL: use integer uniforms for efb2ram texture converter
2013-12-09 12:33:50 +01:00
Ryan Houdek
14d9802ea4
Oops. Fix a typo in the DriverDetails change.
2013-12-06 12:18:20 -06:00
Ryan Houdek
faf8792351
Support OS specific bugs in our DriverDetails.
2013-12-05 09:32:27 -06:00
degasus
2cbefa2905
PixelShaderManager: clear s_bViewPortChanged flag
...
This flag wasn't cleared at all, so we set our constants dirty every time...
This could fix some performance regressions because of revision 6798a4763e
2013-12-03 09:37:45 +01:00
degasus
69137cff4c
Merge X11+D3D FreeLook feature into DolphinWX
...
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...
imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
2013-11-29 06:09:54 +01:00
degasus
11973d31c1
TextureConverter: remove WriteIncrementSampleX
2013-11-25 17:11:41 +01:00
Ryan Houdek
421fd0e16e
Fix OpenGL ES 3.
2013-11-25 15:36:24 +00:00
degasus
64a1969e36
TextureConverter: fix scoping
2013-11-25 16:34:08 +01:00
degasus
2a2f2fd4eb
TextureConvertion: merge Write*Swizzler
2013-11-25 16:19:08 +01:00
degasus
6750a81972
TextureConverter: Use integer math for swizzling
...
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus
bcb31b09d3
TextureConverter: Use gl_FragCoord instead of uv0
2013-11-25 15:01:18 +01:00
degasus
a289e0604f
TextureConverter: remove D3D9 foo
...
This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up.
2013-11-25 14:53:44 +01:00
degasus
146e435009
OpenGL: fix efb2ram for texture2D
...
This was hacky as hell. Our efb2ram shader generator is just freaked out.
2013-11-25 08:56:01 +01:00
Ryan Houdek
da3eef1019
Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function.
2013-11-25 00:06:29 +00:00
Ryan Houdek
f292819ff5
[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U
2013-11-24 15:49:23 -06:00
degasus
09f4439d0c
VideoCommon: reorder cbufid in orderer. We've used once two times
2013-11-24 04:43:54 +01:00
degasus
7d58278b67
Merge branch 'efb2tex_alpha'
2013-11-24 04:02:38 +01:00
Matthew Parlane
0a31255943
Unused arguments removed from XFBSource::Draw
...
Thanks neo.
2013-11-24 11:33:43 +13:00
Tony Wasserka
672fa65ee7
OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games.
2013-11-22 18:09:52 +01:00
degasus
b0a83c9aaa
VideoCommon: don't read alpha from efb which don't have alpha
...
This fixes issue 6788
2013-11-22 04:50:33 +01:00
Tony Wasserka
286b6110f1
Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
...
This reverts commit 954be9e2d9
.
Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Matthew Parlane
b372f97675
Imagewrite.cpp had same problem.
...
I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane
33d8166620
Use IOFile for TextureToPng to support non-ascii
...
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Matthew Parlane
71d70d896f
Api was too confusing for people.
2013-11-17 10:34:34 +13:00
Matthew Parlane
3a13dfdd9b
[OGL] Textures now save to PNG not TGA
2013-11-16 15:59:59 +13:00
Ryan Houdek
b9d7bb9012
[Android] Broken UBOs has been fixed in Adreno driver v53, so update the comment in DriverDetails.h. Also enable dynamic UBO array member access with that version since there is a high chance of it being fixed. Dynamic UBO member access is commonly noticed with character models being terrible looking.
2013-11-15 16:51:07 -06:00
Matthew Parlane
c712fb7356
Fix introduced ImageWrite warning.
2013-11-15 17:58:57 +13:00
Ryan Houdek
117bf435b0
Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times.
2013-11-15 01:09:38 +00:00
Matthew Parlane
ba71cdcc51
Goto crosses initialization error.
...
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane
033ed9477e
Reworked Screenshot saving.
...
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano
39a4d4329d
more warning fixes
2013-11-14 02:19:15 -05:00
Jordan Cristiano
f96e9e1ae4
warnings and code formatting
2013-11-13 04:03:46 -05:00
Tony Wasserka
0b02880b76
Revert "Be less dumb."
...
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."
This reverts commits 00fe5057f1
, 74b5fb3ab4
, cd46138d29
and 5f72542e06
because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus
8923968b47
Revert "VideoCommon: create native texture pool"
...
This reverts commit 6cece6b486
.
In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)
Conflicts:
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
degasus
ea2d8bf328
VideoCommon: fix custom textures
...
This fix a regression by revision 6cece6b486
delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Pierre Bourdon
954be9e2d9
Handle BP mask register better to avoid useless BP writes (causing flushes)
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
degasus
6cece6b486
VideoCommon: create native texture pool
...
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.
This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.
Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
degasus
045efdfc3e
ogl: drop all %f from TextureConversionShader
2013-11-04 12:38:55 +01:00
Matthew Parlane
e15f628935
Fix {Read,Write}FileToString.
...
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
c579637eaf
Run code through the advanced tool 'sed' to remove trailing whitespace.
2013-11-03 20:54:05 -05:00
comex
965b32be9c
Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up.
2013-11-03 20:54:01 -05:00
comex
74b5fb3ab4
Actually, filename really does need to be a parameter because of some random debug thing.
2013-11-02 22:44:27 -04:00
comex
cd46138d29
fix non-HAVE_WX case
2013-11-02 22:23:29 -04:00
comex
5f72542e06
Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
2013-11-02 22:19:21 -04:00
comex
82729fcc8f
Merge remote-tracking branch 'shuffle2/vc12'
...
Conflicts:
Source/Core/Common/Common.vcxproj
Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
degasus
92fdac412b
VideoCommon: drop UpdateViewportWithCorrection
...
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
degasus
2118c1d3c3
VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all
2013-10-29 18:55:50 +01:00
degasus
f4a9deefa8
ogl: remove some unneeded includes
2013-10-29 18:55:50 +01:00
degasus
3151d8709c
VideoCommon: move ViewportCorrection into VideoCommon
...
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
degasus
b253d60f04
VideoCommon: Drop D3D9 SSAA implementation
...
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
2013-10-29 18:20:07 +01:00
Shawn Hoffman
ccd30024b3
Update to VS2013 and a slew of build-related updates. Notes:
...
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Lioncash
97cd42f5c3
Remove some unnecessary includes as well as simplifying exisiting ones if possible.
2013-10-19 19:58:56 -04:00
comex
de1773affb
Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system.
2013-10-17 00:07:35 -04:00
Ryan Houdek
f0bf5aa113
Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this.
2013-10-16 11:27:58 +00:00
degasus
b1afb32188
ShaderGen: fix for commit bd80de14f4
2013-10-15 14:48:40 +02:00
degasus
bd80de14f4
ShaderGen: drop PerPixelLighting + 8Texcoord hack
...
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.
This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
degasus
f62579761c
ShaderGen: remove nonsense for() if() {}
2013-10-15 14:31:02 +02:00
comex
390760bd75
Perf: Use unordered_map instead of map in very slightly hot function.
...
Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
comex
1570558789
Remove unused variable waitingForPEInterruptDisable.
2013-10-13 14:00:38 -04:00
NeoBrainX
59ae93d04e
PixelShaderGen: Refine the comment from revision 3fbe1b1ccd
.
2013-10-13 14:59:59 +00:00
degasus
3fbe1b1ccd
VideoCommon: Update FastDepth's comment
2013-10-13 16:14:30 +02:00
degasus
6798a4763e
VideoCommon: revert the ViewPort changes
...
xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
degasus
2754c1132e
VideoCommon: reimplement Dirty() in PixelShaderManager
...
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.
But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00
degasus
50c404ce4a
VideoCommon: fix dstAlpha
2013-10-12 20:31:59 +02:00
degasus
0b2fb548c3
VideoCommon: remove SetVSConstant4f
2013-10-12 20:31:59 +02:00
degasus
5de7ac4791
OGL: update ubo workaround
2013-10-12 20:31:59 +02:00
degasus
cc6c454898
VideoCommon: refactor PixelShaderManager setters
...
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.
The follow parts are rewritten:
Alpha
ZTextureType
zbias
FogParam
FogColor
Color
TexDim
IndMatrix
MaterialColor
FogRangeAdjust
Lights
2013-10-12 20:31:25 +02:00
degasus
15ed0ea9cf
videoCommon: remove not supported constant types
...
I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.
But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
degasus
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
...
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11
ogl: implement useful constant buffer upload
...
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
...
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
Jasper St. Pierre
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00
Ryan Houdek
c054049712
Fix PixelShaderGen from the previous commit.
2013-10-06 21:54:09 -05:00
Ryan Houdek
26c38648ec
[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4.
2013-10-06 21:51:41 -05:00
Ryan Houdek
d4bd5fde71
Only emit the texgens if they are used, not every single time do all of them.
2013-10-06 21:32:05 -05:00
Tony Wasserka
ed88cf6cad
Removing more references to D3D9.
2013-10-06 13:37:10 +02:00
Tony Wasserka
5de6726658
Remove another D3D9 reference.
2013-10-06 13:30:59 +02:00
Tony Wasserka
d198fee21b
Remove more references to D3D9...
2013-10-06 13:30:59 +02:00
Tony Wasserka
61ed40749f
Shader generators: Remove any references to D3D9 and cleanup the affected code.
2013-10-06 13:30:56 +02:00
Tony Wasserka
0e2e71e483
Remove some now unused VideoConfig settings.
2013-10-06 13:28:46 +02:00
Lioncash
0d4df39e1f
Remove D3D9 related files.
...
Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
2013-10-06 13:28:41 +02:00
Ryan Houdek
6bdcde9dd6
[Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
...
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00
comex
f57ff0a569
Support a gcm revision-specific game ini for cheats + partially fix gecko codes in default ini.
...
The local ini is not revision-specific because it would require renaming
everything. Meh.
2013-09-28 23:38:25 -04:00
Ryan Houdek
4efc3e6c8f
Quick build fix.
2013-09-26 07:50:24 +00:00
Ryan Houdek
feaf65f2ae
[Android] The dynamic UBO access isn't actually fixed, contrary to what rev cd646d8e236 said. I presumed it fixed with v4x drivers, but I didn't have the LG G2 with me to test 100% at the time. This won't afflict any Adreno device with v4x drivers since UBOs are disabled for them since they are _broken_.
2013-09-26 07:46:56 +00:00
Ryan Houdek
cd646d89e2
[Android] The issue with the dynamic UBO access on Adreno platforms was fixed with v41 of the video drivers. v41 and above of the video drivers fix the spiky polygon problems that are noticed ingames.
2013-09-25 01:50:02 +00:00
Scott Mansell
0696fc93b2
Merge branch 'fix-field-ordering'
...
Fixes 6387
Closes 6635
2013-09-24 13:47:20 +12:00
Ryan Houdek
96a77f9feb
[Android] Fix the ability to stop the game and start another.
2013-09-23 01:43:18 -05:00
Scott Mansell
440353a3a1
Remove all refrences of field ordering from video backends.
...
They were unused.
2013-09-23 18:29:31 +12:00
degasus
573dbfd494
ogl: drop glsl120 support
2013-09-22 23:45:14 +02:00
comex
6209067daa
Fix stack misalignment fix.
2013-09-22 15:48:27 -04:00
Rachel Bryk
9a6f28fce4
Revert "Fix stack misalignment issues."
...
This reverts commit d334a9bc23
.
This breaks single core.
2013-09-22 14:29:35 -04:00
comex
d334a9bc23
Fix stack misalignment issues.
...
- Call ABI_AlignStack even on x86-64.
- Have ABI_AlignStack respect the difference in current alignment
between the root JIT function, which has a prolog, and
ProtectFunction thunks, which do not. This was causing many games
to crash on start on OS X. Since this might otherwise mean changing
the stack pointer before every call...
- Have one prolog/epilog function rather than two (one of which
definitely did not do what it was thought to do), and make it
actually work like a normal one, so that the stack frame shows up
properly in the debugger. There should be no performance impact.
2013-09-20 16:46:48 -04:00
Pierre Bourdon
86f6e8cc1e
Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire.
2013-09-18 12:33:57 +02:00
Pierre Bourdon
7aa98a3830
Fix loading of the 'projection hack enabled' gameini setting
...
Fixes issue 6614.
2013-09-18 12:23:46 +02:00
Ryan Houdek
24a44ecfb8
[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
2013-09-18 02:37:10 -05:00
degasus
75f2738f5c
VideoCommon: fix ogl lighting bug which happens because of NaN emulation
...
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN
As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
2013-09-16 17:10:19 +02:00
Pierre Bourdon
501eafb407
Overlay local gameinis over global gameinis instead of copying.
...
Huge megacommit because a lot of things needed to be modified to make this
possible.
2013-09-14 17:46:41 +02:00
NeoBrainX
d1e96c7282
Display warning OSD messages when a game ini is overriding any settings.
2013-09-14 06:08:31 +02:00
Pierre Bourdon
91a758b342
Move TextureDecoder.cl from User to Sys
2013-09-14 06:08:30 +02:00
degasus
3fcdf5e25b
VideoCommon: use memcmp to compare shader uid
2013-09-11 17:34:23 +02:00
degasus
3ec9f9b64a
videoCommon: also reset logicOp on mode switch
2013-09-09 02:30:44 +02:00
Pierre Bourdon
7acee71c0c
Move swapModeTable to a local variable, avoids shader uid generation writing to it
2013-09-04 23:23:29 +02:00
Pierre Bourdon
175707739e
Move LightingUidData to the LightingShaderGen header
2013-09-04 23:23:29 +02:00
Ryan Houdek
2897619ddb
Removal of my terrible idea.
2013-09-02 05:31:48 -05:00
Ryan Houdek
831963616f
[Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really.
2013-09-02 01:40:05 -05:00
comex
35b8dfbe0c
A few more warnings.
2013-09-01 23:33:35 -04:00
degasus
15df7b3445
ogl driverdetails: add flag to disable hacked and pinned memory
...
pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
degasus
1cbc8f8182
sync gpu: check disable flag before volatile
...
This could be an optimizing as this condition could be moved out of the loop.
So we save an atomic load.
But I don't know if it matters at all
2013-08-24 18:43:07 +02:00
Rodolfo Bogado
dbcc677922
Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'
2013-08-23 22:43:03 -03:00
Rodolfo Bogado
40243a4fe7
Indentation Fix
2013-08-23 22:28:17 -03:00
Pierre Bourdon
9303b57db1
Refactor VideoCommon/OnScreenDisplay.
...
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
Pierre Bourdon
367d6dfd65
Add an OSD message when taking screenshots in D3D9/D3D11
...
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
degasus
7a5374258e
ogl: rework DriverDetails framework + detect UBO mesa bug
2013-08-23 10:52:29 +02:00
Ryan Houdek
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
Ryan Houdek
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
Pierre Bourdon
a3a4f21284
Remove some spurious endlines at the end of log messages
2013-08-21 00:19:50 +02:00
degasus
814c1c9572
pixelShaderGen: also execute alpha test for always fail with late z test
...
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
Pierre Bourdon
d6fe9c639b
Add an OSD message to remind the user if Shader Debugging is enabled
...
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Ryan Houdek
7934df3879
Remove a redundant check in the fifo.
2013-08-17 01:27:08 +00:00
Rodolfo Bogado
979718484f
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-15 00:21:28 -03:00
Pierre Bourdon
7622d5b354
Only call SetGenerationMode from BPWritten if the cull mode changed.
...
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Pierre Bourdon
26f58e1ba5
Add an option to enable performance queries in gameini files, disable it by default
2013-08-14 23:16:46 +02:00
Pierre Bourdon
ffdd79df36
Move VideoBackendBase from Common to VideoCommon
2013-08-14 23:16:46 +02:00
NeoBrainX
0cd94b5bc7
VertexShaderGen: Cleanup.
2013-08-14 11:47:23 +00:00
Rodolfo Bogado
9e0fc8b42d
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 21:32:25 -03:00
NeoBrainX
c05aa0141d
ShaderGen: Optimize out most function calls for uid generation.
2013-08-12 18:30:42 +02:00
NeoBrainX
fe2ca814c5
LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
2013-08-12 18:30:42 +02:00
NeoBrainX
22d9736787
ShaderGen: Static inline everything.
2013-08-12 18:30:42 +02:00
NeoBrainX
69a5a79c03
PixelShaderGen: Optimize shader uid data order.
2013-08-12 18:30:42 +02:00
NeoBrainX
7a1940020d
VertexShaderGen: Optimize shader uid data order.
2013-08-12 18:30:41 +02:00
Rodolfo Bogado
5948665cd6
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 10:30:19 -03:00
NeoBrainX
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Rodolfo Bogado
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
...
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
NeoBrainX
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
degasus
a6fd2c8227
fix lightning for inconsitent config
...
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Rachel Bryk
a33b1fcdc6
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
2013-07-30 05:49:02 -04:00
degasus
4987f89ecc
simplify my last commit
2013-07-29 23:26:18 +02:00
degasus
d029fc2f9f
remove printf in shader uid generation
2013-07-29 20:52:24 +02:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
b6e9a75bdf
Good Job Windows. Fixes compiling...
2013-07-27 00:53:53 +00:00
Ryan Houdek
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
Ryan Houdek
e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
Ryan Houdek
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
degasus
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Jasper St. Pierre
3c7f223aa1
Add "Q" / "E" as freelook keybindings
...
To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre
52482115e1
Move in-game keybinding handling to a central location
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Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Jasper St. Pierre
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
...
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Ryan Houdek
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
Ryan Houdek
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
Ryan Houdek
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
Ryan Houdek
7d6b36bf73
Fix most ARM warnings
2013-07-05 19:56:15 -05:00
NeoBrainX
1f92ccc228
ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
2013-07-02 14:48:08 +02:00
NeoBrainX
c34c82e7ae
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
...
pixel lighting is toggled.
Same as revision f524312fd1
but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX
b8b5427ba4
VertexShaderGen: Fix a dumb regression from revision f524312fd1
.
2013-06-30 11:36:45 +00:00
NeoBrainX
eb153cfded
PixelShaderGen: Fix a small early-ztest related bug.
2013-06-29 23:14:08 +02:00
NeoBrainX
99301bd158
PixelShaderGen: Store early_ztest as part of shader uid.
2013-06-29 23:01:42 +02:00
NeoBrainX
f524312fd1
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
2013-06-29 23:01:42 +02:00
NeoBrainX
e3c0a39d5d
Merge branch 'shader-uids-awesome-after-hours'.
2013-06-28 17:45:19 +02:00
NeoBrainX
166a9c5637
Finishing touches.
2013-06-28 17:43:53 +02:00
NeoBrainX
ba310ce096
PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038
.
...
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
NeoBrainX
597a6b34cb
Compactify VertexShader uid struct.
2013-06-23 19:29:02 +02:00
degasus
a2e132dd4b
small index generator optimiztions
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- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
NeoBrainX
bdc28106ee
Optimize shader uid checks by checking the number of uid values which are actually used.
2013-06-22 21:47:22 +02:00
NeoBrainX
16ada5fa3d
Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct.
2013-06-22 21:47:22 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
NeoBrainX
c4eb659fec
BPMemory: Assign a more descriptive name to a field in the genmode register.
2013-06-18 17:25:16 +02:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-18 07:52:36 -05:00
degasus
c57a90c5b5
don't define clipPos twice
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fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX
8816369144
PixelShaderGen: Add some TODOs.
...
Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX
f724b47f45
PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85
.
2013-06-17 13:08:38 +02:00
NeoBrainX
2b2ca5260f
PixelShaderGen: Fixed some bugs, removed unused shader uid fields.
2013-06-17 13:03:38 +02:00
NeoBrainX
7a01ceba73
PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85
.
2013-06-17 12:51:57 +02:00
NeoBrainX
c505260ec1
Fix some merge conflicts.
2013-06-17 12:29:47 +02:00
NeoBrainX
ca22872dae
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX
f0ea525d3b
PixelShaderGen: Change a comment slightly.
2013-06-17 11:39:50 +02:00
NeoBrainX
20719081df
PixelShaderGen: Move RegisterStates from global storage to stack.
2013-06-17 11:37:41 +02:00
NeoBrainX
7e0db58b1e
Fix stuff
2013-06-17 10:50:16 +02:00
NeoBrainX
32b78a8572
First steps of making the pixel shader uid struct more compact.
2013-06-17 10:50:12 +02:00
Armada
9594cac42c
Build fix: Android NDK doesn't support any locale switching.
...
Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada
fc7099a905
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
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This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
Ryan Houdek
fa4ad82878
Fix Windows Compiling?
2013-06-12 03:14:13 -05:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00
Ryan Houdek
703a51e4c0
[Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still.
2013-06-11 08:33:56 -05:00
skidau
196d152ad7
Invalidate the texture cache using the GPU thread when the CPU thread makes a request.
...
Fixes issue 6350.
2013-06-08 11:28:54 +10:00
degasus
a51d6a6ddd
add new statistics for gpu buffer streaming
2013-05-23 21:07:01 +02:00
Rachel Bryk
10d1d19409
Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame.
2013-05-21 19:20:22 -04:00
degasus
a905b18ef1
Merge branch 'ppd' - per pixel depth
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use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"
2013-05-12 07:29:31 +02:00
Ryan Houdek
bf67378812
Fix the integer compare in our GLSL fmod function
2013-05-11 00:16:20 -05:00
NeoBrainX
f348712d3a
BPMemory: Fix a small documentation mistake from revision 9365187f89
.
2013-05-10 11:47:06 +00:00
degasus
f7c3cacb5c
ppd: fix small issues in my last commit
2013-05-10 12:51:06 +02:00
degasus
89be1cbf51
recreate "per pixel depth" option and renamed it to fast depth calculation
2013-05-09 17:48:48 +02:00
degasus
c7486609fa
fix underflow in IndexGenerator::AddFan
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fix issue 6282
The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3
2013-05-09 10:17:12 +02:00
NeoBrainX
9365187f89
BPMemory: Add register documentation for texture source adress and EFB configuration.
2013-05-06 22:20:17 +02:00
Ryan Houdek
0247b2a97a
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
2013-05-06 06:43:04 -05:00
NeoBrainX
2c7ed2a793
Apply color mask when alpha test parameters change. Required to make the changes in revision be706a3977
work properly.
...
Fixes issue 6080.
2013-05-01 11:50:37 +02:00
NeoBrainX
9cb263ad48
PixelShaderGen: Set some uid fields that I missed before.
2013-04-29 21:19:48 +02:00
NeoBrainX
02afec5076
Polish shader uid checking.
2013-04-29 21:00:39 +02:00
NeoBrainX
77dae3496a
PixelShaderGen: Cleanups.
2013-04-29 19:52:12 +02:00
NeoBrainX
adab4e37f7
Fix some mistakes from the master merge; some cleanups.
2013-04-29 19:37:32 +02:00
NeoBrainX
5e6b712651
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-25 14:05:54 +02:00
NeoBrainX
eef95fa4c5
ShaderGenCommon: Adding documentation.
2013-04-25 13:30:41 +02:00
Lioncash
8da425b008
Formatting cleanup for VideoCommon.
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Block braces on new lines.
Also killed off trailing whitespace and dangling elses.
Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00
degasus
4a48485482
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
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This reverts commit 8b7141d3de
.
GLSL120 can't handle integer attributes :-(
2013-04-24 03:03:52 +02:00
lioncash
d244bca1f5
Fix a bunch of random typos in comments and logging.
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Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Lioncash
bab9963b00
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.
2013-04-17 23:09:55 -04:00
Ryan Houdek
48927c17d2
Good job Windows. Stop choosing the same names as I do.
2013-04-13 00:54:11 -05:00
Ryan Houdek
39a7096711
Extend our OSD class to support callbacks on init, onframe, and shutdown.
2013-04-13 00:48:53 -05:00
degasus
7e630ba920
Merge branch 'primitive_restart'
2013-04-11 14:01:58 +02:00
NeoBrainX
7480f5dfd6
ShaderGenCommon: Clean up.
2013-04-10 14:55:46 +02:00
NeoBrainX
e7a5847c30
ShaderGen: Build fix.
2013-04-10 14:44:09 +02:00
NeoBrainX
abde070f63
LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
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Also fix a small bug (cf. revision 154c533e76
).
2013-04-10 14:25:18 +02:00
NeoBrainX
154c533e76
VertexShaderGen: Fix a small GLSL regression in emboss mapping.
2013-04-10 11:44:49 +00:00
NeoBrainX
fab4f1d0a5
LightingShaderGen: Improve code flexibility.
2013-04-10 13:38:31 +02:00
NeoBrainX
31d2cab8d3
Add ShaderGenCommon to vcproj file list.
2013-04-10 12:55:42 +02:00
NeoBrainX
ec08914905
Move Shader UID mismatch checking to VideoCommon.
2013-04-10 12:54:22 +02:00
degasus
1aa10b579a
fix triangle_fan size calculation
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wasn't updated for the new primitive restart implementation
2013-04-10 12:45:44 +02:00
degasus
a6412f7bd4
render a triangle for a 3 vertice quad
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fix issue 6214
2013-04-10 12:36:59 +02:00
NeoBrainX
ec5f596b31
VertexShaderGen: More per-pixel-lighting fixes.
2013-04-10 12:17:28 +02:00
Jordan Woyak
385d8e2b15
ChunkFile has allowed me to accidentally "Do" a non-POD for the last time!
2013-04-09 19:02:22 -05:00
degasus
b0108631f6
use templates for primitive restart
2013-04-08 19:39:43 +02:00
degasus
4dca133745
small cleanups
2013-04-08 17:58:23 +02:00
degasus
80b56ddd17
convert triangle_fan to triangle_strip
2013-04-08 17:22:16 +02:00
degasus
702198f39b
Merge branch 'master' into primitive_restart
...
Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Plugins/Plugin_VideoDX9/Src/main.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2013-04-08 15:57:51 +02:00
degasus
4c40e70b8a
ogl: support glsl120
2013-04-08 14:50:58 +02:00
Rachel Bryk
deece78e19
Seriously, someone kill me.
2013-04-08 03:11:45 -04:00
Rachel Bryk
48f3e962d6
Kill me now.
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Fixes issue 6227.
2013-04-08 03:05:12 -04:00
Lioncash
195336021f
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
...
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
Pierre Bourdon
0ca7ea6c3f
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
2013-04-07 20:58:48 +02:00
Rachel Bryk
4d81e0739d
Use an enum for efb scale values.
2013-04-06 01:49:13 -04:00
Rachel Bryk
ee163d1e49
Someone take my commit rights away.
2013-04-05 17:26:56 -04:00
Rachel Bryk
6a5a522bba
Hastily committing untested code without making sure i didn't miss anything first? I would never!
2013-04-05 17:20:34 -04:00
Rachel Bryk
e531970052
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
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Fixes issue 6210.
2013-04-05 17:13:48 -04:00
lioncash
a7c05dc922
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
2013-04-04 09:32:28 -04:00
Grant Paul
9f8841e960
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
...
This reverts commit 61c327ba8b
.
2013-04-03 21:17:09 -07:00
NeoBrainX
61c327ba8b
D3D11: Fix glitched polygon edges when MSAA is enabled.
2013-04-03 18:56:33 +02:00
Jordan Woyak
4ba12be669
We can use unordered_map without pain now!
2013-04-01 19:25:32 -05:00
Lioncash
58159a1693
Some more logging typos and clarifications. Missed these in my last commit.
...
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Lioncash
f432d6038e
Fix some typos and correct some capitalizations in the log messages.
...
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado
45651098f6
Use a brute force approach to test for Dual source blend support.
...
Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
NeoBrainX
a60e1a3db8
ShaderGen: Remove some TODOs and fix an issue with per pixel lighting.
2013-03-31 23:57:39 +02:00
NeoBrainX
f57b902d33
PixelShaderGen: Cleanups.
2013-03-31 23:53:46 +02:00
NeoBrainX
f6d65a636e
ShaderGen: Fix per pixel lighting.
2013-03-31 23:29:33 +02:00
NeoBrainX
248d56d930
ShaderGen: Small optimization.
2013-03-31 20:55:57 +02:00
NeoBrainX
cdddb26bba
Apparently override is less fun than I thought.
2013-03-29 22:29:37 +01:00
NeoBrainX
2afd892e46
ShaderGen: More interface cleanups. Less wtfs :)
2013-03-29 22:24:49 +01:00
NeoBrainX
e31c2aa601
ShaderGen: Cleanup uid data writing.
2013-03-29 21:53:57 +01:00
NeoBrainX
9eccd56ef0
PixelShaderGen: Some cleanups.
2013-03-29 20:59:03 +01:00