degasus
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687d74e6c2
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only change shader if needed
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2013-01-15 14:22:40 +01:00 |
degasus
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ff889c0e65
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use attrib pointers in nativeVertexFormat
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2013-01-14 22:59:08 +01:00 |
degasus
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5fe3def64c
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videoConfig cleanup
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2013-01-14 20:00:33 +01:00 |
degasus
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c3aafc77b3
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upload complete uniform buffer at once
this is the way of dx11. it would upload more per draw, but uses less calls.
will be faster if many uniforms are changed, but slower else
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2013-01-14 13:58:11 +01:00 |
degasus
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2838077313
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fix warnings
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2013-01-11 21:24:59 +01:00 |
degasus
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60b8e4fb1c
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vertex shader for texture converter
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2013-01-11 11:59:42 +01:00 |
degasus
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b38b62afc6
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remove glsl binding support. convert every shader to version 130
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2013-01-02 16:56:08 +01:00 |
degasus
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c2898748ac
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bind locations _before_ link program, fix dest alpha
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2012-12-31 02:34:27 +01:00 |
degasus
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d9f3fc4495
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fix ubo for intel cards (also amd?)
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2012-12-28 17:06:08 +01:00 |
Shawn Hoffman
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1a8005d948
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set ProgramShaderCache program format correctly.
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2012-10-09 23:56:00 -05:00 |
Shawn Hoffman
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210ecad15f
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let us try normal c++ static init instead...
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2012-10-09 23:56:00 -05:00 |
Ryan Houdek
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03b09bed5d
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Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
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2012-10-09 23:56:00 -05:00 |
Ryan Houdek
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2e15440896
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Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
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2012-10-09 23:56:00 -05:00 |
Shawn Hoffman
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108722bed0
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oops, forgot to make sure the gl program is actually free'd.
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2012-10-09 23:54:18 -05:00 |
Shawn Hoffman
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4c1fef8f98
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refactor ProgramShaderCache::PCacheEntry
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2012-10-09 23:54:18 -05:00 |
Shawn Hoffman
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aaa405c973
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Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
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2012-10-09 23:54:18 -05:00 |
Shawn Hoffman
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31a8424bcc
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fix formatting uglies introduced in glsl-master branch
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2012-10-09 23:54:17 -05:00 |
Ryan Houdek
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c4e7a288e5
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Add in the Windows fix.
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2012-10-09 23:43:22 -05:00 |
Ryan Houdek
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5c486587a6
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Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
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2012-10-09 23:43:22 -05:00 |
Ryan Houdek
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4eb227bd4c
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If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
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2012-10-09 23:43:22 -05:00 |
Sonicadvance1
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7c91476650
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Missed a if, don't want people crashing now do we?
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2012-10-09 23:42:41 -05:00 |
Ryan Houdek
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9996f27120
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2012-10-09 23:42:41 -05:00 |
Ryan Houdek
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d012c75005
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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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2012-10-09 23:42:41 -05:00 |
Ryan Houdek
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7cb3d86e31
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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.
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2012-10-09 23:42:40 -05:00 |
Ryan Houdek
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1aad2e9e56
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There we go, actually found the issue.
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2012-10-09 23:42:40 -05:00 |
Ryan Houdek
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6759ee701d
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This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
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2012-10-09 23:42:40 -05:00 |
Ryan Houdek
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9c09e1973a
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Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
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2012-10-09 23:42:40 -05:00 |
Ryan Houdek
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f8d0c28e53
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Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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2012-10-09 23:42:40 -05:00 |
Ryan Houdek
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ddd4360d6d
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Only delete this buffer if we support it.
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2012-10-09 23:42:39 -05:00 |
Ryan Houdek
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7aad45658e
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2012-10-09 23:42:39 -05:00 |
Ryan Houdek
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076c1a5aa7
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Make sure not to try and bind UBO locations when it isn't supported
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2012-10-09 23:41:49 -05:00 |
Ryan Houdek
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ba12c0b4f5
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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.
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2012-10-09 23:41:48 -05:00 |
Jordan Woyak
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d70726b035
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glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
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2012-10-09 23:41:48 -05:00 |
Jordan Woyak
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d9117ab6a1
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try combining vs/ps ubo
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2012-10-09 23:41:48 -05:00 |
Jordan Woyak
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e641ede232
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make use of glMapBuffer to set ubo data
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2012-10-09 23:41:48 -05:00 |
Jordan Woyak
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8e80771670
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fix stupid indentation
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2012-10-09 23:41:48 -05:00 |
Jordan Woyak
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73a29bf6a1
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have separate variables/functions for VS/PS ubo stuff, array was confusing.
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2012-10-09 23:41:48 -05:00 |
Ryan Houdek
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a809feae1a
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Disable UBO buffer generation if hardware doesn't support it.
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2012-10-09 23:41:48 -05:00 |
Pierre Bourdon
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3bcec51334
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More coding style fixes because I suck at sed
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2012-10-09 23:41:48 -05:00 |
Pierre Bourdon
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3c6d0fc710
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8 spaces indentation -> tabs
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2012-10-09 23:41:48 -05:00 |
Ryan Houdek
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a304af75fd
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Make this pretty
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2012-10-09 23:41:06 -05:00 |
Ryan Houdek
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67687a7b6d
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Make sure our UBO buffers are always aligned correctly.
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2012-10-09 23:41:06 -05:00 |
Ryan Houdek
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5b06bbf87d
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Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
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2012-10-09 23:41:06 -05:00 |
Ryan Houdek
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5bcbf92f43
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Make sure to support everything even if GPU doesn't.
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2012-10-09 23:41:06 -05:00 |
Ryan Houdek
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d4a80ca3ec
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yay, UBOs work 100% now.
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2012-10-09 23:41:05 -05:00 |
Ryan Houdek
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1f75ee49bf
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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.
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2012-10-09 23:41:05 -05:00 |
Ryan Houdek
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904adb9e3d
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More for Billiard <3
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2012-10-09 23:41:05 -05:00 |
Ryan Houdek
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ce7a54f32a
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
Ryan Houdek
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b105d70339
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
Ryan Houdek
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c82b92bfc2
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Fix one error.
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2012-10-09 23:41:05 -05:00 |