Commit Graph

55 Commits

Author SHA1 Message Date
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
degasus 045efdfc3e ogl: drop all %f from TextureConversionShader 2013-11-04 12:38:55 +01:00
comex c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
degasus f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00
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
Tony Wasserka 61ed40749f Shader generators: Remove any references to D3D9 and cleanup the affected code. 2013-10-06 13:30:56 +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
degasus 573dbfd494 ogl: drop glsl120 support 2013-09-22 23:45:14 +02:00
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
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.
This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
Lioncash 8da425b008 Formatting cleanup for VideoCommon.
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
Lioncash bab9963b00 New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects. 2013-04-17 23:09:55 -04:00
degasus 4c40e70b8a ogl: support glsl120 2013-04-08 14:50:58 +02:00
lioncash edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
degasus 0325e37bfb merge glsl headers into one place 2013-02-13 21:34:48 +01:00
degasus 6afc30240a partial revert of 8a6f747408
texture_rect isn't in core 3.0, so the long texture function must be used
2013-01-22 00:18:42 +01:00
degasus 8a6f747408 glsl: remove usage of old texture2D* function 2013-01-19 11:07:06 +01:00
degasus 074f73c641 move utils texture to sampler 8+9
rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
2013-01-19 00:39:31 +01:00
degasus b18c0a5d1b remove ubo for efb2ram 2013-01-14 12:37:31 +01:00
degasus 60b8e4fb1c vertex shader for texture converter 2013-01-11 11:59:42 +01:00
degasus b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
degasus 48ede4dd30 switch to glsl 130, more than OpenGL 3.1 isn't needed 2012-12-28 16:05:14 +01:00
Ryan Houdek 7d93834cd8 Bit more cleanup from removing Nvidia CG 2012-12-27 22:53:07 -06:00
degasus cf8f936abb fix efb2ram decoder 2012-12-19 23:43:05 +01:00
degasus 85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
Shawn Hoffman 31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -05:00
Pierre Bourdon 3bcec51334 More coding style fixes because I suck at sed 2012-10-09 23:41:48 -05:00
Pierre Bourdon 3c6d0fc710 8 spaces indentation -> tabs 2012-10-09 23:41:48 -05:00
Ryan Houdek 5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2012-10-09 23:41:06 -05:00
Ryan Houdek 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. 2012-10-09 23:37:52 -05:00
Ryan Houdek 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. 2012-10-09 23:37:52 -05:00
Ryan Houdek 8058f2f32f Missed one 2012-10-09 23:33:02 -05:00
Ryan Houdek 9064b76deb Shader Compile fixes. Played SMS for two shines. 2012-10-09 23:33:02 -05:00
Ryan Houdek 66a5334158 moe 2012-10-09 23:30:48 -05:00
skidau 1587cb3738 Fixed texture encoding. Fixes the interaction with objects in Another Code R. Thanks to wordmanwords for the patch.
Fixes issue 5405.
2012-05-05 11:21:05 +10:00
Rodolfo Osvaldo Bogado e5210de9d5 just a little cleanup to maintain minimal interfaces
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7591 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-10 19:16:09 +00:00
Jordan Woyak fbaf965995 Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6996 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-31 01:28:32 +00:00
nitsuja- 60d2d42525 made texture conversion shaders use less instructions
this is mainly so they fit within ps_2_0 limits, but I made this separate from my last checkin to make it easier to test separately in case it somehow causes problems

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6619 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-19 21:05:41 +00:00
Rodolfo Osvaldo Bogado 9cb41e7c70 hopefully fixed zww issue with new efb to ram.
implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-12 19:30:25 +00:00
Rodolfo Osvaldo Bogado c98f8a96d2 HUGE commit :)
in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 00:01:18 +00:00
Rodolfo Osvaldo Bogado 782d9111e5 let's keep experimenting:
almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon.
implemented a more intelligent index generator to emulate more accurately the behavior of the gc.
please give me feedback on this changes.
enjoy :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 21:58:43 +00:00
Rodolfo Osvaldo Bogado c4c809f6b1 Small fixes:
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-19 15:00:45 +00:00
Rodolfo Osvaldo Bogado d02426a8e9 mixed commit:
in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-07 18:48:31 +00:00
donkopunchstania e6d51e8ff4 Fixed 24 bit depth copies to RAM. 24 and 16 bit depth copies are now more accurate. Added an offset to DX copies to RAM and made half sized copies to a texture linearly filtered.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4635 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-02 04:17:18 +00:00