Commit Graph

3565 Commits

Author SHA1 Message Date
degasus bbc292c210 merge Vertex and PixelShaderCache into ProgramShaderCache
this is the first step, uniform handling is still missing
2013-02-13 13:12:19 +01:00
NeoBrainX 95d08db46f Revert "[bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary."
This reverts commit 6c8a22de24.
2013-02-07 21:45:06 +01:00
NeoBrainX ed0abc9dc5 Merge branch 'mipmap_fixes'. 2013-02-07 20:40:33 +01:00
NeoBrainX 6870c1fdd5 Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
2013-02-07 18:01:24 +01:00
degasus f079b04a5d also check for glsl errors on linking, activation GLSL_DEBUG again (slowdown on shader compilation) 2013-02-07 12:47:41 +01:00
degasus 9987765b1f build fix 2013-02-07 10:48:42 +01:00
degasus 376a807dea first try of osx fix, mostly by pauldachz 2013-02-07 10:34:29 +01:00
degasus e7a8d3f854 check for GL_ARB_sync, it's in ogl 3.2 2013-02-06 01:05:19 +01:00
degasus ef602fd643 workaround for glGetUniformLocation in efb2ram 2013-02-05 18:22:23 +01:00
degasus 76adc77fa6 bigger buffers 2013-02-05 18:01:27 +01:00
degasus 1d86dafbe2 evil hack: map the buffer once and use this pointer after unmaping
This isn't allowed by gl and may _only_ work, if the driver uses cpu bound buffer.
But it may speed up :-)
2013-02-05 00:53:14 +01:00
degasus f677b8cba3 update to glew1.9, win binaries also from official release 2013-02-04 21:11:12 +01:00
degasus 2108529120 also align the size of buffers for pinned memory 2013-02-04 20:48:28 +01:00
degasus 6e0b0192a8 correct spelling of align 2013-02-02 19:39:26 +01:00
degasus 0c7aa4ff4f build fix 2013-02-02 19:32:40 +01:00
degasus 6e20af9ee9 align memory, use pinned memory if available 2013-02-02 19:26:29 +01:00
degasus f0795bad12 fix glew fix 2013-02-01 17:12:05 +01:00
degasus cb4cb1713d workaround older glew versions 2013-02-01 17:09:50 +01:00
degasus 2a1f592d82 first try for pinned memory, complete untested 2013-02-01 17:04:27 +01:00
degasus 3bf4ffe7fa usable sync of ringbuffer 2013-02-01 16:43:08 +01:00
degasus 3af9840a4c stream by map and sync
but not working perfectly, so disabled
2013-02-01 15:15:25 +01:00
degasus 878bd7f26c implement streaming by bufferSubData, split upload and allocation in ringbuffer 2013-02-01 12:30:08 +01:00
degasus 30170575c8 create StreamBuffer class for ogl upload 2013-01-31 23:11:53 +01:00
Glenn Rice f7fa33f2d6 Fix remaining compiler warnings. 2013-01-31 15:29:29 -06:00
degasus 011e326698 remove glIsEnabled(GL_BLEND), we do restore state after it, so it doesn't matter 2013-01-31 13:49:20 +01:00
degasus 4a463f4588 also add glBufferSubData for ubo upload
so osx start game, but everything is black
2013-01-31 13:00:15 +01:00
degasus c05f66bdd0 first try for osx core profile
now it doesn't crash, but it still hangs on startup
2013-01-31 12:20:17 +01:00
degasus 01d8c21e1d don't stream in rasterfont
mapping blocks on nvidia workstation, so use glBufferData
2013-01-31 11:30:44 +01:00
Glenn Rice 0ffdd2607f Fix the majority of the compiler warnings unearthed by the addition of
the new warning flags.
2013-01-29 23:24:51 -06:00
Jordan Woyak 0e04e0c305 Fix some shadowing warnings. 2013-01-29 16:43:22 -06:00
Ryan Houdek afb5be10d9 OSX likes to put unordered_map in the weirdest of places... 2013-01-28 15:36:55 -06:00
Ryan Houdek fa45403557 Got to love that my server's cmake is half retarded. 2013-01-28 15:32:38 -06:00
Ryan Houdek d94f3c4155 Stop using std::pair and std::map. Switch over to u64 and std::unordered_map. Provides a very small speed boost. 2013-01-28 15:18:54 -06:00
NeoBrainX 0fdeb81038 Add some code for generating a shader constant usage profile. 2013-01-28 22:15:23 +01:00
NeoBrainX 67be1e939a PixelShaderGen: Some more work... 2013-01-28 21:59:49 +01:00
NeoBrainX dc0f470215 Added new shader cache uids for pixel shader gen. 2013-01-28 21:44:39 +01:00
NeoBrainX 3c8df842bb Moved some of the new shader uid stuff to a common header file. 2013-01-28 21:05:29 +01:00
NeoBrainX ca0e292dd4 Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
Currently used in the vertex shader only (had to fork lighting shaders for now).
2013-01-28 21:05:29 +01:00
degasus c5fa3e0f3d move RestoreAPIState and ResetAPIState into backends
it's a backend specific hack, so it should be here
should give a small speedup in dx11 efb2tex
2013-01-28 18:16:03 +01:00
degasus fd06342a97 set hint GL_STREAM_READ
it's wrong, but so we are guaranteed to get pinned memory.
it's slower for rendering, but faster for mapping.
2013-01-28 13:03:31 +01:00
Ryan Houdek 4fadb65259 Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me. 2013-01-26 11:24:24 -06:00
degasus 3a52b37c3b only create shaders after shadercaches are initialized 2013-01-26 16:33:54 +01:00
Lioncash efe8c75424 Duplicate condition fix.
Thanks j4ck.fr0st
2013-01-25 21:30:29 -05:00
degasus 13e9bb56f8 fix bug when rasterfont disappears sometimes 2013-01-25 20:39:19 +01:00
degasus 41b1128fdd orphan vbo also with glBufferData 2013-01-25 13:28:05 +01:00
degasus a526fc5f92 ubo streaming 2013-01-25 13:20:42 +01:00
Ryan Houdek 73eb98ed8e Move swap control to the host specific GLInterface files. 2013-01-24 10:31:08 -06:00
degasus e0ffdda26e Merge branch 'immediate-removal' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp

immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
2013-01-24 16:58:28 +01:00
degasus d60cc373d1 Revert "Revert 30dd9c2 e9d00bf db5f4c8 and bff0fae"
This reverts commit d0301ca89d.

Conflicts:
	.gitignore
2013-01-24 16:11:07 +01:00
lioncash 2db0c4270e Fix a potential memory leak on non-windows systems.
Also added a FIXME to BPStructs.cpp and BPMemLoader.cpp
2013-01-24 08:21:08 -05:00
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 da0ec6618f always init ogl configs 2013-01-21 18:44:33 +01:00
degasus cf11f0ea72 clear uniform cache on startup 2013-01-21 15:43:04 +01:00
degasus ebaaf6d468 glShadeModel is also obsolete 2013-01-21 10:37:16 +01:00
degasus 8a6f747408 glsl: remove usage of old texture2D* function 2013-01-19 11:07:06 +01:00
Ryan Houdek 621204f3e8 Fix switching from the different rasterizers 2013-01-19 02:18:39 -06:00
Ryan Houdek ff9ba67773 Remove the dependency on rectangle textures in the software rasterizer. Also make it the be used by default in the software renderer like it was before. 2013-01-19 00:51:14 -06:00
degasus d73c950623 cache texture bindings 2013-01-19 01:06:34 +01:00
degasus e7d5b274c0 add stage parameter for texture load, so ogl can bind to the correct sampler 2013-01-19 00:47:48 +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 6401a18143 remove texture sampler from uniform list 2013-01-19 00:12:02 +01:00
degasus 2c010f530e report glsl shader warings as errors 2013-01-18 12:49:48 +01:00
degasus 714ff50fdf set blending if dual source might be triggered 2013-01-18 00:44:35 +01:00
degasus a87fd89fce disable ogl shader cache
it doesn't check the shader itself only the id of the shaders.
So there are cache mismatch atm
2013-01-17 12:36:20 +01:00
degasus 3054d36534 use glBindFragDataLocation instead of glDrawBuffer 2013-01-17 11:16:12 +01:00
lioncash 0ef3bd9c77 Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
Turns out I was wrong in my previous commit. My bad.

This reverts commit 8743166663.
2013-01-16 15:46:11 -05:00
degasus b778b86e26 improve texture mipmap count
GL_TEXTURE_MAX_LEVEL set how many mipmaps should be allocated, but all of them must be created.
GL_TEXTURE_MAX_LOD set how many mipmaps may be used.
2013-01-16 21:15:07 +01:00
degasus 8a7f1e9264 workaround for older ati drivers 2013-01-16 19:37:57 +01:00
lioncash 8743166663 Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
degasus b401131af2 small texcache cleanup 2013-01-16 15:12:39 +01:00
degasus 681272d65d use renderbuf fo xfb 2013-01-16 01:37:00 +01:00
degasus bb200acdd8 also don't search in the shader cache if the shader isn't changed 2013-01-15 23:42:24 +01:00
degasus 687d74e6c2 only change shader if needed 2013-01-15 14:22:40 +01:00
degasus 85200db6a2 Revert "fix byte order in osd rasterfont"
This reverts commit db5f4c8c20.

Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
2013-01-15 12:25:06 +01:00
degasus 1cfb5a21fa only use rgba for opengl 2013-01-14 23:43:51 +01:00
degasus ff889c0e65 use attrib pointers in nativeVertexFormat 2013-01-14 22:59:08 +01:00
lioncash 8cf3ea3eea GetTextureBGRA()'s 'width' and 'height' parameters should be unsigned. 2013-01-14 16:29:52 -05:00
degasus 2f78986e2c Merge branch 'Graphic_Update' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
degasus ff5ac8c505 fix win compiler errors 2013-01-14 20:08:53 +01:00
degasus 5fe3def64c videoConfig cleanup 2013-01-14 20:00:33 +01:00
degasus adeac6f4a5 remove old deprecated calls and fixed functions parameters 2013-01-14 17:48:38 +01:00
degasus c3aafc77b3 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
2013-01-14 13:58:11 +01:00
degasus b18c0a5d1b remove ubo for efb2ram 2013-01-14 12:37:31 +01:00
Jordan Woyak 5dbc3b3219 replace this->Bind with Bind 2013-01-13 03:33:11 -06:00
Jordan Woyak eca93c4c19 Eliminate nearly all the _connect_macro_ ugliness by using wxw's newish Bind functions.
Unlike Connect, Bind is quite type-safe.
I also seem to have fixed some errors in the input config dialog.
2013-01-13 03:06:56 -06:00
degasus f3d663c2f4 efb2tex without ubo 2013-01-12 16:29:16 +01:00
degasus 2838077313 fix warnings 2013-01-11 21:24:59 +01:00
degasus 8651b34e22 also add vertex shader for efb2tex
goodbye fixed-function shaders
2013-01-11 15:41:42 +01:00
degasus 7c01c2bf11 move efb2ram shaders to textureCache 2013-01-11 15:24:43 +01:00
degasus 60b8e4fb1c vertex shader for texture converter 2013-01-11 11:59:42 +01:00
NeoBrainX 304814e7cc Video_Software: Implement proper RGBA8 texture loading from tmem.
For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
2013-01-10 18:30:16 +01:00
degasus 092a99cbd2 glsl shaders for showEfbCopyRegions 2013-01-09 20:08:55 +01:00
degasus bff02b3b73 Merge branch 'arb_framebuffer' into GLSL-master
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2013-01-09 11:00:26 +01:00
degasus 84debc17d5 fix msaa
blitting between msaa fbos may not scale. So we need to resolve the efb before swapping.
2013-01-09 01:50:52 +01:00
NeoBrainX e204a6e015 Add some TODOs. 2013-01-08 18:56:01 +01:00
NeoBrainX be706a3977 Disable color writing when alpha test always fails. 2013-01-08 18:56:01 +01:00
NeoBrainX d26bcb0847 Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff 2013-01-08 18:56:01 +01:00
NeoBrainX 876eee5e60 PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing). 2013-01-08 18:16:48 +01:00
NeoBrainX e979b2d4a2 DX11: Fix a small mistake.
Remove some incorrect and/or confusing comments.

Fixes issue 5251. Thanks to limburgerite :)
2013-01-08 18:16:48 +01:00
Ryan Houdek d0301ca89d Revert 30dd9c2 e9d00bf db5f4c8 and bff0fae 2013-01-07 13:47:34 -06:00
degasus b7906b49c9 fix byte order in osd rasterfont 2013-01-07 20:11:26 +01:00
degasus ef32231431 fix screenshots 2013-01-03 21:40:54 +01:00
degasus fc02427d54 xfb draw by blit - disable postprocessing
blitting can't do postprocessing - so for postprocessing, we have to add a new stage
2013-01-03 20:44:47 +01:00
degasus b67b1c376d fix virtual xfb - remove glCopyTexImage2D
glCopyTexImage2D isn't in core (and so not supported everywhere) and it cannot store into GL_TEXTURE_RECTANGLE
2013-01-03 18:36:19 +01:00
degasus 363ffd3a5f swap() by blitting 2013-01-03 12:33:18 +01:00
degasus ecedf56eb4 uses the ARB_framebuffer_object syntax
also require this extention (OGL3.0), but it have one _realy_ big advantage:
- now it's possible to blit between different texture sizes, so all util draw calls can be implemented as blit
2013-01-03 12:06:47 +01:00
degasus a1ca288555 fix some AMD issues
This is only a hack. The correct solution would be:
1. don't use GL_TEXTURE_RECT ever. GL_TEXTURE_2D should also be faster
2. use GL_TEXTURE8+ for util textures
3. both
2013-01-03 09:45:12 +01:00
degasus b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
degasus c2898748ac bind locations _before_ link program, fix dest alpha 2012-12-31 02:34:27 +01:00
Ryan Houdek 64afbade33 Fix 4 warnings on OSX 2012-12-30 04:32:37 -06:00
Ryan Houdek e5d5365bac Fix the last few warnings in Dolphin on my system. 2012-12-30 02:34:14 -06:00
Ryan Houdek 49ed752126 This line in SWRenderer has been wrong ever since the beginning. 2012-12-30 02:12:31 -06:00
Ryan Houdek b4f30e549e Missed a precision qualifier in a HWRasterizer shader. 2012-12-29 21:50:07 -06:00
degasus 30dd9c2e17 always calls glBindBuffer(0) after disabling vao 2012-12-29 12:50:42 +01:00
degasus e9d00bfeeb revert RasterFont optimization
isn't needed and also not tested and buggy
2012-12-29 00:37:50 +01:00
degasus d9f3fc4495 fix ubo for intel cards (also amd?) 2012-12-28 17:06:08 +01:00
degasus 48ede4dd30 switch to glsl 130, more than OpenGL 3.1 isn't needed 2012-12-28 16:05:14 +01:00
degasus 70c63ce6cf fix dual pass alpha 2012-12-28 14:24:12 +01:00
degasus 82b33471ae cleanup rasterfont 2012-12-28 11:46:00 +01:00
Ryan Houdek 7d93834cd8 Bit more cleanup from removing Nvidia CG 2012-12-27 22:53:07 -06:00
degasus d7f43c7a68 remove cg from windows project files 2012-12-28 01:08:29 +01:00
degasus 193056493a also use shaderCaches in rasterFont 2012-12-28 00:52:44 +01:00
degasus 316a33d1e6 Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/DolphinWX/Src/VideoConfigDiag.h
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
degasus db5f4c8c20 fix byte order in osd rasterfont 2012-12-26 23:48:33 +01:00
Ryan Houdek 01cdcc83a3 Merge Fail: Make sure we are using the interface file to get backbuffer dimensions. GL helper function was duplicated. 2012-12-26 13:15:19 -06:00
Ryan Houdek 67c1c6b062 Merge branch 'GLES-software' 2012-12-26 12:54:58 -06:00
Ryan Houdek 2d4c3c7c91 Beautify some tabs. 2012-12-26 10:33:45 -06:00
Ryan Houdek e2489196e4 Got overzealous. We aren't removing CG quite yet with this branch. 2012-12-26 00:41:25 -06:00
Ryan Houdek 9a58f9a3bb Rename another function... 2012-12-26 00:34:09 -06:00
Ryan Houdek f4e7a280a9 Remove cg.lib from some files for Windows and renaming a function. 2012-12-26 00:07:43 -06:00
Ryan Houdek 01953ff64a Rename the interface files and hopefully fix OSX building. 2012-12-25 19:08:24 -06:00
degasus bff0faea2d Merge branch 'immediate-removal'
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
degasus 399a6af66d revert update the rasterfont shader to GLSL3.3 - OGL 2.0 should be enough 2012-12-25 12:22:02 +01:00
NeoBrainX 2fedab3bad OGL: Make OSD messages fade out properly instead of having them disappear spontaneously. 2012-12-24 19:50:16 +01:00
Ryan Houdek 9209253e0d Initial removal of Nvidia CG. Still some more cleanup to go 2012-12-24 11:09:52 -06:00
Ryan Houdek 296b9b1c16 Small bit of clean up in GLES-software. 2012-12-24 09:37:12 -06:00
degasus 78ff8a769c Merge branch 'osx-savegame-fix' 2012-12-24 13:30:59 +01:00
degasus bd0abb3d2f revert last commit, add CheckInvalidState to VideoBackend 2012-12-23 13:32:23 +01:00
Matthew Parlane e3eebdf591 Fixes swprintf_s issues hopefully.
Also fixed an include not using correct caps.

According to:
http://connect.microsoft.com/VisualStudio/feedback/details/646532
2012-12-23 20:25:11 +13:00
Matthew Parlane 089434b719 Apply same force to float fix as has already been done for DX11. 2012-12-23 20:01:58 +13:00
degasus 85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
Ryan Houdek b78f5debe6 Initial push of GLES and GLUtil file breakup. 2012-12-17 14:54:20 -06:00
degasus 1919a458e8 only use one buffer, orphaning should do the rest 2012-12-15 17:28:58 +01:00
degasus ba8264c2ac use VAO in VertexManager
to use VAO, we must use VBO, so some legency code was removed:

- ARB_map_buffer_range must be available (OGL 3.0), don't call glBufferSubData if not
- ARB_draw_elements_base_vertex also (OGL 3.2), else we have to set the pointers every time
- USE_JIT was removed, it was broken and it isn't needed any more

And the index and vertex buffers are now synchronized, so that there will be one VAO per
NativeVertexFormat and Buffer.
2012-12-15 14:43:01 +01:00
degasus 79a7ce4827 move glBindBuffer and glBindVertexArray out of VertexManager
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:52 -06:00
degasus 09274e2483 Check texture params before updateing them
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:48 -06:00
degasus 61836f8c51 helper for compiling glsl
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:44 -06:00
degasus 48812f7bf7 update the rasterfont shader to GLSL3.3 - so OGL 3.3 is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:39 -06:00
degasus 1bd21f44b2 custom shader for RasterFont, fix color support
OpenGL2.0 compatible

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:36 -06:00
degasus 23a3336f9a increase hash size to u64
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:32 -06:00
degasus 75dd48247f initial release of new RasterFont without color support
this new design will once create a texture for all chars.
while rendering a string, a list of polygons (position on screen + texture)
for this string is generated on the fly and print at once by glDrawArrays.
atm, there is no support for colors, so everything will display white.

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:28 -06:00
degasus c207422987 using of vao, warning: ARB_vertex_array_object is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:25 -06:00
degasus 5c8800968a also check for vbo updates in EncodeToRamUsingShader
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:22 -06:00
degasus 1f1b32b663 only update vbo on changes in XFBSource::Draw
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:19 -06:00
degasus 34b1451fbe cache vbos in TextureCache::TCacheEntry::FromRenderTarget
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:15 -06:00
degasus d0c4332d99 don't update vbo, if there are no changes in Renderer::Swap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:13 -06:00
degasus bbcb442983 in the end, also Renderer::Swap in vbo
two last draw-calls are missing:
VertexManager::Draw (see Graphic_Update branch)
RasterFont::printString (perhaps reimplement with an texture)

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:10 -06:00
degasus b41c06a9ac EncodeToRamUsingShader in vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:05 -06:00
degasus 8ea2ddbc50 XFBSource::Draw in vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:59 -06:00
degasus d44228f1b7 TextureCache::TCacheEntry::FromRenderTarget as vbo
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:56 -06:00
degasus 6b3125728b use vbo for ShowEFBCopyRegions
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:53 -06:00
degasus 8b62be2025 fix ShowEFBCopyRegions
those fancy colors were the result of the usage of non-allocated heap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
degasus 6864b40e26 reset glEnableClientState befor every draw
should be done with VAO, but atm, this is not possible :-(
this also partial revert the fix in fb92c338af (activating texture0 globally).

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:46 -06:00
degasus 888b5fb061 remove usage of glMultiTexCoord2f
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:38 -06:00
Glenn Rice e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
rog 30718230b2 Fix some warnings. 2012-12-06 20:25:07 -05:00
rog 97f5b1665f what is this even... 2012-11-26 02:11:52 -05:00
NeoBrainX 4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
rog 3a8e8af2d5 Merge movie-fixes. 2012-11-16 12:07:22 -05:00
NeoBrainX a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
NeoBrainX 78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
rog 14aa7150d9 Add option for author name for movies. Also, minor cleanup for previous options i've added. 2012-11-14 16:23:20 -05:00
rog 8fe5aa4ee8 movie cleanup 2012-11-12 20:40:11 -05:00
rodolfoosvaldobogado 0809ba79ae fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering.
now the map in twin snakes is functional in all the backends.
2012-11-12 19:37:08 -03:00
rodolfoosvaldobogado 3936c06ee8 more fixes for my last commit, player problem in twin snakes is fixed 2012-11-11 22:39:27 -03:00
rog a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
rodolfoosvaldobogado 53b62ab169 This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches. 2012-11-10 11:37:08 -03:00
NeoBrainX 6f21f5eb34 Video_Software: Implement texture preloading 2012-11-03 15:41:41 +01:00
Ryan Houdek fb92c338af Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow. 2012-10-27 22:50:06 -05:00
Ryan Houdek dfb3c44d1a Remove glMatrixMode and glLoadIdentity calls in Render.cpp which do absolutely nothing. 2012-10-27 18:27:16 -05:00
Ryan Houdek 8c1d104ca3 Change EFB copy location rectangles over to a Vertex array 2012-10-27 18:10:31 -05:00
Ryan Houdek c1fd640964 Rebase immediate-removal on master 2012-10-27 17:22:48 -05:00
rodolfoosvaldobogado ee72852491 implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
rodolfoosvaldobogado eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
rodolfoosvaldobogado 72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
NeoBrainX 52963584f0 [bugfix] Make sure to specify the correct max lod level. 2012-10-20 21:07:03 +02:00
NeoBrainX 9d5fc3d7f0 [bugfix] Properly decode lod_bias. 2012-10-20 21:07:03 +02:00
NeoBrainX 6c8a22de24 [bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary. 2012-10-20 21:07:03 +02:00
NeoBrainX 0706050b74 [cleanup] Vastly clean up backend-specific sampler state logic. 2012-10-20 21:07:02 +02:00
NeoBrainX 069d949a57 [cleanup] TextureCache: Kill the autogen_mipmap parameter 2012-10-20 21:07:02 +02:00
rodolfoosvaldobogado@gmail.com 5230146c73 Hey, long time no commits :).
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
Ryan Houdek 57426ee726 Forced commit 2012-10-13 13:00:04 -05:00
Shawn Hoffman 1a8005d948 set ProgramShaderCache program format correctly. 2012-10-09 23:56:00 -05:00
Ryan Houdek eb7a0c485a More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-10-09 23:56:00 -05:00
Shawn Hoffman 210ecad15f let us try normal c++ static init instead... 2012-10-09 23:56:00 -05:00
Ryan Houdek 03b09bed5d Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2012-10-09 23:56:00 -05:00
Ryan Houdek 2e15440896 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. 2012-10-09 23:56:00 -05:00
Ryan Houdek 5085cebaf3 These checks aren't needed when using CG. 2012-10-09 23:55:59 -05:00
Shawn Hoffman 108722bed0 oops, forgot to make sure the gl program is actually free'd. 2012-10-09 23:54:18 -05:00
Ryan Houdek e3854ded73 Woops, better not forget the ing 2012-10-09 23:54:18 -05:00
Ryan Houdek 4cd748bbec Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2012-10-09 23:54:18 -05:00
Shawn Hoffman 4c1fef8f98 refactor ProgramShaderCache::PCacheEntry 2012-10-09 23:54:18 -05:00
Shawn Hoffman aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2012-10-09 23:54:18 -05:00
Shawn Hoffman 31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -05:00
Ryan Houdek c4e7a288e5 Add in the Windows fix. 2012-10-09 23:43:22 -05:00
Ryan Houdek ee529b7125 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? 2012-10-09 23:43:22 -05:00
Ryan Houdek 5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2012-10-09 23:43:22 -05:00
Ryan Houdek 4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2012-10-09 23:43:22 -05:00
Ryan Houdek 189d12b61c If CG isn't available, still compile and fallback on GLSL 2012-10-09 23:43:22 -05:00
Sonicadvance1 7c91476650 Missed a if, don't want people crashing now do we? 2012-10-09 23:42:41 -05:00
Ryan Houdek 9996f27120 Give OSX users more of a chance of supporting Single pass DSB in the future. 2012-10-09 23:42:41 -05:00
Ryan Houdek d012c75005 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2012-10-09 23:42:41 -05:00
Ryan Houdek ef1e157786 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2012-10-09 23:42:40 -05:00
Ryan Houdek ac77bbd47b Move the GLSL extension checks over here so it is nicer. 2012-10-09 23:42:40 -05:00
Ryan Houdek 7cb3d86e31 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. 2012-10-09 23:42:40 -05:00
Ryan Houdek 1aad2e9e56 There we go, actually found the issue. 2012-10-09 23:42:40 -05:00
Ryan Houdek 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2012-10-09 23:42:40 -05:00
Ryan Houdek 66a245dd68 Remove this silliness 2012-10-09 23:42:40 -05:00
Ryan Houdek 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2012-10-09 23:42:40 -05:00
Ryan Houdek 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. 2012-10-09 23:42:40 -05:00
Ryan Houdek ddd4360d6d Only delete this buffer if we support it. 2012-10-09 23:42:39 -05:00
Ryan Houdek 7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. 2012-10-09 23:42:39 -05:00
Ryan Houdek 076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported 2012-10-09 23:41:49 -05:00
Ryan Houdek 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. 2012-10-09 23:41:48 -05:00
Jordan Woyak d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2012-10-09 23:41:48 -05:00
Jordan Woyak d9117ab6a1 try combining vs/ps ubo 2012-10-09 23:41:48 -05:00
Jordan Woyak e641ede232 make use of glMapBuffer to set ubo data 2012-10-09 23:41:48 -05:00
Ryan Houdek 04836705b7 Show a bit of information when using GLSL shaders. 2012-10-09 23:41:48 -05:00
Jordan Woyak 8e80771670 fix stupid indentation 2012-10-09 23:41:48 -05:00
Jordan Woyak 73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. 2012-10-09 23:41:48 -05:00
Ryan Houdek a809feae1a Disable UBO buffer generation if hardware doesn't support it. 2012-10-09 23:41:48 -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 a5257c1a0a Actually have Dual Source blending work for people. Forgot about this change. 2012-10-09 23:41:06 -05:00
Ryan Houdek a304af75fd Make this pretty 2012-10-09 23:41:06 -05:00
Ryan Houdek 67687a7b6d Make sure our UBO buffers are always aligned correctly. 2012-10-09 23:41:06 -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 5bcbf92f43 Make sure to support everything even if GPU doesn't. 2012-10-09 23:41:06 -05:00
Ryan Houdek d4a80ca3ec yay, UBOs work 100% now. 2012-10-09 23:41:05 -05:00
Ryan Houdek 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. 2012-10-09 23:41:05 -05:00
Ryan Houdek 904adb9e3d More for Billiard <3 2012-10-09 23:41:05 -05:00
Ryan Houdek ce7a54f32a Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan Houdek b105d70339 Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan Houdek c82b92bfc2 Fix one error. 2012-10-09 23:41:05 -05:00
Ryan Houdek 2fbca145cb Remove bSupportsGLSLLocation since it won't work how I expect it. 2012-10-09 23:41:05 -05:00
Ryan Houdek 4a84c6f742 Add in UBOs, doesn't work yet. Still debugging here. 2012-10-09 23:41:05 -05:00
LPFaint99 5f0f26ef35 add ProgramShaderCache.* to visual studio project files 2012-10-09 23:41:05 -05:00
Ryan Houdek d83ead5914 Support Dual Source Blending in OGL plugin with GLSL. 2012-10-09 23:39:16 -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