Henrik Rydgard
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f5d4fe0bfe
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Fix some minor bugs pointed out by PVS Studio (thanks!)
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2012-03-03 20:07:20 +01:00 |
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NeoBrainX
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9276b76fbc
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VideoSoftware: Implement zfreeze (GXSetCoPlanar).
Fixes Mario Golf: Toadstool Tour's menus.
Reference:
The OpenGL extension SGIX_reference_plane seems to provide the same functionality:
http://www.opengl.org/registry/specs/SGIX/reference_plane.txt
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2012-03-02 18:43:44 +01:00 |
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NeoBrainX
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3a9fed0ba2
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PixelShaderGen: Fix a bug introduced in revision 9adc119e3c .
D3D11: Fix shader constant mapping.
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2012-02-21 12:51:41 +01:00 |
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NeoBrainX
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9adc119e3c
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PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)
This is basically the same as revision e58692653a , just for scaled textures and with a LOT more work...
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2012-02-20 20:32:08 +01:00 |
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NeoBrainX
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d068686a7f
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Revert revision f7d757b46e .
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2012-02-20 11:51:40 +01:00 |
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Matthew Parlane
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fc3eb7c6a7
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Fixed a few warnings.
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2012-02-09 17:18:46 +13:00 |
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NeoBrainX
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eb01a110c9
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Implement texture preloading
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2012-02-03 21:21:13 +01:00 |
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NeoBrainX
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dabb35afce
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Prepare texture preloading support
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2012-02-03 21:20:34 +01:00 |
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NeoBrainX
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1446fb33d5
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TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"
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2012-01-31 19:52:02 +01:00 |
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NeoBrainX
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cc54ee7d94
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TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
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2012-01-31 19:51:32 +01:00 |
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NeoBrainX
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a02df43e6d
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TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway
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2012-01-31 18:09:35 +01:00 |
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NeoBrainX
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3b38295cbd
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TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
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2012-01-31 18:09:35 +01:00 |
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NeoBrainX
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5239ba88c9
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TextureCache: Remove unsafe texture cache
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2012-01-31 18:09:35 +01:00 |
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NeoBrainX
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c5008fe9de
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TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
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2012-01-31 18:09:34 +01:00 |
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Shawn Hoffman
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f57f654b59
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set ProgramShaderCache program format correctly.
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2012-01-18 10:22:03 -08:00 |
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Ryan Houdek
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0b74ead13f
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More "stuff" for SS, also a small fix in the program shader cache cache setup."
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2012-01-11 04:10:43 -06:00 |
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NeoBrainX
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b33be736cd
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D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG
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2012-01-06 13:45:51 +01:00 |
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nitsuja
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39613a95a8
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initialize the uninitialized
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2012-01-04 01:36:09 -08:00 |
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Shawn Hoffman
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bd5cf88686
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let us try normal c++ static init instead...
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2011-12-29 16:25:03 +01:00 |
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Ryan Houdek
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6a5b56d25f
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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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2011-12-29 01:35:50 -06:00 |
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Ryan Houdek
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8a48b42e4c
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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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2011-12-29 00:32:06 -06:00 |
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Ryan Houdek
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fbbea9bb9b
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These checks aren't needed when using CG.
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2011-12-29 00:01:50 -06:00 |
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Shawn Hoffman
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c8d0c8e217
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oops, forgot to make sure the gl program is actually free'd.
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2011-12-26 10:27:18 -05:00 |
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Ryan Houdek
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6f729f8cbf
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Woops, better not forget the ing
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2011-12-26 04:09:36 -06:00 |
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Ryan Houdek
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3773d29b6d
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Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
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2011-12-26 03:54:44 -06:00 |
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Shawn Hoffman
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5f296d0be7
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refactor ProgramShaderCache::PCacheEntry
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2011-12-26 02:58:52 -05:00 |
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Shawn Hoffman
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16f9d8e06d
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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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2011-12-26 00:43:47 -05:00 |
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Shawn Hoffman
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4bc14c3473
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fix formatting uglies introduced in glsl-master branch
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2011-12-26 00:15:54 -05:00 |
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Ryan Houdek
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b607695103
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Add in the Windows fix.
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2011-12-25 12:21:31 -06:00 |
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Ryan Houdek
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8349cc2551
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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?
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2011-12-24 08:58:51 -06:00 |
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Ryan Houdek
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aa2032af2c
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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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2011-12-24 02:19:30 -06:00 |
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Ryan Houdek
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b90fa37c60
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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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2011-12-24 00:37:13 -06:00 |
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Ryan Houdek
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9bc6b83fd0
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If CG isn't available, still compile and fallback on GLSL
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2011-12-24 00:24:13 -06:00 |
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Sonicadvance1
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7c558df283
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Missed a if, don't want people crashing now do we?
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2011-12-21 22:33:33 +00:00 |
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Ryan Houdek
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8e0172374c
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2011-12-21 01:29:29 -06:00 |
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Ryan Houdek
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a10656b1b2
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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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2011-12-21 00:15:48 -06:00 |
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Ryan Houdek
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31a9b6c322
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Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
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2011-12-20 23:07:42 -06:00 |
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Ryan Houdek
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dc134b9bac
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Move the GLSL extension checks over here so it is nicer.
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2011-12-20 21:55:11 -06:00 |
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Ryan Houdek
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f6b33cf0be
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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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2011-12-19 19:10:05 -06:00 |
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nitsuja
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3e773f093d
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fixed a freeze on emu shutdown in windows build
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2011-12-19 15:13:26 -08:00 |
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Ryan Houdek
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9ce17a43ec
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There we go, actually found the issue.
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2011-12-19 00:15:07 -06:00 |
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Ryan Houdek
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768a683f04
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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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2011-12-18 23:31:00 -06:00 |
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Ryan Houdek
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636d6a915d
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Remove this silliness
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2011-12-18 01:51:15 -06:00 |
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Maarten ter Huurne
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ed1bfdf293
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Merge branch 'cmake-osx2'
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2011-12-17 16:30:02 +01:00 |
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Ryan Houdek
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4342efe712
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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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2011-12-17 01:17:11 -06:00 |
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Ryan Houdek
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b837ae25fc
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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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2011-12-17 01:06:55 -06:00 |
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Ryan Houdek
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73c3f198f4
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Only delete this buffer if we support it.
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2011-12-16 23:37:22 -06:00 |
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Ryan Houdek
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fe6fb55389
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2011-12-16 23:18:24 -06:00 |
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Ryan Houdek
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800e1c9e09
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Let compiling work on OSX.
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2011-12-16 00:00:08 -06:00 |
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Ryan Houdek
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9ff48ac6eb
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Make sure not to try and bind UBO locations when it isn't supported
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2011-12-15 15:48:21 -06:00 |
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