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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-16 12:58:33 +02:00
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
This commit is contained in:
@ -111,7 +111,7 @@ void PixelShaderCache::Init()
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_ColorMatrixProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_ColorMatrixProgram);
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SetCurrentShader(s_ColorMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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GLenum err = GL_REPORT_ERROR();
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@ -139,7 +139,7 @@ void PixelShaderCache::Init()
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_DepthMatrixProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_DepthMatrixProgram);
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SetCurrentShader(s_DepthMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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err = GL_REPORT_ERROR();
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@ -148,9 +148,7 @@ void PixelShaderCache::Init()
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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}
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CurrentShader=0;
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ShaderEnabled = false;
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EnableShader(s_DepthMatrixProgram);
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}
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void PixelShaderCache::Shutdown()
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@ -160,7 +158,7 @@ void PixelShaderCache::Shutdown()
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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PSCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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for (; iter != pshaders.end(); iter++)
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iter->second.Destroy();
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pshaders.clear();
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}
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@ -272,7 +270,7 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
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}
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glGenProgramsARB(1, &ps.glprogid);
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EnableShader(ps.glprogid);
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SetCurrentShader(ps.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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@ -311,7 +309,6 @@ void PixelShaderCache::DisableShader()
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CurrentShader = 0;
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if(ShaderEnabled)
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{
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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@ -320,17 +317,6 @@ void PixelShaderCache::DisableShader()
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//bind a program if is diferent from the binded oone
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void PixelShaderCache::SetCurrentShader(GLuint Shader)
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{
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//The caching here breakes Super Mario Sunshine i'm still trying to figure out wy
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if(ShaderEnabled /*&& CurrentShader != Shader*/)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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}
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}
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//Enable Fragment program and bind initial program
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void PixelShaderCache::EnableShader(GLuint Shader)
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{
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if(!ShaderEnabled)
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{
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@ -343,4 +329,4 @@ void PixelShaderCache::EnableShader(GLuint Shader)
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CurrentShader = Shader;
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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}
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}
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}
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