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 
							
						 
					 
					
						
						
							
						
						e88d35d1c1 
					 
					
						
						
							
							Had a few vec4 and float4(0) calls floating around.  
						
						
						
						
					 
					
						2012-10-09 23:55:59 -05:00 
						 
				 
			
				
					
						
							
							
								Shawn Hoffman 
							
						 
					 
					
						
						
							
						
						31a8424bcc 
					 
					
						
						
							
							fix formatting uglies introduced in glsl-master branch  
						
						
						
						
					 
					
						2012-10-09 23:54:17 -05:00 
						 
				 
			
				
					
						
							
							
								Shawn Hoffman 
							
						 
					 
					
						
						
							
						
						4a4833e617 
					 
					
						
						
							
							default to GLSL instead of Cg  
						
						
						
						
					 
					
						2012-10-09 23:43:22 -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 
							
						 
					 
					
						
						
							
						
						c76593f6a2 
					 
					
						
						
							
							Looky, OSX found an issue for me.  
						
						
						
						
					 
					
						2012-10-09 23:42:40 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						7f12daa014 
					 
					
						
						
							
							Looks like we make use of fmod, make a GLSL function for it!  
						
						
						
						
					 
					
						2012-10-09 23:41:49 -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 
							
						 
					 
					
						
						
							
						
						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 
							
						 
					 
					
						
						
							
						
						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 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						76e5766a1b 
					 
					
						
						
							
							Put Vertex Uniforms in to the correct places to get ready for UBOs.  
						
						
						
						
					 
					
						2012-10-09 23:41:04 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						d897491f94 
					 
					
						
						
							
							Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.  
						
						
						
						
					 
					
						2012-10-09 23:41:04 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						d83ead5914 
					 
					
						
						
							
							Support Dual Source Blending in OGL plugin with GLSL.  
						
						
						
						
					 
					
						2012-10-09 23:39:16 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						eff019442f 
					 
					
						
						
							
							Playing through SSBM story made me find this.  
						
						
						
						
					 
					
						2012-10-09 23:37:52 -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 
							
						 
					 
					
						
						
							
						
						7cec31dbf3 
					 
					
						
						
							
							Almost there.  
						
						
						
						
					 
					
						2012-10-09 23:33:02 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						8123b137aa 
					 
					
						
						
							
							This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.  
						
						
						
						
					 
					
						2012-10-09 23:31:31 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						0fc755c4df 
					 
					
						
						
							
							More stuff  
						
						
						
						
					 
					
						2012-10-09 23:31:31 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						66a5334158 
					 
					
						
						
							
							moe  
						
						
						
						
					 
					
						2012-10-09 23:30:48 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						3943840d5c 
					 
					
						
						
							
							Now CG plays nice with this new stuff.  
						
						
						
						
					 
					
						2012-10-09 23:27:59 -05:00 
						 
				 
			
				
					
						
							
							
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						a357c77257 
					 
					
						
						
							
							Add in GLSL setting again.  
						
						... 
						
						
						
						PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64). 
						
						
					 
					
						2012-10-09 23:23:37 -05:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						8cefcaa94c 
					 
					
						
						
							
							Implement a simple benchmarking mode which logs FPS to a file  
						
						... 
						
						
						
						Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too). 
						
						
					 
					
						2012-10-04 05:41:02 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						035840e7b5 
					 
					
						
						
							
							Move last XFB size from Render to FramebufferManager.  
						
						
						
						
					 
					
						2012-10-03 13:44:35 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						6e4a61a991 
					 
					
						
						
							
							Minor cleanups.  
						
						
						
						
					 
					
						2012-10-03 13:44:04 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						bb8b5936c0 
					 
					
						
						
							
							Revert "Partially revert revision d511b506120c."  
						
						... 
						
						
						
						This reverts commit 08e06b2293 
						
						
					 
					
						2012-09-27 18:15:44 +02:00 
						 
				 
			
				
					
						
							
							
								Glenn Rice 
							
						 
					 
					
						
						
							
						
						d2e057d137 
					 
					
						
						
							
							Update libav code to remove deprecation warnings.  
						
						
						
						
					 
					
						2012-08-28 22:34:24 -05:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						1c1ae63b69 
					 
					
						
						
							
							Windows build fix.  
						
						
						
						
					 
					
						2012-08-26 20:26:10 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						cf8744cf2c 
					 
					
						
						
							
							OGL: Implement pixel metrics (untested)  
						
						
						
						
					 
					
						2012-08-26 20:26:10 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						4d8d86bd6a 
					 
					
						
						
							
							D3D11: Implement some PE pixel performance metrics.  
						
						... 
						
						
						
						Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)
Fixes issue 1498. 
						
						
					 
					
						2012-08-26 20:26:10 +02:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						54fc4029dd 
					 
					
						
						
							
							Use do { ... } while (0) for the *_LOG macros  
						
						... 
						
						
						
						Without this patch, such code would not compile:
if (cond)
    WARN_LOG(FOO, "msg");
else
    WARN_LOG(FOO, "msg2"); 
						
						
					 
					
						2012-08-20 13:12:49 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						08a9c66037 
					 
					
						
						
							
							Revert the recent zcomploc changes including the Graphic_Fixes merge.  
						
						... 
						
						
						
						Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29b4ec836acabb4c9e2205146b02615c 
						
						
					 
					
						2012-08-10 20:12:02 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						6e02ad55bc 
					 
					
						
						
							
							Maintenance.  
						
						
						
						
					 
					
						2012-08-07 18:57:53 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						ec859009b7 
					 
					
						
						
							
							Add a sanity check for viewports with zero width/height.  
						
						... 
						
						
						
						Fixes issue 5466. 
						
						
					 
					
						2012-08-07 01:37:31 +02:00 
						 
				 
			
				
					
						
							
							
								skidau 
							
						 
					 
					
						
						
							
						
						0efd4e5c29 
					 
					
						
						
							
							Skipped the ZCompLoc pass if the result can be determined at compile time.  Brings back the speed lost by r146b02615c07.  
						
						
						
						
					 
					
						2012-08-06 09:29:01 +10:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						228172d656 
					 
					
						
						
							
							Fix a typo in the indexed color vertex loader  
						
						... 
						
						
						
						Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658  
						
						
					 
					
						2012-08-05 04:24:16 +02:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						8597660855 
					 
					
						
						
							
							Replace all of the opcode data read functions by their SSSE3 equivalent, not only the first one.  
						
						... 
						
						
						
						Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658  
						
						
					 
					
						2012-08-05 04:24:08 +02:00 
						 
				 
			
				
					
						
							
							
								skidau 
							
						 
					 
					
						
						
							
						
						b4ec836aca 
					 
					
						
						
							
							Removed the offset if the ZCompLoc GREATER or LESS function is used.  Fixes the invisible player in THPS3.  
						
						
						
						
					 
					
						2012-06-29 18:47:49 +10:00 
						 
				 
			
				
					
						
							
							
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						b27d8ff0d6 
					 
					
						
						
							
							Add a missing Invalidate()  call in ~TextureCache(). Fixes a regression from  8bed27a3d1 causing textures to load improperly when a game is run two times in the same Dolphin instance  
						
						
						
						
					 
					
						2012-06-27 20:20:28 +02:00 
						 
				 
			
				
					
						
							
							
								NeoBrainX 
							
						 
					 
					
						
						
							
						
						7dabba5095 
					 
					
						
						
							
							Fix a small bug.  
						
						
						
						
					 
					
						2012-06-20 18:18:20 +02:00