Maarten ter Huurne
c1cf4f80cf
Added bundle version and copyright string to OS X bundle info.
2011-12-11 16:21:17 +01:00
Maarten ter Huurne
9d2f589f01
Create application bundle on OS X.
2011-12-11 16:07:59 +01:00
Ryan Houdek
e85a3d68b0
Looks like we make use of fmod, make a GLSL function for it!
2011-12-11 07:02:13 -06:00
Ryan Houdek
ad13f2d23d
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.
2011-12-11 06:18:01 -06:00
Jordan Woyak
c908e1173d
glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
2011-12-11 06:11:38 -06:00
Jordan Woyak
a613012d08
try combining vs/ps ubo
2011-12-11 06:02:47 -06:00
Jordan Woyak
5ae1f674f5
make use of glMapBuffer to set ubo data
2011-12-11 05:29:15 -06:00
Ryan Houdek
16b58a8825
Show a bit of information when using GLSL shaders.
2011-12-11 05:15:08 -06:00
Jordan Woyak
bcb2abbcf1
fix stupid indentation
2011-12-11 04:32:57 -06:00
Jordan Woyak
031c523fba
have separate variables/functions for VS/PS ubo stuff, array was confusing.
2011-12-11 04:28:02 -06:00
Ryan Houdek
fbef258dab
Disable UBO buffer generation if hardware doesn't support it.
2011-12-11 04:19:11 -06:00
Pierre Bourdon
df283a56a0
More coding style fixes because I suck at sed
2011-12-11 11:14:02 +01:00
Pierre Bourdon
014c474024
8 spaces indentation -> tabs
2011-12-11 11:08:18 +01:00
Ryan Houdek
1724385c8c
Actually have Dual Source blending work for people. Forgot about this change.
2011-12-11 03:10:03 -06:00
Shawn Hoffman
b0ffa72e37
Merge branch 'large-mram'
2011-12-10 18:48:35 -08:00
Shawn Hoffman
62858c8c14
Small logging changes. Pause core if Jit64 tries to compile at 0.
2011-12-10 18:42:49 -08:00
Ryan Houdek
2907ffd72c
Make this pretty
2011-12-10 15:58:44 -06:00
Ryan Houdek
c678172f32
Make sure our UBO buffers are always aligned correctly.
2011-12-10 15:52:20 -06:00
Ryan Houdek
97c3c156e6
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2011-12-10 15:40:10 -06:00
Ryan Houdek
c72a244809
Make sure to support everything even if GPU doesn't.
2011-12-10 14:35:37 -06:00
NeoBrainX
3d9c35f58e
VideoCommon: Fix upper and lower depth bytes being switched when performing Z16L EFB copies (EFB to texture only).
...
Fixes issue 4989.
Fixes issue 5056.
2011-12-10 16:08:26 +01:00
Ryan Houdek
5925feb6e0
yay, UBOs work 100% now.
2011-12-10 08:07:13 -06:00
Ryan Houdek
7ab38cff68
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.
2011-12-10 07:38:30 -06:00
Ryan Houdek
49664bff61
More for Billiard <3
2011-12-10 02:02:22 -06:00
Ryan Houdek
24336171f1
Firin ma lazer
2011-12-10 01:57:27 -06:00
Ryan Houdek
126dfa073b
Firin ma lazer
2011-12-10 01:56:37 -06:00
Ryan Houdek
54a90d08ce
Fix one error.
2011-12-09 21:15:15 -06:00
Ryan Houdek
e8087aa1a9
Remove bSupportsGLSLLocation since it won't work how I expect it.
2011-12-09 19:14:02 -06:00
Ryan Houdek
4fe9792760
Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-12-09 17:30:50 -06:00
Ryan Houdek
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
LPFaint99
87c3c37ba7
add ProgramShaderCache.* to visual studio project files
2011-12-09 14:28:59 -08:00
Ryan Houdek
9119399547
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2011-12-09 16:13:04 -06:00
Ryan Houdek
c89c484dd0
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.
2011-12-08 05:32:17 -06:00
Ryan Houdek
0ccba2b581
Support Dual Source Blending in OGL plugin with GLSL.
2011-12-08 05:09:48 -06:00
Ryan Houdek
62b9a779c1
Playing through SSBM story made me find this.
2011-12-08 04:11:30 -06:00
Ryan Houdek
cecc3c3873
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.
2011-12-08 03:20:31 -06:00
Ryan Houdek
1201988fe4
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.
2011-12-08 01:51:08 -06:00
Ryan Houdek
f77d54ff52
Welp, just fixed that problem.
2011-12-07 23:23:00 -06:00
Ryan Houdek
4c136c4efc
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2011-12-07 23:20:55 -06:00
Ryan Houdek
b01c973689
Missed one
2011-12-07 23:01:14 -06:00
Ryan Houdek
bf4ef054d3
Shader Compile fixes. Played SMS for two shines.
2011-12-07 22:47:13 -06:00
Ryan Houdek
ed18b82d2f
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2011-12-07 22:11:41 -06:00
Ryan Houdek
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
Maarten ter Huurne
f9133a7376
Link to the required OS X frameworks.
...
Previously, there was just one list of frameworks regardless of which part
of the code depended on which frameworks. Now we keep separate lists for
the Dolphin core, the Dolphin GUI and internal use by wxWidgets.
2011-12-07 08:26:44 +01:00
Maarten ter Huurne
c04c3bd9d3
Use "unsigned int" instead of "unsigned".
...
By request of hrydgard.
See commit 045eb924d93b4532d5a91c8eab55e292e3a997ae.
2011-12-07 07:10:31 +01:00
Maarten ter Huurne
8a75351674
Link against OpenGL using the info gathered by the FindOpenGL module.
2011-12-05 06:18:04 +01:00
Maarten ter Huurne
2621d89a41
Link OS X version of wxWidgets against libpng and libiconv.
2011-12-05 06:07:10 +01:00
Maarten ter Huurne
958891b4eb
Compile with OpenAL support on OS X.
2011-12-05 05:49:08 +01:00
Maarten ter Huurne
24dcb7922c
On OS X, compile only against standard system libs and Externals.
...
Libraries from MacPorts, Fink or manually installed stuff in /usr/local
will be ignored. This ensures the binary will work on other machines as well.
2011-12-05 05:44:35 +01:00
Maarten ter Huurne
54ea98b0a9
Refer to the wxWidgets libary as "wx" instead of its full path name.
...
This ensures that additional library dependencies declared for "wx"
using target_link_libraries() are applied.
2011-12-05 05:39:41 +01:00