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
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
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
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
Jordan Woyak
73a29bf6a1
have separate variables/functions for VS/PS ubo stuff, array was confusing.
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
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -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