marcosvitali
b0f75f17ae
This release still fixed the hangs produced by fifo overflow without sacrifice performance.
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For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
Henrik Rydgard
f5d4fe0bfe
Fix some minor bugs pointed out by PVS Studio (thanks!)
2012-03-03 20:07:20 +01:00
NeoBrainX
9276b76fbc
VideoSoftware: Implement zfreeze (GXSetCoPlanar).
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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
2012-03-02 18:43:44 +01:00
NeoBrainX
3a9fed0ba2
PixelShaderGen: Fix a bug introduced in revision 9adc119e3c2f.
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D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX
9adc119e3c
PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
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(D3D9 only)
This is basically the same as revision e58692653afd, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX
d068686a7f
Revert revision f7d757b46eaa271e7f58e1c61df4fb34b5ff47f9.
2012-02-20 11:51:40 +01:00
Matthew Parlane
fc3eb7c6a7
Fixed a few warnings.
2012-02-09 17:18:46 +13:00
NeoBrainX
eb01a110c9
Implement texture preloading
2012-02-03 21:21:13 +01:00
NeoBrainX
dabb35afce
Prepare texture preloading support
2012-02-03 21:20:34 +01:00
NeoBrainX
1446fb33d5
TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"
2012-01-31 19:52:02 +01:00
NeoBrainX
cc54ee7d94
TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
2012-01-31 19:51:32 +01:00
NeoBrainX
a02df43e6d
TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway
2012-01-31 18:09:35 +01:00
NeoBrainX
3b38295cbd
TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
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TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX
5239ba88c9
TextureCache: Remove unsafe texture cache
2012-01-31 18:09:35 +01:00
NeoBrainX
c5008fe9de
TextureCache: Renaming some variables
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OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
Shawn Hoffman
f57f654b59
set ProgramShaderCache program format correctly.
2012-01-18 10:22:03 -08:00
Ryan Houdek
0b74ead13f
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-01-11 04:10:43 -06:00
NeoBrainX
b33be736cd
D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG
2012-01-06 13:45:51 +01:00
nitsuja
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
Shawn Hoffman
bd5cf88686
let us try normal c++ static init instead...
2011-12-29 16:25:03 +01:00
Ryan Houdek
6a5b56d25f
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2011-12-29 01:35:50 -06:00
Ryan Houdek
8a48b42e4c
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.
2011-12-29 00:32:06 -06:00
Ryan Houdek
fbbea9bb9b
These checks aren't needed when using CG.
2011-12-29 00:01:50 -06:00
Shawn Hoffman
c8d0c8e217
oops, forgot to make sure the gl program is actually free'd.
2011-12-26 10:27:18 -05:00
Ryan Houdek
6f729f8cbf
Woops, better not forget the ing
2011-12-26 04:09:36 -06:00
Ryan Houdek
3773d29b6d
Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
2011-12-26 03:54:44 -06:00
Shawn Hoffman
5f296d0be7
refactor ProgramShaderCache::PCacheEntry
2011-12-26 02:58:52 -05:00
Shawn Hoffman
16f9d8e06d
Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
2011-12-26 00:43:47 -05:00
Shawn Hoffman
4bc14c3473
fix formatting uglies introduced in glsl-master branch
2011-12-26 00:15:54 -05:00
Ryan Houdek
b607695103
Add in the Windows fix.
2011-12-25 12:21:31 -06:00
Ryan Houdek
8349cc2551
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?
2011-12-24 08:58:51 -06:00
Ryan Houdek
aa2032af2c
Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
2011-12-24 02:19:30 -06:00
Ryan Houdek
b90fa37c60
If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
2011-12-24 00:37:13 -06:00
Ryan Houdek
9bc6b83fd0
If CG isn't available, still compile and fallback on GLSL
2011-12-24 00:24:13 -06:00
Sonicadvance1
7c558df283
Missed a if, don't want people crashing now do we?
2011-12-21 22:33:33 +00:00
Ryan Houdek
8e0172374c
Give OSX users more of a chance of supporting Single pass DSB in the future.
2011-12-21 01:29:29 -06:00
Ryan Houdek
a10656b1b2
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2011-12-21 00:15:48 -06:00
Ryan Houdek
31a9b6c322
Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
2011-12-20 23:07:42 -06:00
Ryan Houdek
dc134b9bac
Move the GLSL extension checks over here so it is nicer.
2011-12-20 21:55:11 -06:00
Ryan Houdek
f6b33cf0be
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.
2011-12-19 19:10:05 -06:00
nitsuja
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
Ryan Houdek
9ce17a43ec
There we go, actually found the issue.
2011-12-19 00:15:07 -06:00
Ryan Houdek
768a683f04
This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
2011-12-18 23:31:00 -06:00
Ryan Houdek
636d6a915d
Remove this silliness
2011-12-18 01:51:15 -06:00
Maarten ter Huurne
ed1bfdf293
Merge branch 'cmake-osx2'
2011-12-17 16:30:02 +01:00
Ryan Houdek
4342efe712
Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
2011-12-17 01:17:11 -06:00
Ryan Houdek
b837ae25fc
Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
2011-12-17 01:06:55 -06:00
Ryan Houdek
73c3f198f4
Only delete this buffer if we support it.
2011-12-16 23:37:22 -06:00
Ryan Houdek
fe6fb55389
Add a GUI option to use GLSL shaders. Also fix a small typo.
2011-12-16 23:18:24 -06:00
Ryan Houdek
800e1c9e09
Let compiling work on OSX.
2011-12-16 00:00:08 -06:00