NeoBrainX
ecb616f7ff
FifoPlayer: Make sure that we actually display "Yes" if some variable is true...
...
FifoPlayer: More consistency of output (display "0x" in front of hex numbers, write hex numbers in capital letters)
2012-01-21 13:49:24 +01:00
NeoBrainX
5eb24a51cf
FifoPlayer: Add a description label for the currently selected object command.
...
Requires adding such descriptions for all BP/CP/XF registers. For now, I added descriptions for EFB copy related BP registers.
2012-01-21 13:49:24 +01:00
Ryan Houdek
d355ad7055
More 'stuff'
2012-01-11 16:00:30 -06:00
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
Ryan Houdek
576955c145
Change 'stuff'
2012-01-11 01:18:54 -06:00
nitsuja
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
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
88d20f1a2b
Had a few vec4 and float4(0) calls floating around.
2011-12-27 12:35:35 -06:00
Shawn Hoffman
4bc14c3473
fix formatting uglies introduced in glsl-master branch
2011-12-26 00:15:54 -05:00
Shawn Hoffman
f59063c8e7
default to GLSL instead of Cg
2011-12-25 22:00:24 -05:00
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
nitsuja
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
Ryan Houdek
3513dd7115
Looky, OSX found an issue for me.
2011-12-18 21:06:28 -06:00
Maarten ter Huurne
ed1bfdf293
Merge branch 'cmake-osx2'
2011-12-17 16:30:02 +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
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
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
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
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
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
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
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
Maarten ter Huurne
bb182d88b7
Link against systemwide OpenCL on OS X.
2011-12-05 05:26:28 +01:00
Ryan Houdek
164b56ff73
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2011-12-02 20:20:53 -06:00
Ryan Houdek
804938e9fc
More stuff
2011-12-02 20:17:26 -06:00
Ryan Houdek
ae6ac5b439
moe
2011-12-02 19:04:37 -06:00
Ryan Houdek
f8eb45637f
Now CG plays nice with this new stuff.
2011-12-01 00:33:12 -06:00
Ryan Houdek
b20176b74f
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).
2011-11-30 22:02:25 -06:00
Glenn Rice
e5d051a4e9
Update linux libav frame dump code for recent api changes.
2011-11-22 19:24:05 -06:00
Pierre Bourdon
8f31968466
Revert "Merge branch 'zcomploc-support'"
...
This reverts commit 9dad9ebe899b4f2c36923c9721a09ff45b4e573c, reversing
changes made to e76bc71efe8c3c724e14a2f741fe4f34669d1bea.
2011-11-01 01:37:54 +01:00
crudelios
dd551814c9
Bounding Box bugfixes.
...
- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.
This should also be a (very very little) bit faster than the previous version.
2011-10-28 21:12:12 +01:00
crudelios
852fe9c4be
Added proper Bounding Box support.
...
Should fix most graphical issues with Paper Mario: TTYD and Super Paper Mario. Fixes issue 360.
Since only those two games seem to require BBox support, and as per ector's suggestion, BBox is only enabled for those two games.
BBoxes and Display List Caches don't get along too well, causing Paper Mario: TTYD to hang during certain effects where BBoxes are used. For now, I disabled DList Cache for the Paper Mario games, hopefully both will be compatible in the future.
2011-10-26 01:19:10 +01:00
skidau
5d14bb5e70
Changed the save state system to load/save only after the screen has been drawn. This should help stabilise the save states.
2011-10-15 22:19:42 +11:00
Pierre Bourdon
59072adc32
Align stack variables on a 16-bytes boundary in SSSE3 functions
...
Fixes issue 4450. Thanks to pholklore1 for his patch.
2011-10-08 17:36:01 +02:00
Pierre Bourdon
9dad9ebe89
Merge branch 'zcomploc-support'
...
zcomploc is a feature of the BP which switch depth test from before the alpha
test to after the alpha test. This way, transparent fragments are written to
the depth buffer too.
The current implementation is quite hacky and does not cover all cases but is
enough to fix problems in a lot of game. A complete implementation would
require a multipass rendering method and is attempted in the
zcomploc-experimental branch.
According to testers feedback, fixes bugs in the following games:
- Baten Kaitos
- Baten Kaitos Origins
- 007: Everything or Nothing
- Ty the Tasmanian Tiger
- Tony Hawk's Pro Skater 3
And probably other games too.
Conflicts (because of new-shadercache-uids):
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2011-10-04 07:56:13 +02:00