e0ffdda26e
Merge branch 'immediate-removal' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
2013-01-24 16:58:28 +01:00
6c0f6ffecf
Fix a dumb regression from revision 4925a28f94
.
2013-01-19 22:40:20 +01:00
8a6f747408
glsl: remove usage of old texture2D* function
2013-01-19 11:07:06 +01:00
9165ac5a67
Fix clipPos not being declared in DX backends.
2013-01-15 10:48:01 -06:00
2f78986e2c
Merge branch 'Graphic_Update' into GLSL-master
...
Conflicts:
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
4c2dd093a3
fix d3d error
2013-01-14 19:17:07 +01:00
2cd415dd83
Fix the signed/unsigned comparison warnings created by a recent commit.
2013-01-11 22:00:36 -06:00
dfc0c4b08d
Fix two signed/unsigned mismatch warnings.
...
Also tidied up SDCardUtil - made the variables make more sense (typewise)
2013-01-11 19:38:04 -05:00
ad05d568b9
PixelShaderGen: Change error strings to be unique so that we can identify unexpected behavior more easily.
2013-01-11 15:49:20 +01:00
4925a28f94
PixelShaderGen: Shader uid maintainance
2013-01-08 18:56:01 +01:00
be706a3977
Disable color writing when alpha test always fails.
2013-01-08 18:56:01 +01:00
d26bcb0847
Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff
2013-01-08 18:56:01 +01:00
c80f6e8b84
Reword a comment about early_ztest a bit.
2013-01-08 18:55:45 +01:00
b06f30f845
Remove the per pixel depth option.
...
Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
876eee5e60
PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing).
2013-01-08 18:16:48 +01:00
b38b62afc6
remove glsl binding support. convert every shader to version 130
2013-01-02 16:56:08 +01:00
ba6564b0b5
Missed a write to depth before discard in PreAlphaTest
2012-12-28 14:48:04 -06:00
9e76a457ff
Beautify the generate pixel shader code
2012-12-28 14:18:39 -06:00
76fc1fe95a
This discard was missing in the alpha pretest area.
2012-12-28 12:18:34 -06:00
3eeebcae45
Another small bit of cleanup as I'm reading it
2012-12-28 12:05:43 -06:00
a25a00640e
Very small cleanup in PixelShaderGen
2012-12-28 11:49:21 -06:00
48ede4dd30
switch to glsl 130, more than OpenGL 3.1 isn't needed
2012-12-28 16:05:14 +01:00
7d93834cd8
Bit more cleanup from removing Nvidia CG
2012-12-27 22:53:07 -06:00
316a33d1e6
Merge branch 'master' into GLSL-master
...
Conflicts:
Source/Core/DolphinWX/Src/VideoConfigDiag.h
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
85ac76e8e2
fix gcc compilation
2012-12-19 23:42:22 +01:00
c82136abdc
PixelShaderGen: Drop some useless and potentially buggy code.
...
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
eaa1ea71c1
Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
...
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
3f0d7312fa
A couple missed lines on the rebase.
2012-10-13 12:43:00 -05:00
10666a9b87
More 'stuff'
2012-10-09 23:56:00 -05:00
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
03b09bed5d
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09 23:56:00 -05:00
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
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
c76593f6a2
Looky, OSX found an issue for me.
2012-10-09 23:42:40 -05:00
7f12daa014
Looks like we make use of fmod, make a GLSL function for it!
2012-10-09 23:41:49 -05:00
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
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
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
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
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
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