Ryan Houdek
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
Ryan Houdek
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
Ryan Houdek
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
Ryan Houdek
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
Ryan Houdek
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
Shawn Hoffman
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
Ryan Houdek
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
Ryan Houdek
c76593f6a2
Looky, OSX found an issue for me.
2012-10-09 23:42:40 -05:00
Ryan Houdek
7f12daa014
Looks like we make use of fmod, make a GLSL function for it!
2012-10-09 23:41:49 -05:00
Ryan Houdek
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
Ryan Houdek
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
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
Ryan Houdek
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
Ryan Houdek
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -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
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
Ryan Houdek
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
Ryan Houdek
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
Ryan Houdek
cf68cc0c61
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.
2012-10-09 23:37:52 -05:00
Ryan Houdek
9064b76deb
Shader Compile fixes. Played SMS for two shines.
2012-10-09 23:33:02 -05:00
Ryan Houdek
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
Ryan Houdek
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
Ryan Houdek
a357c77257
Add in GLSL setting again.
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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
NeoBrainX
bb8b5936c0
Revert "Partially revert revision d511b506120c."
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This reverts commit 08e06b22937fa79db165e5a31dfd4ccf67ef57db.
2012-09-27 18:15:44 +02:00
NeoBrainX
08a9c66037
Revert the recent zcomploc changes including the Graphic_Fixes merge.
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Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83.
This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5.
This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4.
This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.
2012-08-10 20:12:02 +02:00
skidau
0efd4e5c29
Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07.
2012-08-06 09:29:01 +10:00
skidau
b4ec836aca
Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.
2012-06-29 18:47:49 +10:00
skidau
bb4c9e2205
Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
2012-06-02 11:25:44 +10:00
Pierre Bourdon
1efabea9b4
Fix compilation errors with g++4.7
2012-05-26 08:09:50 +02:00
skidau
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
Jordan Woyak
722480cb2e
Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347.
2012-04-07 15:45:32 -05:00
rodolfoosvaldobogado
5650b3b5f6
more fixes. take in account when depth textures are used and alpha test fails :)( i really forgot that).
2012-04-03 15:08:58 -03:00
rodolfoosvaldobogado
4fafbd0700
Fix for my last commit thanks to Lolaker for pointing the error
2012-04-03 09:56:11 -03:00
rodolfoosvaldobogado
6a446efd5f
Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
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please test for regressions
2012-04-03 00:08:36 -03:00
NeoBrainX
460610ea0e
Revert Rodolfo's recent zcomploc commits until they actually work correctly.
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This reverts commit 402006a83a89bc0f790934096e915f0e8c23f808.
This reverts commit 48d8d71391fc2cc40d85732680eb6421164bf87c.
This reverts commit 450dcc9d2cd874f6ab40d4a339afc29f55751319.
2012-03-30 01:57:53 +02:00
rodolfoosvaldobogado
402006a83a
more fixes to zcomplock and opengl implementation
2012-03-29 18:26:58 -03:00
rodolfoosvaldobogado
450dcc9d2c
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
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please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
rodolfoosvaldobogado
9ed83765e6
long time no commits :)
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a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
2012-03-25 00:01:47 -03:00
Pierre Bourdon
b5ba2eb030
Merge branch 'master' into zcomploc-support
2012-03-24 18:41:51 +01:00
NeoBrainX
fee98b426b
Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong).
2012-03-24 15:58:44 +01:00
skidau
41bcf657f8
Adjusted the DX9 offset of the Sampling address to more closely match what we are seeing in games.
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Fixes issue 5305.
2012-03-23 23:20:19 +11:00
Pierre Bourdon
339ee98e62
Add a comment before the zcomploc test explaining the implementation/hack
2012-03-22 22:10:23 +01:00
Pierre Bourdon
0ffc12bbfd
Merge branch 'master' into zcomploc-support
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Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2012-03-22 15:21:52 +01:00
skidau
006923e871
Disabled zcomploc while update_enable has been set in zmode. Fixes zcomploc in F-Zero GX.
2012-03-22 20:36:41 +11:00
Henrik Rydgard
f5d4fe0bfe
Fix some minor bugs pointed out by PVS Studio (thanks!)
2012-03-03 20:07:20 +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
e58692653a
PixelShaderGen: Use correct texel to pixel mapping when sampling textures
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(D3D9 only)
Fixes issue 2068.
Fixes issue 5158.
2012-02-17 17:09:17 +01:00
Pierre Bourdon
8f31968466
Revert "Merge branch 'zcomploc-support'"
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This reverts commit 9dad9ebe899b4f2c36923c9721a09ff45b4e573c, reversing
changes made to e76bc71efe8c3c724e14a2f741fe4f34669d1bea.
2011-11-01 01:37:54 +01:00