Commit Graph

108 Commits

Author SHA1 Message Date
bab9963b00 New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects. 2013-04-17 23:09:55 -04:00
154c533e76 VertexShaderGen: Fix a small GLSL regression in emboss mapping. 2013-04-10 11:44:49 +00:00
0ca7ea6c3f D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL) 2013-04-07 20:58:48 +02:00
9f8841e960 Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
This reverts commit 61c327ba8b.
2013-04-03 21:17:09 -07:00
61c327ba8b D3D11: Fix glitched polygon edges when MSAA is enabled. 2013-04-03 18:56:33 +02:00
edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
a1c5e90083 Merge branch 'master' into GLSL-master
Conflicts:
	CMakeLists.txt
	Source/Core/DolphinWX/CMakeLists.txt
	Source/Core/DolphinWX/Src/GLInterface.h
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
642eab92bc disable per pixel depth if depth textures aren't used 2013-03-04 20:12:58 +01:00
dea1e2827d Open std::fstream in a unicode-safe manner. 2013-02-28 19:33:39 -06:00
8b7141d3de Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer."
This reverts commit 380f22ca0e.

Yeah, reverting a revert.
2013-02-26 08:57:35 +01:00
380f22ca0e Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.
This reverts commit 52dacaa3e3.
2013-02-25 20:52:30 -06:00
c86b892f95 Revert "remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords"
This reverts commit 4653adecf1.

Also dx9 isn't able to hanlde more than 11 varying registers.
More frustrating is the lightning issue by this commit. I don't know why it happens...
2013-02-24 20:51:44 +01:00
52dacaa3e3 Make the posmtx vertex attribute an int instead of converting to and from a float. 2013-02-23 20:54:30 -06:00
4653adecf1 remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords 2013-02-17 22:37:00 +01:00
0325e37bfb merge glsl headers into one place 2013-02-13 21:34:48 +01:00
10567cb23f always write to uv coords 2013-02-07 13:23:20 +01:00
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
ff889c0e65 use attrib pointers in nativeVertexFormat 2013-01-14 22:59:08 +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
b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
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
e3e14af0dd Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
This reverts commit 4d868705fd.
2012-12-24 21:29:24 +01:00
4d868705fd VertexShaderGen: Fix a shader compilation error. 2012-12-24 19:50:16 +01:00
85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
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
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
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
76e5766a1b Put Vertex Uniforms in to the correct places to get ready for UBOs. 2012-10-09 23:41:04 -05:00
eff019442f Playing through SSBM story made me find this. 2012-10-09 23:37:52 -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
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
7cec31dbf3 Almost there. 2012-10-09 23:33:02 -05:00
0fc755c4df More stuff 2012-10-09 23:31:31 -05:00
3943840d5c Now CG plays nice with this new stuff. 2012-10-09 23:27:59 -05:00
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
722480cb2e Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347. 2012-04-07 15:45:32 -05:00
7a1744575d D3D9: Fix texel to pixel mapping when sampling textures properly. 2012-03-24 17:23:03 +01:00
81c614fa07 Clean up various things. 2011-09-29 23:32:39 +02:00
ddfe219293 Fixup line endings. 2011-09-29 23:32:39 +02:00