 Shawn HoffmanandSonicadvance1
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4c1fef8f98
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refactor ProgramShaderCache::PCacheEntry
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2012-10-09 23:54:18 -05:00 |
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 Shawn HoffmanandSonicadvance1
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aaa405c973
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Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
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2012-10-09 23:54:18 -05:00 |
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 Shawn HoffmanandSonicadvance1
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31a8424bcc
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fix formatting uglies introduced in glsl-master branch
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2012-10-09 23:54:17 -05:00 |
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 Ryan HoudekandSonicadvance1
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c4e7a288e5
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Add in the Windows fix.
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2012-10-09 23:43:22 -05:00 |
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 Ryan HoudekandSonicadvance1
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5c486587a6
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Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
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2012-10-09 23:43:22 -05:00 |
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 Ryan HoudekandSonicadvance1
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4eb227bd4c
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If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
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2012-10-09 23:43:22 -05:00 |
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 Sonicadvance1andSonicadvance1
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7c91476650
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Missed a if, don't want people crashing now do we?
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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9996f27120
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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d012c75005
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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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7cb3d86e31
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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.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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1aad2e9e56
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There we go, actually found the issue.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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6759ee701d
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This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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9c09e1973a
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Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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f8d0c28e53
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Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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ddd4360d6d
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Only delete this buffer if we support it.
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2012-10-09 23:42:39 -05:00 |
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 Ryan HoudekandSonicadvance1
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7aad45658e
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2012-10-09 23:42:39 -05:00 |
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 Ryan HoudekandSonicadvance1
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076c1a5aa7
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Make sure not to try and bind UBO locations when it isn't supported
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2012-10-09 23:41:49 -05:00 |
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 Ryan HoudekandSonicadvance1
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ba12c0b4f5
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Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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d70726b035
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glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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d9117ab6a1
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try combining vs/ps ubo
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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e641ede232
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make use of glMapBuffer to set ubo data
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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8e80771670
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fix stupid indentation
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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73a29bf6a1
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have separate variables/functions for VS/PS ubo stuff, array was confusing.
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2012-10-09 23:41:48 -05:00 |
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 Ryan HoudekandSonicadvance1
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a809feae1a
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Disable UBO buffer generation if hardware doesn't support it.
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2012-10-09 23:41:48 -05:00 |
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 Pierre BourdonandSonicadvance1
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3bcec51334
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More coding style fixes because I suck at sed
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2012-10-09 23:41:48 -05:00 |
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