Commit Graph
89 Commits
Author SHA1 Message Date
Shawn HoffmanandSonicadvance1 4c1fef8f98 refactor ProgramShaderCache::PCacheEntry 2012-10-09 23:54:18 -05:00
Shawn HoffmanandSonicadvance1 aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2012-10-09 23:54:18 -05:00
Shawn HoffmanandSonicadvance1 31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -05:00
Ryan HoudekandSonicadvance1 c4e7a288e5 Add in the Windows fix. 2012-10-09 23:43:22 -05:00
Ryan HoudekandSonicadvance1 5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2012-10-09 23:43:22 -05:00
Ryan HoudekandSonicadvance1 4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2012-10-09 23:43:22 -05:00
Sonicadvance1andSonicadvance1 7c91476650 Missed a if, don't want people crashing now do we? 2012-10-09 23:42:41 -05:00
Ryan HoudekandSonicadvance1 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 HoudekandSonicadvance1 d012c75005 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2012-10-09 23:42:41 -05:00
Ryan HoudekandSonicadvance1 7cb3d86e31 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. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 1aad2e9e56 There we go, actually found the issue. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 f8d0c28e53 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 ddd4360d6d Only delete this buffer if we support it. 2012-10-09 23:42:39 -05:00
Ryan HoudekandSonicadvance1 7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. 2012-10-09 23:42:39 -05:00
Ryan HoudekandSonicadvance1 076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported 2012-10-09 23:41:49 -05:00
Ryan HoudekandSonicadvance1 ba12c0b4f5 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. 2012-10-09 23:41:48 -05:00
Jordan WoyakandSonicadvance1 d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2012-10-09 23:41:48 -05:00
Jordan WoyakandSonicadvance1 d9117ab6a1 try combining vs/ps ubo 2012-10-09 23:41:48 -05:00
Jordan WoyakandSonicadvance1 e641ede232 make use of glMapBuffer to set ubo data 2012-10-09 23:41:48 -05:00
Jordan WoyakandSonicadvance1 8e80771670 fix stupid indentation 2012-10-09 23:41:48 -05:00
Jordan WoyakandSonicadvance1 73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. 2012-10-09 23:41:48 -05:00
Ryan HoudekandSonicadvance1 a809feae1a Disable UBO buffer generation if hardware doesn't support it. 2012-10-09 23:41:48 -05:00
Pierre BourdonandSonicadvance1 3bcec51334 More coding style fixes because I suck at sed 2012-10-09 23:41:48 -05:00