degasus
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106d7c37e8
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GLSL: store and use exact ubo sizes
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2013-03-17 16:49:42 +01:00 |
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degasus
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a6844d6b9e
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move shader error files in dolphin user directory
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2013-03-07 20:37:28 +01:00 |
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degasus
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2bd7ba76b9
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only report errors without debug_glsl
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2013-03-07 20:26:56 +01:00 |
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degasus
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d19bc15d26
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fix glsl140 workaround
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2013-03-05 15:24:10 +01:00 |
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degasus
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e4f8d7b4c8
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fix debug build
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2013-03-04 10:20:55 +01:00 |
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degasus
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242d960781
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increase buffer size
32M UBO, 16M Vertex, 2M Index
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2013-02-22 10:25:38 +01:00 |
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degasus
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9f4a616f2e
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build fix
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2013-02-14 19:04:52 +01:00 |
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degasus
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a0ef58418b
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workaround for buggy intel windows driver. revert this as soon as there are newer driver
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2013-02-14 18:59:45 +01:00 |
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degasus
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0325e37bfb
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merge glsl headers into one place
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2013-02-13 21:34:48 +01:00 |
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degasus
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21b83b436c
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create shader cache directoy
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2013-02-13 16:50:56 +01:00 |
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degasus
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b3675d15dc
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enable shader cache again
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2013-02-13 16:30:15 +01:00 |
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degasus
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398b37f371
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fix ValidateShaderIDs
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2013-02-13 15:16:32 +01:00 |
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degasus
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bbc292c210
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merge Vertex and PixelShaderCache into ProgramShaderCache
this is the first step, uniform handling is still missing
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2013-02-13 13:12:19 +01:00 |
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degasus
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f079b04a5d
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also check for glsl errors on linking, activation GLSL_DEBUG again (slowdown on shader compilation)
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2013-02-07 12:47:41 +01:00 |
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degasus
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ef602fd643
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workaround for glGetUniformLocation in efb2ram
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2013-02-05 18:22:23 +01:00 |
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degasus
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76adc77fa6
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bigger buffers
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2013-02-05 18:01:27 +01:00 |
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degasus
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878bd7f26c
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implement streaming by bufferSubData, split upload and allocation in ringbuffer
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2013-02-01 12:30:08 +01:00 |
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degasus
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30170575c8
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create StreamBuffer class for ogl upload
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2013-01-31 23:11:53 +01:00 |
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degasus
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4a463f4588
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also add glBufferSubData for ubo upload
so osx start game, but everything is black
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2013-01-31 13:00:15 +01:00 |
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Ryan Houdek
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fa45403557
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Got to love that my server's cmake is half retarded.
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2013-01-28 15:32:38 -06:00 |
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Ryan Houdek
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d94f3c4155
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Stop using std::pair and std::map. Switch over to u64 and std::unordered_map. Provides a very small speed boost.
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2013-01-28 15:18:54 -06:00 |
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degasus
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fd06342a97
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set hint GL_STREAM_READ
it's wrong, but so we are guaranteed to get pinned memory.
it's slower for rendering, but faster for mapping.
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2013-01-28 13:03:31 +01:00 |
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Ryan Houdek
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4fadb65259
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Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
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2013-01-26 11:24:24 -06:00 |
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degasus
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a526fc5f92
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ubo streaming
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2013-01-25 13:20:42 +01:00 |
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degasus
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cf11f0ea72
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clear uniform cache on startup
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2013-01-21 15:43:04 +01:00 |
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