Commit Graph
82 Commits
Author SHA1 Message Date
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
Pierre BourdonandSonicadvance1 3c6d0fc710 8 spaces indentation -> tabs 2012-10-09 23:41:48 -05:00
Ryan HoudekandSonicadvance1 a304af75fd Make this pretty 2012-10-09 23:41:06 -05:00
Ryan HoudekandSonicadvance1 67687a7b6d Make sure our UBO buffers are always aligned correctly. 2012-10-09 23:41:06 -05:00
Ryan HoudekandSonicadvance1 5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2012-10-09 23:41:06 -05:00
Ryan HoudekandSonicadvance1 5bcbf92f43 Make sure to support everything even if GPU doesn't. 2012-10-09 23:41:06 -05:00
Ryan HoudekandSonicadvance1 d4a80ca3ec yay, UBOs work 100% now. 2012-10-09 23:41:05 -05:00
Ryan HoudekandSonicadvance1 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