Commit Graph
230 Commits
Author SHA1 Message Date
degasus 334bd52f2c NaNs handling in pixel shader 2013-02-15 15:46:31 +01:00
degasus 0325e37bfb merge glsl headers into one place 2013-02-13 21:34:48 +01:00
degasus dae1226e1b workaround for division by zero on fog calculation 2013-02-07 02:21:30 +01:00
degasus 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
NeoBrainX 6c0f6ffecf Fix a dumb regression from revision 4925a28f94. 2013-01-19 22:40:20 +01:00
degasus 8a6f747408 glsl: remove usage of old texture2D* function 2013-01-19 11:07:06 +01:00
Ryan Houdek 9165ac5a67 Fix clipPos not being declared in DX backends. 2013-01-15 10:48:01 -06:00
degasus 2f78986e2c Merge branch 'Graphic_Update' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
degasus 4c2dd093a3 fix d3d error 2013-01-14 19:17:07 +01:00
Glenn Rice 2cd415dd83 Fix the signed/unsigned comparison warnings created by a recent commit. 2013-01-11 22:00:36 -06:00
Lioncash dfc0c4b08d Fix two signed/unsigned mismatch warnings.
Also tidied up SDCardUtil - made the variables make more sense (typewise)
2013-01-11 19:38:04 -05:00
NeoBrainX ad05d568b9 PixelShaderGen: Change error strings to be unique so that we can identify unexpected behavior more easily. 2013-01-11 15:49:20 +01:00
NeoBrainX 4925a28f94 PixelShaderGen: Shader uid maintainance 2013-01-08 18:56:01 +01:00
NeoBrainX be706a3977 Disable color writing when alpha test always fails. 2013-01-08 18:56:01 +01:00
NeoBrainX d26bcb0847 Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff 2013-01-08 18:56:01 +01:00
NeoBrainX c80f6e8b84 Reword a comment about early_ztest a bit. 2013-01-08 18:55:45 +01:00
NeoBrainX 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
NeoBrainX 876eee5e60 PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing). 2013-01-08 18:16:48 +01:00
degasus b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
Ryan Houdek ba6564b0b5 Missed a write to depth before discard in PreAlphaTest 2012-12-28 14:48:04 -06:00
Ryan Houdek 9e76a457ff Beautify the generate pixel shader code 2012-12-28 14:18:39 -06:00
Ryan Houdek 76fc1fe95a This discard was missing in the alpha pretest area. 2012-12-28 12:18:34 -06:00
Ryan Houdek 3eeebcae45 Another small bit of cleanup as I'm reading it 2012-12-28 12:05:43 -06:00
Ryan Houdek a25a00640e Very small cleanup in PixelShaderGen 2012-12-28 11:49:21 -06:00
degasus 48ede4dd30 switch to glsl 130, more than OpenGL 3.1 isn't needed 2012-12-28 16:05:14 +01:00
Ryan Houdek 7d93834cd8 Bit more cleanup from removing Nvidia CG 2012-12-27 22:53:07 -06:00
degasus 316a33d1e6 Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/DolphinWX/Src/VideoConfigDiag.h
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
degasus 85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
NeoBrainX c82136abdc PixelShaderGen: Drop some useless and potentially buggy code.
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
rodolfoosvaldobogado eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
Ryan Houdek 57426ee726 Forced commit 2012-10-13 13:00:04 -05:00
Ryan Houdek 3f0d7312fa A couple missed lines on the rebase. 2012-10-13 12:43:00 -05:00
Ryan HoudekandSonicadvance1 10666a9b87 More 'stuff' 2012-10-09 23:56:00 -05:00
Ryan HoudekandSonicadvance1 eb7a0c485a More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-10-09 23:56:00 -05:00
Ryan HoudekandSonicadvance1 71f6b1eec6 Change 'stuff' 2012-10-09 23:56:00 -05:00
Ryan HoudekandSonicadvance1 03b09bed5d Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2012-10-09 23:56:00 -05:00
Ryan HoudekandSonicadvance1 2e15440896 Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways. 2012-10-09 23:56:00 -05:00
Ryan HoudekandSonicadvance1 e88d35d1c1 Had a few vec4 and float4(0) calls floating around. 2012-10-09 23:55:59 -05:00
Shawn HoffmanandSonicadvance1 31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -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 c76593f6a2 Looky, OSX found an issue for me. 2012-10-09 23:42:40 -05:00
Ryan HoudekandSonicadvance1 7f12daa014 Looks like we make use of fmod, make a GLSL function for it! 2012-10-09 23:41:49 -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
Ryan HoudekandSonicadvance1 b105d70339 Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan HoudekandSonicadvance1 c82b92bfc2 Fix one error. 2012-10-09 23:41:05 -05:00
Ryan HoudekandSonicadvance1 2fbca145cb Remove bSupportsGLSLLocation since it won't work how I expect it. 2012-10-09 23:41:05 -05:00
Ryan HoudekandSonicadvance1 4a84c6f742 Add in UBOs, doesn't work yet. Still debugging here. 2012-10-09 23:41:05 -05:00