Commit Graph
8391 Commits
Author SHA1 Message Date
Ryan Houdek 97c3c156e6 Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2011-12-10 15:40:10 -06:00
Ryan Houdek c72a244809 Make sure to support everything even if GPU doesn't. 2011-12-10 14:35:37 -06:00
NeoBrainX 3d9c35f58e VideoCommon: Fix upper and lower depth bytes being switched when performing Z16L EFB copies (EFB to texture only).
Fixes issue 4989.
Fixes issue 5056.
2011-12-10 16:08:26 +01:00
Ryan Houdek 5925feb6e0 yay, UBOs work 100% now. 2011-12-10 08:07:13 -06:00
Ryan Houdek 7ab38cff68 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. 2011-12-10 07:38:30 -06:00
Ryan Houdek 126dfa073b Firin ma lazer 2011-12-10 01:56:37 -06:00
Ryan Houdek 54a90d08ce Fix one error. 2011-12-09 21:15:15 -06:00
Ryan Houdek e8087aa1a9 Remove bSupportsGLSLLocation since it won't work how I expect it. 2011-12-09 19:14:02 -06:00
Ryan Houdek 8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -06:00
Ryan Houdek 9119399547 Put Vertex Uniforms in to the correct places to get ready for UBOs. 2011-12-09 16:13:04 -06:00
Ryan Houdek c89c484dd0 Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway. 2011-12-08 05:32:17 -06:00
Ryan Houdek 0ccba2b581 Support Dual Source Blending in OGL plugin with GLSL. 2011-12-08 05:09:48 -06:00
Ryan Houdek 62b9a779c1 Playing through SSBM story made me find this. 2011-12-08 04:11:30 -06:00
Ryan Houdek cecc3c3873 Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now. 2011-12-08 03:20:31 -06:00
Ryan Houdek 1201988fe4 Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating. 2011-12-08 01:51:08 -06:00
Ryan Houdek b01c973689 Missed one 2011-12-07 23:01:14 -06:00
Ryan Houdek bf4ef054d3 Shader Compile fixes. Played SMS for two shines. 2011-12-07 22:47:13 -06:00
Ryan Houdek 33c24f0a15 Almost there. 2011-12-07 22:04:34 -06:00
Maarten ter Huurne f9133a7376 Link to the required OS X frameworks.
Previously, there was just one list of frameworks regardless of which part
of the code depended on which frameworks. Now we keep separate lists for
the Dolphin core, the Dolphin GUI and internal use by wxWidgets.
2011-12-07 08:26:44 +01:00
Maarten ter Huurne c04c3bd9d3 Use "unsigned int" instead of "unsigned".
By request of hrydgard.
See commit 045eb924d9.
2011-12-07 07:10:31 +01:00
Maarten ter Huurne 8a75351674 Link against OpenGL using the info gathered by the FindOpenGL module. 2011-12-05 06:18:04 +01:00
Maarten ter Huurne 958891b4eb Compile with OpenAL support on OS X. 2011-12-05 05:49:08 +01:00
Maarten ter Huurne d440dfe9b2 Link against systemwide LZO using the info gathered by check_lib(). 2011-12-05 05:33:35 +01:00
Maarten ter Huurne bb182d88b7 Link against systemwide OpenCL on OS X. 2011-12-05 05:26:28 +01:00
Ryan Houdek 164b56ff73 This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders. 2011-12-02 20:20:53 -06:00
Ryan Houdek 804938e9fc More stuff 2011-12-02 20:17:26 -06:00
Ryan Houdek ae6ac5b439 moe 2011-12-02 19:04:37 -06:00
Maarten ter Huurne 748be364e5 Fixed range check on TryParse() for u32.
On x86-64, "unsigned long" is 64 bits wide, so it is possible for a number
to not trigger a range error on strtoul() but still not fit inside an u32.
An extra check is added to ensure that 32-bit and 64-bit builds will accept
the same numbers.
2011-12-02 02:24:43 +01:00
Maarten ter Huurne 045eb924d9 Changed type of GetTicksPer(Line|Frame) to unsigned.
Avoids a GCC warning about comparing signed and unsigned values
in Source/Core/Core/Src/State.cpp.
2011-12-02 00:33:45 +01:00
Maarten ter Huurne f50ea590ce Don't use the same name for two different local variables.
This avoids a warning when compiling with GCC.
2011-12-02 00:06:49 +01:00
Maarten ter Huurne 51127c1243 Added newlines at end of file.
This avoids warnings when compiling with GCC.
2011-12-01 23:30:28 +01:00
Ryan Houdek f8eb45637f Now CG plays nice with this new stuff. 2011-12-01 00:33:12 -06:00
Ryan Houdek b20176b74f Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00
Maarten ter Huurne 29865e6366 Avoid virtual memory range collision between JIT and emulated RAM.
Passing MAP_FIXED to mmap causes already mapped pages in the requested
region to be replaced. On Mac OS X this caused pages for JIT-generatd
code to appear in the memory range previously auto-allocated for the RAM
of the emulated machine. This led to a hang at boot time. The same problem
can probably occur on FreeBSD, but not on Linux since MAP_32BIT is used
there instead of MAP_FIXED.

The solution is to not use MAP_FIXED, but instead rely on the OS honoring
the hinted address which is below 4 GB: we don't need an exact match,
just a low address.
2011-11-30 00:37:57 +01:00
Shawn Hoffman b62cac2ca9 Allow modifying main ram size at compile time by changing Memory::REALRAM_SIZE. 2011-11-27 19:52:05 -08:00
Glenn Rice e5d051a4e9 Update linux libav frame dump code for recent api changes. 2011-11-22 19:24:05 -06:00
skidau cc6f90c7d5 Enabled memory breakpoints under JIT in the debugger. 2011-11-05 19:42:06 +11:00
skidau 9eaf20cc44 Fixed the slowdown that occurred under JIT32. Fixes issue 4969. 2011-11-05 13:04:46 +11:00
skidau 2ee79e7057 Added the missing "table31" instructions into the JITIL tables. 2011-11-04 23:11:43 +11:00
skidau 38a97fb9d7 Added some missing "table31" instructions to the table. The instructions themselves are not properly implemented as they do not handle the OE case.
Allows ANIMA Ark of Sinners to go in-game.
2011-11-04 21:26:56 +11:00
skidau 4c3a799f08 Added a check for HID0.DCFA before proceeding to dcbz. Allows Rubik's Puzzle Galaxy: RUSH to go in-game. 2011-11-04 19:07:09 +11:00
skidau 3d2a2abb49 Made the JIT bypass the icache when it is executing the external interrupt
exception handler.

Fixed by comwiz.k
2011-11-03 20:55:47 +11:00
Pierre Bourdon 7f055d6b56 UI: refactor the game list sorting code 2011-11-02 02:45:51 +01:00
skidau 1387da7900 Merge branch 'JitCache' of https://skidau@code.google.com/p/dolphin-emu/ 2011-11-01 20:45:50 +11:00
Pierre Bourdon 8f31968466 Revert "Merge branch 'zcomploc-support'"
This reverts commit 9dad9ebe89, reversing
changes made to e76bc71efe.
2011-11-01 01:37:54 +01:00
skidau 78b74101b0 Added code to invalidate the JIT cache on dcbf. This fixes Monster House and Scooby Doo: Mystery Mayhem. 2011-10-29 17:21:20 +11:00
crudelios dd551814c9 Bounding Box bugfixes.
- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.

This should also be a (very very little) bit faster than the previous version.
2011-10-28 21:12:12 +01:00
skidau e03fd9a942 Added code to invalidate the JIT cache on dcbi and writes to memory. 2011-10-27 21:08:35 +11:00
Brad Gearon 9a627e89fb Add unimplemented device map for sdio/slot1 and slot2. Fixes #4932. 2011-10-26 14:28:57 -05:00
crudelios 852fe9c4be Added proper Bounding Box support.
Should fix most graphical issues with Paper Mario: TTYD and Super Paper Mario. Fixes issue 360.

Since only those two games seem to require BBox support, and as per ector's suggestion, BBox is only enabled for those two games.

BBoxes and Display List Caches don't get along too well, causing Paper Mario: TTYD to hang during certain effects where BBoxes are used. For now, I disabled DList Cache for the Paper Mario games, hopefully both will be compatible in the future.
2011-10-26 01:19:10 +01:00