Commit Graph
9 Commits
Author SHA1 Message Date
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 904adb9e3d More for Billiard <3 2012-10-09 23:41:05 -05:00
Ryan HoudekandSonicadvance1 ce7a54f32a Firin ma lazer 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
Ryan HoudekandSonicadvance1 a357c77257 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).
2012-10-09 23:23:37 -05:00