Commit Graph
19 Commits
Author SHA1 Message Date
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
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