degasus
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ef602fd643
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workaround for glGetUniformLocation in efb2ram
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2013-02-05 18:22:23 +01:00 |
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degasus
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76adc77fa6
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bigger buffers
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2013-02-05 18:01:27 +01:00 |
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degasus
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878bd7f26c
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implement streaming by bufferSubData, split upload and allocation in ringbuffer
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2013-02-01 12:30:08 +01:00 |
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degasus
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30170575c8
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create StreamBuffer class for ogl upload
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2013-01-31 23:11:53 +01:00 |
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degasus
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4a463f4588
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also add glBufferSubData for ubo upload
so osx start game, but everything is black
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2013-01-31 13:00:15 +01:00 |
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Ryan Houdek
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fa45403557
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Got to love that my server's cmake is half retarded.
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2013-01-28 15:32:38 -06:00 |
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Ryan Houdek
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d94f3c4155
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Stop using std::pair and std::map. Switch over to u64 and std::unordered_map. Provides a very small speed boost.
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2013-01-28 15:18:54 -06:00 |
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degasus
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fd06342a97
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set hint GL_STREAM_READ
it's wrong, but so we are guaranteed to get pinned memory.
it's slower for rendering, but faster for mapping.
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2013-01-28 13:03:31 +01:00 |
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Ryan Houdek
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4fadb65259
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Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
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2013-01-26 11:24:24 -06:00 |
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degasus
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a526fc5f92
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ubo streaming
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2013-01-25 13:20:42 +01:00 |
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degasus
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cf11f0ea72
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clear uniform cache on startup
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2013-01-21 15:43:04 +01:00 |
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degasus
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074f73c641
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move utils texture to sampler 8+9
rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
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2013-01-19 00:39:31 +01:00 |
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degasus
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6401a18143
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remove texture sampler from uniform list
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2013-01-19 00:12:02 +01:00 |
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degasus
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3054d36534
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use glBindFragDataLocation instead of glDrawBuffer
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2013-01-17 11:16:12 +01:00 |
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degasus
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bb200acdd8
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also don't search in the shader cache if the shader isn't changed
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2013-01-15 23:42:24 +01:00 |
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degasus
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687d74e6c2
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only change shader if needed
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2013-01-15 14:22:40 +01:00 |
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degasus
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ff889c0e65
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use attrib pointers in nativeVertexFormat
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2013-01-14 22:59:08 +01:00 |
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degasus
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5fe3def64c
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videoConfig cleanup
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2013-01-14 20:00:33 +01:00 |
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degasus
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c3aafc77b3
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upload complete uniform buffer at once
this is the way of dx11. it would upload more per draw, but uses less calls.
will be faster if many uniforms are changed, but slower else
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2013-01-14 13:58:11 +01:00 |
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degasus
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2838077313
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fix warnings
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2013-01-11 21:24:59 +01:00 |
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degasus
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60b8e4fb1c
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vertex shader for texture converter
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2013-01-11 11:59:42 +01:00 |
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degasus
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b38b62afc6
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remove glsl binding support. convert every shader to version 130
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2013-01-02 16:56:08 +01:00 |
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degasus
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c2898748ac
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bind locations _before_ link program, fix dest alpha
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2012-12-31 02:34:27 +01:00 |
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degasus
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d9f3fc4495
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fix ubo for intel cards (also amd?)
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2012-12-28 17:06:08 +01:00 |
|
 Shawn HoffmanandSonicadvance1
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1a8005d948
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set ProgramShaderCache program format correctly.
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2012-10-09 23:56:00 -05:00 |
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 Shawn HoffmanandSonicadvance1
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210ecad15f
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let us try normal c++ static init instead...
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2012-10-09 23:56:00 -05:00 |
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 Ryan HoudekandSonicadvance1
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03b09bed5d
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Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
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2012-10-09 23:56:00 -05:00 |
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 Ryan HoudekandSonicadvance1
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2e15440896
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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.
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2012-10-09 23:56:00 -05:00 |
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 Shawn HoffmanandSonicadvance1
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108722bed0
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oops, forgot to make sure the gl program is actually free'd.
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2012-10-09 23:54:18 -05:00 |
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 Shawn HoffmanandSonicadvance1
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4c1fef8f98
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refactor ProgramShaderCache::PCacheEntry
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2012-10-09 23:54:18 -05:00 |
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 Shawn HoffmanandSonicadvance1
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aaa405c973
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Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
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2012-10-09 23:54:18 -05:00 |
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 Shawn HoffmanandSonicadvance1
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31a8424bcc
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fix formatting uglies introduced in glsl-master branch
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2012-10-09 23:54:17 -05:00 |
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 Ryan HoudekandSonicadvance1
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c4e7a288e5
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Add in the Windows fix.
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2012-10-09 23:43:22 -05:00 |
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 Ryan HoudekandSonicadvance1
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5c486587a6
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Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
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2012-10-09 23:43:22 -05:00 |
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 Ryan HoudekandSonicadvance1
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4eb227bd4c
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If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
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2012-10-09 23:43:22 -05:00 |
|
 Sonicadvance1andSonicadvance1
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7c91476650
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Missed a if, don't want people crashing now do we?
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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9996f27120
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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d012c75005
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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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2012-10-09 23:42:41 -05:00 |
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 Ryan HoudekandSonicadvance1
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7cb3d86e31
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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.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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1aad2e9e56
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There we go, actually found the issue.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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6759ee701d
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This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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9c09e1973a
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Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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f8d0c28e53
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Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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2012-10-09 23:42:40 -05:00 |
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 Ryan HoudekandSonicadvance1
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ddd4360d6d
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Only delete this buffer if we support it.
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2012-10-09 23:42:39 -05:00 |
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 Ryan HoudekandSonicadvance1
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7aad45658e
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2012-10-09 23:42:39 -05:00 |
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 Ryan HoudekandSonicadvance1
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076c1a5aa7
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Make sure not to try and bind UBO locations when it isn't supported
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2012-10-09 23:41:49 -05:00 |
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 Ryan HoudekandSonicadvance1
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ba12c0b4f5
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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.
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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d70726b035
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glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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d9117ab6a1
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try combining vs/ps ubo
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2012-10-09 23:41:48 -05:00 |
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 Jordan WoyakandSonicadvance1
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e641ede232
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make use of glMapBuffer to set ubo data
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2012-10-09 23:41:48 -05:00 |
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