Commit graph

6854 commits

Author SHA1 Message Date
Ryan Houdek
1724385c8c Actually have Dual Source blending work for people. Forgot about this change. 2011-12-11 03:10:03 -06:00
Ryan Houdek
2907ffd72c Make this pretty 2011-12-10 15:58:44 -06:00
Ryan Houdek
c678172f32 Make sure our UBO buffers are always aligned correctly. 2011-12-10 15:52:20 -06:00
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
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
49664bff61 More for Billiard <3 2011-12-10 02:02:22 -06:00
Ryan Houdek
24336171f1 Firin ma lazer 2011-12-10 01:57:27 -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
4fe9792760 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master 2011-12-09 17:30:50 -06:00
Ryan Houdek
8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -06:00
LPFaint99
87c3c37ba7 add ProgramShaderCache.* to visual studio project files 2011-12-09 14:28:59 -08:00
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
f77d54ff52 Welp, just fixed that problem. 2011-12-07 23:23:00 -06:00
Ryan Houdek
4c136c4efc Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that. 2011-12-07 23:20:55 -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
ed18b82d2f This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. 2011-12-07 22:11:41 -06:00
Ryan Houdek
33c24f0a15 Almost there. 2011-12-07 22:04:34 -06:00
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
Ryan Houdek
8a18a110b7 mah 2011-12-02 18:46:07 -06:00
Ryan Houdek
6882e00d5e Compile 2011-12-02 18:31:06 -06:00
Ryan Houdek
49b6e4beed meh 2011-12-02 18:26:15 -06:00
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
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
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
Shawn Hoffman
105e7e4eb4 Added TaruKonga (DK Bongos) support.
Separated SI Device IDs from the enums used for config/gui since quite a few device types all have the gc controller SI ID.
2011-10-23 07:01:17 -07:00
Shawn Hoffman
ba119e8c05 Set the correct bit for "trap" program exception. Fixes http://wiibrew.org/wiki/Descent 2011-10-23 02:53:31 -07:00