Commit graph

11 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
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
8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -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