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path: root/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
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2013-08-23ogl: fix ubo workarounddegasus
2013-04-17New license header introduced to all Video based projects.Lioncash
2013-04-15Update the license file text (change SVN to Git) in all projects except Core ↵lioncash
since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project. Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects. Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-02-13merge Vertex and PixelShaderCache into ProgramShaderCachedegasus
this is the first step, uniform handling is still missing
2013-02-07also check for glsl errors on linking, activation GLSL_DEBUG again (slowdown ↵degasus
on shader compilation)
2013-01-26Only check shader compilation status in debug or with DEBUG_GLSL defined. ↵Ryan Houdek
invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
2013-01-18report glsl shader warings as errorsdegasus
2013-01-11move efb2ram shaders to textureCachedegasus
2013-01-02remove glsl binding support. convert every shader to version 130degasus
2012-12-28switch to glsl 130, more than OpenGL 3.1 isn't neededdegasus
2012-12-27Bit more cleanup from removing Nvidia CGRyan Houdek
2012-12-24Initial removal of Nvidia CG. Still some more cleanup to goRyan Houdek
2012-12-19fix gcc compilationdegasus
2011-12-29Add support for Dual source blending to older ATI cards that don't support ↵Ryan Houdek
420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2011-12-26refactor ProgramShaderCache::PCacheEntryShawn Hoffman
2011-12-26fix formatting uglies introduced in glsl-master branchShawn Hoffman
2011-12-20Move the GLSL extension checks over here so it is nicer.Ryan Houdek
2011-12-17Set Sampler values at program make time instead of every frame. Fix an issue ↵Ryan Houdek
when The user had UBO support but not Binding support.
2011-12-11Show a bit of information when using GLSL shaders.Ryan Houdek
2011-12-11have separate variables/functions for VS/PS ubo stuff, array was confusing.Jordan Woyak
2011-12-11More coding style fixes because I suck at sedPierre Bourdon
2011-12-118 spaces indentation -> tabsPierre Bourdon
2011-12-10Use UBOs in every shader. I had missed a few. Only cache Uniform locations ↵Ryan Houdek
if we aren't using UBOs.
2011-12-10yay, UBOs work 100% now.Ryan Houdek
2011-12-10UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. ↵Ryan Houdek
Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2011-12-09Fix one error.Ryan Houdek
2011-12-09Remove bSupportsGLSLLocation since it won't work how I expect it.Ryan Houdek
2011-12-09Add in UBOs, doesn't work yet. Still debugging here.Ryan Houdek
2011-12-08Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost ↵Ryan Houdek
feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2011-12-08Add support for GL_ARB_shading_language_420pack so we don't have to binding ↵Ryan Houdek
sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2011-12-07This lets us see stuff with GLSL shaders. Just need to take care of some ↵Ryan Houdek
compile errors now.
2011-12-07Almost there.Ryan Houdek
2011-12-02More stuffRyan Houdek
2011-12-02mahRyan Houdek
2011-12-02CompileRyan Houdek
2011-12-02mehRyan Houdek
2011-12-01Now CG plays nice with this new stuff.Ryan Houdek
2011-11-30Add in GLSL setting again.Ryan Houdek
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).
2011-09-29Clean up various things.NeoBrainX
2011-09-09Make shader ID validation optional by adding a gfx setting called ↵NeoBrainX
"EnableShaderDebugging". Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
2011-09-09Improve the shader UID debugging stuff and merge it to VideoCommon, ↵NeoBrainX
effectively enabling it in D3D9 and D3D11 as well.
2011-09-07Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.NeoBrainX
2011-08-25Put this hotfix in since some combination of hardware and drivers returns ↵Ryan
zero here.
2011-07-29Shader compilation error message modified to contain some helpful ↵NeoBrainX
information for noobs (includes a reference to the full bad shader dump). Removed the "Hide Shader Errors" option; hide shader errors if panic handlers are disabled now. Removed superfluous error messages about shader compilations; display only one error message instead. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7688 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15Add a new type of message box (CRITICAL style) which can not be disabled. ↵Glenn Rice
Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends. Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-28Convert GetUserPath to return a std::string instead of a const char *. This ↵Glenn Rice
simplifies its usage in most cases. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7265 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-31Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into ↵Jordan Woyak
Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6996 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-29Put some stuff in the gfx plugins into namespaces, so that the symbols won't ↵hrydgard
collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27Clean out the long since bit-rotted video profiling code.Soren Jorvang
Profiler.{cpp,h} also happened to be the only dupliated filenames left in Source, the absence of which should make link-time optimization easier to get working. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-09some little optimizations and some cleaning.Rodolfo Osvaldo Bogado
now lighting should be fully functional again in SM 2.0 cards git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6794 8ced0084-cf51-0410-be5f-012b33b47a6e