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path: root/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
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2013-09-18ogl: don't PanicAlert on shader compiler warningsdegasus
2013-09-03ogl: disable revision 737df2a68cd5 for desktop ogldegasus
texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release. Fixes issue 6465.
2013-08-23ogl: fix ubo workarounddegasus
2013-08-23ogl: rework DriverDetails framework + detect UBO mesa bugdegasus
2013-08-21ogl: enable glsl extension ARB_shader_image_load_store for early-zdegasus
2013-08-20ogl: remove glBindFragDataLocationdegasus
Without dual source blend, we have only one output per fragment shader, so this is bound to zero by default.
2013-08-16Put the shader info log at the end of the shader log file. This fixes issue ↵Ryan Houdek
6495.
2013-07-22Implement zcomploc on OpenGL4.2+degasus
2013-07-13Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE ↵Ryan Houdek
usages. This is needed to have GLES3 support.
2013-06-18Remove saturate function define in GLSL since we use clamp everywhere ↵Ryan Houdek
instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.
2013-06-18[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) ↵Ryan Houdek
for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18Partial revert of 0247b2a97a1d. I'll add a work around for Qualcomm in a ↵Ryan Houdek
bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-17Merge 'master' into shader-uids-awesome.NeoBrainX
Conflicts: Source/Core/VideoCommon/Src/LightingShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.h Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-11Build Fix 2xRyan Houdek
2013-06-11Build FixRyan Houdek
2013-06-11[Android] Start of *working* GLES3 support. Needs to be able to compile in ↵Ryan Houdek
Windows still.
2013-05-23add new statistics for gpu buffer streamingdegasus
2013-05-17[Android] Qualcomm driver has a bug where it returns an invalid length for ↵Ryan Houdek
GL_INFO_LOG_LENGTH with glGetShaderiv. Qualcomm drivers seem to max out at ~512bytes returned from glGetShaderInfoLog so this is a reasonable max.
2013-05-06[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove ↵Ryan Houdek
the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
2013-05-05[Android] Add GLSLES3 to the GLSL version enums. Add in the version and ↵Ryan Houdek
precision qualifier to the shader header.
2013-05-04ogl: report shader compilation issues in the same way as other backendsdegasus
2013-04-29Polish shader uid checking.NeoBrainX
2013-04-25Merge 'master' into shader-uids-awesome.NeoBrainX
Conflicts: Source/Core/VideoCommon/Src/BPMemory.h Source/Core/VideoCommon/Src/LightingShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.h Source/Core/VideoCommon/Src/PixelShaderManager.cpp Source/Core/VideoCommon/Src/VertexShaderGen.cpp Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-19Fix a bunch of random typos in comments and logging.lioncash
Also update the comment headers for two functions in GCMemcard.cpp.
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).
2013-04-10Move Shader UID mismatch checking to VideoCommon.NeoBrainX
2013-04-08ogl: support glsl120degasus
2013-03-30Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't ↵Ryan Houdek
have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though.
2013-03-29ShaderGen: More interface cleanups. Less wtfs :)NeoBrainX
2013-03-29PixelShaderManager: Disable constant cache (won't work in the non-UBO path ↵NeoBrainX
of the opengl backend). ShaderGen: Replace typeid usage with more general code.
2013-03-29OSX build fix.NeoBrainX
2013-03-29OpenGL: Reimplement shader uid debugging.NeoBrainX
2013-03-26Merge 'master' into shader-uids-awesome.NeoBrainX
Conflicts: Source/Core/VideoCommon/Src/LightingShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/PixelShaderGen.h Source/Core/VideoCommon/Src/PixelShaderManager.cpp Source/Core/VideoCommon/Src/VertexShaderGen.cpp Source/Core/VideoCommon/Src/VertexShaderGen.h Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
2013-03-25move ogl-only settings into backenddegasus
2013-03-19GLSL: fix msaa egdesdegasus
MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample. It sounds great, but has a big issue: At edges where the center isn't in the polygon, the fragment would still be executed, but still with the center of the pixel as position. So if some calculations aren't allowed outside the polygon, the result would be invalid. But the nice one: we can give a hint to each input to be choosen from a valid pixel, so now every pixel will be calculated with valid source.
2013-03-17GLSL: store and use exact ubo sizesdegasus
2013-03-07move shader error files in dolphin user directorydegasus
2013-03-07only report errors without debug_glsldegasus
2013-03-05fix glsl140 workarounddegasus
2013-03-04fix debug builddegasus
2013-02-22increase buffer sizedegasus
32M UBO, 16M Vertex, 2M Index
2013-02-14build fixdegasus
2013-02-14workaround for buggy intel windows driver. revert this as soon as there are ↵degasus
newer driver
2013-02-13merge glsl headers into one placedegasus
2013-02-13create shader cache directoydegasus
2013-02-13enable shader cache againdegasus
2013-02-13fix ValidateShaderIDsdegasus
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)