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path: root/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
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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)
2013-02-05workaround for glGetUniformLocation in efb2ramdegasus
2013-02-05bigger buffersdegasus
2013-02-01implement streaming by bufferSubData, split upload and allocation in ringbufferdegasus
2013-01-31create StreamBuffer class for ogl uploaddegasus
2013-01-31also add glBufferSubData for ubo uploaddegasus
so osx start game, but everything is black
2013-01-28Got to love that my server's cmake is half retarded.Ryan Houdek
2013-01-28Stop using std::pair and std::map. Switch over to u64 and ↵Ryan Houdek
std::unordered_map. Provides a very small speed boost.
2013-01-28set hint GL_STREAM_READdegasus
it's wrong, but so we are guaranteed to get pinned memory. it's slower for rendering, but faster for mapping.
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.
2013-01-25ubo streamingdegasus
2013-01-21clear uniform cache on startupdegasus
2013-01-19move utils texture to sampler 8+9degasus
rasterfont tex will aways bound to samp8. efb copy utils will be done in samp9.
2013-01-19remove texture sampler from uniform listdegasus
2013-01-17use glBindFragDataLocation instead of glDrawBufferdegasus
2013-01-15also don't search in the shader cache if the shader isn't changeddegasus
2013-01-15only change shader if neededdegasus
2013-01-14use attrib pointers in nativeVertexFormatdegasus
2013-01-14videoConfig cleanupdegasus
2013-01-14upload complete uniform buffer at oncedegasus
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
2013-01-11fix warningsdegasus
2013-01-11vertex shader for texture converterdegasus
2013-01-02remove glsl binding support. convert every shader to version 130degasus
2012-12-31bind locations _before_ link program, fix dest alphadegasus
2012-12-28fix ubo for intel cards (also amd?)degasus
2012-10-09set ProgramShaderCache program format correctly.Shawn Hoffman
2012-10-09let us try normal c++ static init instead...Shawn Hoffman
2012-10-09Get the program binary type correctly or else ATI makes massive (~400MB) ↵Ryan Houdek
shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09Add 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.
2012-10-09oops, forgot to make sure the gl program is actually free'd.Shawn Hoffman
2012-10-09refactor ProgramShaderCache::PCacheEntryShawn Hoffman
2012-10-09Checking GLEW_VERSION_4_0 is superfluous since we check ↵Shawn Hoffman
GL_ARB_get_program_binary, and it's a runtime variable anyways.
2012-10-09fix formatting uglies introduced in glsl-master branchShawn Hoffman
2012-10-09Add in the Windows fix.Ryan Houdek
2012-10-09Write all shaders to disk on emulator stop instead of constantly. Also ↵Ryan Houdek
change pair from u64 to u32.
2012-10-09If user doesn't compile with glew 1.6, cut out program binaries so ↵Ryan Houdek
everything still compiles.
2012-10-09Missed a if, don't want people crashing now do we?Sonicadvance1
2012-10-09Give OSX users more of a chance of supporting Single pass DSB in the future.Ryan Houdek
2012-10-09Implement Program shaders cache. Seems to reduce a small amount of ↵Ryan Houdek
stuttering when F-Zero starts. Did it because I can :|
2012-10-09Add a define back so we work without GLEW 1.6, Also I missed a line when I ↵Ryan Houdek
was fixing binding sampler locations last night when I was tired.
2012-10-09There we go, actually found the issue.Ryan Houdek
2012-10-09This thing fails when we don't support binding. Not 100% sure why I need to ↵Ryan Houdek
set this multiple times.
2012-10-09Some shader programs don't come with Vertex shaders attached, don't try to ↵Ryan Houdek
bind a Vertex Uniform block then.
2012-10-09Set 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.
2012-10-09Only delete this buffer if we support it.Ryan Houdek
2012-10-09Add a GUI option to use GLSL shaders. Also fix a small typo.Ryan Houdek
2012-10-09Make sure not to try and bind UBO locations when it isn't supportedRyan Houdek