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Dolphin - glsl-330 git log

Jan 3rd, 2013
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  1. $ git log origin/master..origin/glsl-330 --abbrev-commit --pretty=oneline
  2. 11c214f TextureConversionShader: refactor some common code
  3. f27f175 glsl: fix vertex shader compiler errors from moving to normal 330 profile.
  4. ac11d5e glsl: fix vertex shader compiler errors from moving to normal 330 profile.
  5. b21c4a4 glsl: don't try to set invalid shaders and crash.
  6. d6536eb change glsl #version 330 compatibility -> #version 330 in videocommon. previous commit only changed OGL backend.
  7. 504711f remove glBindFragDataLocation calls for TexCoord0. I don't think it's doing anything for FragData0 either...
  8. 84ca798 fix some more formatting uglies, log the gl shader compiler output to file on error.
  9. 4eb5c37 make sure glsl-specific backend_info variables are set correctly
  10. 57a41f0 fix glsl compiler errors for version 330
  11. 2669a87 change glsl #version 330 compatibility -> #version 330
  12. f57f654 set ProgramShaderCache program format correctly.
  13. d355ad7 More 'stuff'
  14. 0b74ead More "stuff" for SS, also a small fix in the program shader cache cache setup."
  15. 38f9820 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
  16. 576955c Change 'stuff'
  17. bd5cf88 let us try normal c++ static init instead...
  18. 6a5b56d Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
  19. 8a48b42 Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
  20. fbbea9b These checks aren't needed when using CG.
  21. 2cb5385 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
  22. 88d20f1 Had a few vec4 and float4(0) calls floating around.
  23. c8d0c8e oops, forgot to make sure the gl program is actually free'd.
  24. 6f729f8 Woops, better not forget the ing
  25. 3773d29 Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
  26. 5f296d0 refactor ProgramShaderCache::PCacheEntry
  27. 16f9d8e Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
  28. 4bc14c3 fix formatting uglies introduced in glsl-master branch
  29. f59063c default to GLSL instead of Cg
  30. 8266a56 Missed a line here
  31. b607695 Add in the Windows fix.
  32. 8349cc2 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_
  33. aa2032a Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
  34. b90fa37 If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
  35. 9bc6b83 If CG isn't available, still compile and fallback on GLSL
  36. 7c558df Missed a if, don't want people crashing now do we?
  37. 8e01723 Give OSX users more of a chance of supporting Single pass DSB in the future.
  38. a10656b Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
  39. 31a9b6c Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
  40. dc134b9 Move the GLSL extension checks over here so it is nicer.
  41. f6b33cf Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
  42. 9ce17a4 There we go, actually found the issue.
  43. 768a683 This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
  44. 3513dd7 Looky, OSX found an issue for me.
  45. 636d6a9 Remove this silliness
  46. 4342efe Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
  47. b837ae2 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
  48. 73c3f19 Only delete this buffer if we support it.
  49. fe6fb55 Add a GUI option to use GLSL shaders. Also fix a small typo.
  50. 800e1c9 Let compiling work on OSX.
  51. 9ff48ac Make sure not to try and bind UBO locations when it isn't supported
  52. e85a3d6 Looks like we make use of fmod, make a GLSL function for it!
  53. ad13f2d Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't av
  54. c908e11 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
  55. a613012 try combining vs/ps ubo
  56. 5ae1f67 make use of glMapBuffer to set ubo data
  57. 16b58a8 Show a bit of information when using GLSL shaders.
  58. bcb2abb fix stupid indentation
  59. 031c523 have separate variables/functions for VS/PS ubo stuff, array was confusing.
  60. fbef258 Disable UBO buffer generation if hardware doesn't support it.
  61. df283a5 More coding style fixes because I suck at sed
  62. 014c474 8 spaces indentation -> tabs
  63. 1724385 Actually have Dual Source blending work for people. Forgot about this change.
  64. 2907ffd Make this pretty
  65. c678172 Make sure our UBO buffers are always aligned correctly.
  66. 97c3c15 Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
  67. c72a244 Make sure to support everything even if GPU doesn't.
  68. 5925feb yay, UBOs work 100% now.
  69. 7ab38cf 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.
  70. 49664bf More for Billiard <3
  71. 2433617 Firin ma lazer
  72. 126dfa0 Firin ma lazer
  73. 54a90d0 Fix one error.
  74. e8087aa Remove bSupportsGLSLLocation since it won't work how I expect it.
  75. 4fe9792 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
  76. 8e5bb59 Add in UBOs, doesn't work yet. Still debugging here.
  77. 87c3c37 add ProgramShaderCache.* to visual studio project files
  78. 9119399 Put Vertex Uniforms in to the correct places to get ready for UBOs.
  79. c89c484 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.
  80. 0ccba2b Support Dual Source Blending in OGL plugin with GLSL.
  81. 62b9a77 Playing through SSBM story made me find this.
  82. cecc3c3 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.
  83. 1201988 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....i
  84. f77d54f Welp, just fixed that problem.
  85. 4c136c4 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.
  86. b01c973 Missed one
  87. bf4ef05 Shader Compile fixes. Played SMS for two shines.
  88. ed18b82 This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
  89. 33c24f0 Almost there.
  90. 164b56f This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
  91. 804938e More stuff
  92. ae6ac5b moe
  93. 8a18a11 mah
  94. 6882e00 Compile
  95. 49b6e4b meh
  96. f8eb456 Now CG plays nice with this new stuff.
  97. e67dbb3 Merge branch 'master' of https://code.google.com/p/dolphin-emu into GLSL-master
  98. b20176b Add in GLSL setting again.
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