Ryan Houdek
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7d93834cd8
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Bit more cleanup from removing Nvidia CG
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2012-12-27 22:53:07 -06:00 |
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Ryan Houdek
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01cdcc83a3
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Merge Fail: Make sure we are using the interface file to get backbuffer dimensions. GL helper function was duplicated.
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2012-12-26 13:15:19 -06:00 |
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Ryan Houdek
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67c1c6b062
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Merge branch 'GLES-software'
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2012-12-26 12:54:58 -06:00 |
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Ryan Houdek
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5169804a61
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Remove duplicated X11 code.
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2012-12-26 12:12:26 -06:00 |
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Ryan Houdek
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93f72d8463
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Don't add superfluous whitespace to the CMake file
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2012-12-26 11:07:33 -06:00 |
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Ryan Houdek
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2d4c3c7c91
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Beautify some tabs.
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2012-12-26 10:33:45 -06:00 |
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Ryan Houdek
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e2489196e4
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Got overzealous. We aren't removing CG quite yet with this branch.
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2012-12-26 00:41:25 -06:00 |
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Ryan Houdek
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9a58f9a3bb
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Rename another function...
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2012-12-26 00:34:09 -06:00 |
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Ryan Houdek
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c43a0dac2e
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Add to more than 32bit debug
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2012-12-26 00:25:49 -06:00 |
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Ryan Houdek
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fa9abfdc42
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Add a include directory
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2012-12-26 00:22:17 -06:00 |
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Ryan Houdek
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a35c5a7f22
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Add a include directory
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2012-12-26 00:20:09 -06:00 |
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Ryan Houdek
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f4e7a280a9
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Remove cg.lib from some files for Windows and renaming a function.
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2012-12-26 00:07:43 -06:00 |
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Ryan Houdek
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e9099459bb
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Maybe fix Windows compiling.
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2012-12-25 22:52:30 -06:00 |
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Ryan Houdek
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c884dbf654
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Mistype in WX.cpp
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2012-12-25 19:18:03 -06:00 |
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Ryan Houdek
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01953ff64a
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Rename the interface files and hopefully fix OSX building.
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2012-12-25 19:08:24 -06:00 |
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Ryan Houdek
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53398ca5d8
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Remove GLSL option from video options
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2012-12-24 12:22:02 -06:00 |
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Ryan Houdek
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9209253e0d
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Initial removal of Nvidia CG. Still some more cleanup to go
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2012-12-24 11:09:52 -06:00 |
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Ryan Houdek
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09b05c0f6c
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Add header guards to InterfaceBase.h
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2012-12-24 09:46:37 -06:00 |
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Ryan Houdek
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296b9b1c16
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Small bit of clean up in GLES-software.
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2012-12-24 09:37:12 -06:00 |
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Ryan Houdek
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2db4549174
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Fix a memory leak based on Lioncash's patches.
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2012-12-18 23:35:28 -06:00 |
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Ryan Houdek
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f6ef6fa0d9
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I had the wrong header for Windows in GLVideoInterface.h
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2012-12-17 16:23:02 -06:00 |
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Ryan Houdek
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f2004b2474
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Blindly add WGL.cpp file to the Windows project file. Just for Neo
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2012-12-17 16:19:55 -06:00 |
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Ryan Houdek
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512cae69f8
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Add a useful comment to DSP.cpp
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2012-12-17 15:55:34 -06:00 |
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Ryan Houdek
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6099148541
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Blind coding fail
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2012-12-17 15:33:19 -06:00 |
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Ryan Houdek
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8082323c44
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Should hopefully fix OSX
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2012-12-17 15:29:38 -06:00 |
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Ryan Houdek
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3cb5dffbc9
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Missed the video interface files.
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2012-12-17 15:01:52 -06:00 |
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Ryan Houdek
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b78f5debe6
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Initial push of GLES and GLUtil file breakup.
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2012-12-17 14:54:20 -06:00 |
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Ryan Houdek
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8838944cd3
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Revert "Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956."
This reverts commit 884006e4c8.
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2012-12-15 00:04:10 -06:00 |
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Ryan Houdek
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884006e4c8
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Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956.
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2012-12-14 15:19:22 -06:00 |
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Ryan Houdek
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88b890824b
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(CoreAudio) Retain volume value until initialization. Makes volume slider work when game isn't running. Fixes issue 5383.
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2012-12-14 12:15:01 -06:00 |
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Ryan Houdek
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3b559d89ec
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If the HOME environment variable isn't set, fall back on to PWD. Closes 5584.
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2012-12-14 11:47:12 -06:00 |
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Ryan Houdek
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532fdada96
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Adds the Wii Korean settings file. It was handled in the wii-network branch in rev c42a6f156e. Master handles the settings files differently. Until wii-network merges in to master, this closes issue 5642.
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2012-12-14 11:37:26 -06:00 |
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Ryan Houdek
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423024110e
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Includes are case sensitive and Common is in the include directories so including the file this way was silly.
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2012-12-04 11:44:28 -06:00 |
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Sonicadvance1
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5dd49edaec
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Badaboom. Add in Memory include to CDUtils.cpp
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2012-10-30 02:45:42 +00:00 |
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Ryan Houdek
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fb92c338af
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Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow.
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2012-10-27 22:50:06 -05:00 |
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Ryan Houdek
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dfb3c44d1a
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Remove glMatrixMode and glLoadIdentity calls in Render.cpp which do absolutely nothing.
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2012-10-27 18:27:16 -05:00 |
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Ryan Houdek
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8c1d104ca3
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Change EFB copy location rectangles over to a Vertex array
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2012-10-27 18:10:31 -05:00 |
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Ryan Houdek
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c1fd640964
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Rebase immediate-removal on master
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2012-10-27 17:22:48 -05:00 |
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Ryan Houdek
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57426ee726
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Forced commit
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2012-10-13 13:00:04 -05:00 |
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Ryan Houdek
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3f0d7312fa
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A couple missed lines on the rebase.
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2012-10-13 12:43:00 -05:00 |
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Ryan Houdek
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10666a9b87
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More 'stuff'
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2012-10-09 23:56:00 -05:00 |
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Ryan Houdek
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eb7a0c485a
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More "stuff" for SS, also a small fix in the program shader cache cache setup."
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2012-10-09 23:56:00 -05:00 |
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Ryan Houdek
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71f6b1eec6
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Change 'stuff'
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2012-10-09 23:56:00 -05:00 |
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Ryan Houdek
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03b09bed5d
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Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
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2012-10-09 23:56:00 -05:00 |
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Ryan Houdek
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2e15440896
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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.
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2012-10-09 23:56:00 -05:00 |
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Ryan Houdek
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5085cebaf3
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These checks aren't needed when using CG.
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2012-10-09 23:55:59 -05:00 |
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Ryan Houdek
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e88d35d1c1
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Had a few vec4 and float4(0) calls floating around.
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2012-10-09 23:55:59 -05:00 |
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Ryan Houdek
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e3854ded73
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Woops, better not forget the ing
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2012-10-09 23:54:18 -05:00 |
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Ryan Houdek
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4cd748bbec
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Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
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2012-10-09 23:54:18 -05:00 |
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Ryan Houdek
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3a5b6aed91
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Missed a line here
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2012-10-09 23:43:22 -05:00 |
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Ryan Houdek
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c4e7a288e5
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Add in the Windows fix.
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2012-10-09 23:43:22 -05:00 |
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Ryan Houdek
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ee529b7125
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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_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
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2012-10-09 23:43:22 -05:00 |
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Ryan Houdek
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5c486587a6
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Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
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2012-10-09 23:43:22 -05:00 |
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Ryan Houdek
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4eb227bd4c
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If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
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2012-10-09 23:43:22 -05:00 |
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Ryan Houdek
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189d12b61c
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If CG isn't available, still compile and fallback on GLSL
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2012-10-09 23:43:22 -05:00 |
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Sonicadvance1
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7c91476650
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Missed a if, don't want people crashing now do we?
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2012-10-09 23:42:41 -05:00 |
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Ryan Houdek
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9996f27120
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Give OSX users more of a chance of supporting Single pass DSB in the future.
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2012-10-09 23:42:41 -05:00 |
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Ryan Houdek
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d012c75005
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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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2012-10-09 23:42:41 -05:00 |
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Ryan Houdek
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ef1e157786
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Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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ac77bbd47b
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Move the GLSL extension checks over here so it is nicer.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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7cb3d86e31
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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.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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1aad2e9e56
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There we go, actually found the issue.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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6759ee701d
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This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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c76593f6a2
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Looky, OSX found an issue for me.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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66a245dd68
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Remove this silliness
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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9c09e1973a
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Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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f8d0c28e53
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Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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2012-10-09 23:42:40 -05:00 |
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Ryan Houdek
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ddd4360d6d
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Only delete this buffer if we support it.
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2012-10-09 23:42:39 -05:00 |
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Ryan Houdek
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7aad45658e
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Add a GUI option to use GLSL shaders. Also fix a small typo.
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2012-10-09 23:42:39 -05:00 |
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Ryan Houdek
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076c1a5aa7
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Make sure not to try and bind UBO locations when it isn't supported
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2012-10-09 23:41:49 -05:00 |
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Ryan Houdek
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7f12daa014
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Looks like we make use of fmod, make a GLSL function for it!
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2012-10-09 23:41:49 -05:00 |
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Ryan Houdek
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ba12c0b4f5
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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 available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
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2012-10-09 23:41:48 -05:00 |
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Ryan Houdek
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04836705b7
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Show a bit of information when using GLSL shaders.
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2012-10-09 23:41:48 -05:00 |
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Ryan Houdek
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a809feae1a
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Disable UBO buffer generation if hardware doesn't support it.
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2012-10-09 23:41:48 -05:00 |
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Ryan Houdek
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a5257c1a0a
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Actually have Dual Source blending work for people. Forgot about this change.
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2012-10-09 23:41:06 -05:00 |
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Ryan Houdek
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a304af75fd
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Make this pretty
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2012-10-09 23:41:06 -05:00 |
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Ryan Houdek
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67687a7b6d
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Make sure our UBO buffers are always aligned correctly.
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2012-10-09 23:41:06 -05:00 |
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Ryan Houdek
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5b06bbf87d
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Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
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2012-10-09 23:41:06 -05:00 |
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Ryan Houdek
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5bcbf92f43
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Make sure to support everything even if GPU doesn't.
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2012-10-09 23:41:06 -05:00 |
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Ryan Houdek
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d4a80ca3ec
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yay, UBOs work 100% now.
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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1f75ee49bf
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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.
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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904adb9e3d
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More for Billiard <3
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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ce7a54f32a
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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b105d70339
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Firin ma lazer
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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c82b92bfc2
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Fix one error.
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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2fbca145cb
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Remove bSupportsGLSLLocation since it won't work how I expect it.
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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4a84c6f742
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Add in UBOs, doesn't work yet. Still debugging here.
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2012-10-09 23:41:05 -05:00 |
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Ryan Houdek
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76e5766a1b
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Put Vertex Uniforms in to the correct places to get ready for UBOs.
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2012-10-09 23:41:04 -05:00 |
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Ryan Houdek
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d897491f94
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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.
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2012-10-09 23:41:04 -05:00 |
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Ryan Houdek
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d83ead5914
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Support Dual Source Blending in OGL plugin with GLSL.
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2012-10-09 23:39:16 -05:00 |
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Ryan Houdek
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eff019442f
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Playing through SSBM story made me find this.
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2012-10-09 23:37:52 -05:00 |
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Ryan Houdek
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b24990ca28
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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.
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2012-10-09 23:37:52 -05:00 |
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Ryan Houdek
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cf68cc0c61
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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....investigating.
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2012-10-09 23:37:52 -05:00 |
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Ryan Houdek
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081ad949ce
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Welp, just fixed that problem.
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2012-10-09 23:35:45 -05:00 |
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Ryan Houdek
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3c9c5de722
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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.
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2012-10-09 23:35:45 -05:00 |
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Ryan Houdek
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8058f2f32f
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Missed one
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2012-10-09 23:33:02 -05:00 |
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Ryan Houdek
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9064b76deb
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Shader Compile fixes. Played SMS for two shines.
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2012-10-09 23:33:02 -05:00 |
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Ryan Houdek
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3160da1289
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This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
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2012-10-09 23:33:02 -05:00 |
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Ryan Houdek
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7cec31dbf3
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Almost there.
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2012-10-09 23:33:02 -05:00 |
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Ryan Houdek
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8123b137aa
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This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
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2012-10-09 23:31:31 -05:00 |
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