40a1cb5dfe
ogl: warn on osd if not supported features are enabled
2013-08-27 13:24:23 +02:00
93f9f23576
ogl: reset api state for blitting
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glBlitFramebuffer depends on scissior test and color mask. It isn't documented well,
but it does. So we have to reset the apistate before using it.
In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
2013-08-26 22:18:00 +02:00
15df7b3445
ogl driverdetails: add flag to disable hacked and pinned memory
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pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
dbcc677922
Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'
2013-08-23 22:43:03 -03:00
9deb63a312
Simplify a few OSD::AddMessage calls now that this function accepts std::string objects
2013-08-24 01:44:16 +02:00
367d6dfd65
Add an OSD message when taking screenshots in D3D9/D3D11
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Fixes issue 6486.
2013-08-24 01:41:17 +02:00
c9e13f6b7a
ogl: fix ubo workaround
2013-08-23 17:53:20 +02:00
7a5374258e
ogl: rework DriverDetails framework + detect UBO mesa bug
2013-08-23 10:52:29 +02:00
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
906cbe5ddf
ogl: enable glsl extension ARB_shader_image_load_store for early-z
2013-08-21 11:48:39 +02:00
642657d07c
ogl: explain why pinned memory is disabled for index buffer
2013-08-20 19:09:55 +02:00
7b99fad274
ogl: fix the range of glDrawRangeElements
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This range isn't the amound of rendered vertices (this is count).
It's the minimum/maximum of the indices in the index buffer.
2013-08-20 15:25:02 +02:00
64bd6a44d4
ogl: use texture_2d instead of renderbuffer for realxfb + efb2ram fbo
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It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
2013-08-20 15:11:03 +02:00
9dfb127923
ogl: remove glBindFragDataLocation
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
2013-08-20 14:00:24 +02:00
23ce6b9227
ogl: remove glMapBuffer as it isn't in gles
2013-08-19 19:20:10 +02:00
49963da371
Put the shader info log at the end of the shader log file. This fixes issue 6495.
2013-08-16 21:05:35 +00:00
1de39a4a6e
Revert wrong indentation of some files. sorry for that one i was really convinced that i read that spaces must be used instead of tabs :)
2013-08-15 15:40:57 -03:00
08a6b8920b
re indentation to follow emulators code rules in some files I'm modifying
2013-08-15 15:16:32 -03:00
10f6117905
Add some ifdef magic to GLFunctions.cpp to make it not directly dependant on GLESv3.
2013-08-15 18:15:55 +00:00
8e9bbdeb2f
some fixes for point rendering
2013-08-15 15:14:48 -03:00
06620ff364
[Android] Fall back to using dlsym on ourselves to pull in OpenGL Functions when eglGetProcAddress fails. This fixes an issue on the Chromebook where I was forced to link to libGLESv2 and pull in the functions statically since eglGetProcAddress wouldn't return any GLESv3 functions. This also changes glMapBuffer to glMapBufferOES because glMapBuffer isn't actually part of the OpenGL ES 3 spec...
2013-08-15 18:07:56 +00:00
a5e34dd5cb
merge changes from other back ends to the PerfQuery functionality
2013-08-15 14:45:18 -03:00
ba6a67a5f1
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-15 13:49:53 -03:00
863fb9f95b
D3DBase: Fall back to creating a normal context when debug fails
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This can happen if the user does not have an up to date version of
the DirectX SDK, as Microsoft intentionally broke it and requires
users to install the W8 SDK.
2013-08-15 10:19:14 -04:00
605e3e8f65
Revert "D3DBase: Don't pass the DEBUG flag when creating a device"
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This reverts commit 0e6b5bc5c8
.
2013-08-15 10:07:52 -04:00
d16f089e88
properly clean up PerfQuery on OGL
2013-08-15 13:52:31 +02:00
979718484f
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-15 00:21:28 -03:00
0e6b5bc5c8
D3DBase: Don't pass the DEBUG flag when creating a device
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In order for this flag to not fail, you either need a Windows 8 machine
or upgrade to the paid version of Visual Studio 2012. Not gonna happen.
2013-08-14 18:04:44 -04:00
e60e50a198
Respect ShouldEmulate() in PerfQuery implementations for DX11 and OGL (ugly implem, but the current state of VideoCommon does not allow much better)
2013-08-14 23:18:00 +02:00
0ec92f986b
small correction, we cannot use dual source blending if separate alpha function is not supported
2013-08-13 17:31:50 -03:00
9e0fc8b42d
Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix
2013-08-12 21:32:25 -03:00
057551ada7
Software Renderer: Show each backend's display name instead of its short name in the config dialog.
2013-08-12 18:30:42 +02:00
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
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this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
a1d8d8ce87
fix for 4x super sampling AA.
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make the distance of the samples from the center smaller to minimize errors.
2013-08-11 12:26:20 -03:00
3066d8471e
Mark the Direct3D9 backend deprecated.
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sadly one important functionality is impossible to implement correctly in this backend(zcomplock).
Still, I will try to fix as many issues as i can.
2013-08-11 11:55:13 -03:00
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
dc23a076be
disable emulate format changes on glsl120
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The current shader uses bit operations which aren't supported by glsl120.
A workaround with round + frac + lots of additions would be possible, but unreadable.
So I think it isn't worth
But this fixes the annoying shader compilation error message
2013-08-06 10:34:30 +02:00
7d187dc597
Change a glClear in the OpenGL renderer to improve performance on Mali chips.
2013-08-02 23:19:16 +00:00
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
bab2534c36
Didn't mean to disable hacked buffer.
2013-07-27 00:51:26 +00:00
8db9b61be6
Enable the shader cache on GLES3 now that the shaders compile fine on Mali and Adreno.
2013-07-27 00:42:20 +00:00
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
319e29e7d0
Add the new glBufferData stream buffer type to the streambuffer class which is hugely more efficient on Mali drivers.
2013-07-27 00:40:16 +00:00
a9ebd7d3e5
Fix Android Build.
2013-07-26 15:02:03 +00:00
6887a0c341
Change from using glDrawElements/glDrawElementsBaseVertex to glDrawRangeElements/glDrawRangeElementsBaseVertex. On Mali, this reduces a internal function usage from 8% to off the charts.
2013-07-26 14:51:04 +00:00
3e697b363e
Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
2013-07-25 18:39:00 +00:00
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
9795d10dcb
OGL/SamplerCache: Treat lod_bias as a signed integer.
2013-07-22 18:24:56 +00:00
c6ae08fc39
implement emulate efb format changes on ogl backend
2013-07-22 15:41:10 +02:00