Ryan Houdek
1eb1ba8c3d
Typo + Add Lima to the driverdetails.
2013-08-21 05:41:32 -05:00
Ryan Houdek
1910f5851f
Make us capable of supporting driver specific issues(OSS versus official)
2013-08-21 05:34:52 -05:00
degasus
906cbe5ddf
ogl: enable glsl extension ARB_shader_image_load_store for early-z
2013-08-21 11:48:39 +02:00
degasus
642657d07c
ogl: explain why pinned memory is disabled for index buffer
2013-08-20 19:09:55 +02:00
degasus
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
degasus
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
degasus
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
degasus
23ce6b9227
ogl: remove glMapBuffer as it isn't in gles
2013-08-19 19:20:10 +02:00
Ryan Houdek
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
Ryan Houdek
10f6117905
Add some ifdef magic to GLFunctions.cpp to make it not directly dependant on GLESv3.
2013-08-15 18:15:55 +00:00
Ryan Houdek
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
Jack Frost
d16f089e88
properly clean up PerfQuery on OGL
2013-08-15 13:52:31 +02:00
Pierre Bourdon
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
degasus
dc23a076be
disable emulate format changes on glsl120
...
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
Ryan Houdek
7d187dc597
Change a glClear in the OpenGL renderer to improve performance on Mali chips.
2013-08-02 23:19:16 +00:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
bab2534c36
Didn't mean to disable hacked buffer.
2013-07-27 00:51:26 +00:00
Ryan Houdek
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
Ryan Houdek
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
Ryan Houdek
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
Ryan Houdek
a9ebd7d3e5
Fix Android Build.
2013-07-26 15:02:03 +00:00
Ryan Houdek
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
Ryan Houdek
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
Ryan Houdek
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
NeoBrainX
9795d10dcb
OGL/SamplerCache: Treat lod_bias as a signed integer.
2013-07-22 18:24:56 +00:00
degasus
c6ae08fc39
implement emulate efb format changes on ogl backend
2013-07-22 15:41:10 +02:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Ryan Houdek
737df2a68c
Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
2013-07-13 17:24:23 -05:00
Lioncash
3de5b1bed9
Fix vendor retrieval for Tegra in VideoOGL.
2013-07-02 21:58:09 -04:00
degasus
72d49e05a7
fix opengl debug build on win32
2013-06-27 10:34:53 +02:00
degasus
99d32e756f
only provide ES2_compatibility workaround for non gles devices
2013-06-26 13:14:46 +02:00
degasus
21ca344a21
provide GL_ARB_ES2_compatibility workaround
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ES2 is in ogl core since 4.1, but not all drivers support it
2013-06-25 18:14:41 +02:00
degasus
fb310f2247
Revert "Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly."
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This reverts commit 2697b8c04f
.
The context creation may be moved to Video_Prepare, but the window creation isn't allowed to.
Eg we set the window title or read the mouse position, both need the window.
Also the readback of the window size didn't worked any more.
2013-06-19 09:17:33 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
Ryan Houdek
9c32c923bc
Remove saturate function define in GLSL since we use clamp everywhere instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.
2013-06-18 12:42:14 -05:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a 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.
2013-06-18 07:52:36 -05:00
NeoBrainX
ca22872dae
Merge 'master' into shader-uids-awesome.
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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
2013-06-17 12:05:47 +02:00
Ryan Houdek
ab6151a5ba
Build Fix 2x
2013-06-11 08:41:30 -05:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00
Ryan Houdek
703a51e4c0
[Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still.
2013-06-11 08:33:56 -05:00
Ryan Houdek
2697b8c04f
Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly.
2013-05-26 22:30:38 -05:00
degasus
a51d6a6ddd
add new statistics for gpu buffer streaming
2013-05-23 21:07:01 +02:00
Ryan Houdek
39c9516197
[Android] Qualcomm driver has a bug where it returns an invalid length for GL_INFO_LOG_LENGTH with glGetShaderiv. Qualcomm drivers seem to max out at ~512bytes returned from glGetShaderInfoLog so this is a reasonable max.
2013-05-17 21:13:02 -05:00
Ryan Houdek
0247b2a97a
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
2013-05-06 06:43:04 -05:00
Ryan Houdek
5ac58a34ea
[Android] Beginning of GLES3 support.
2013-05-05 23:37:02 -05:00
Ryan Houdek
cb5b9c0327
[Android] Add GLSLES3 to the GLSL version enums. Add in the version and precision qualifier to the shader header.
2013-05-05 23:37:02 -05:00
Ryan Houdek
028a1a4971
GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care.
2013-05-05 23:37:02 -05:00
degasus
a295a3eb56
ogl: report shader compilation issues in the same way as other backends
2013-05-04 23:30:13 +02:00
skidau
8bcd9a74c8
Clear the texture cache when a new dol is loaded via ES_LAUNCH. Fixes the black screen in The House of the Dead 2.
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Abbreviated some of the information in the window titlebar.
2013-05-01 23:51:43 +10:00