3f46491255
Fix OpenGL ES shader compilation.
2015-06-07 19:44:44 -05:00
37dc8661ab
Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
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This reverts commit 9ef1ca4141
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2015-06-06 20:10:23 +02:00
8cc271516d
Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
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This reverts commit 05d60f4fef
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2015-06-06 20:09:22 +02:00
84b13de538
OGL: Rewrite POKE_Z with a draw call
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It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
ebf3048494
Fix invalid enums on OpenGLES
2015-06-02 12:13:31 -04:00
c4fc141ced
OGL: Always use sampler objects.
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We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
285ac34bf3
OGL: use GL_TEXTURE* constants
2015-05-27 15:05:49 +02:00
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
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ogl: efb poke merge
2015-05-25 23:26:39 -04:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
05d60f4fef
Revert "OGL: Change the depth buffer type to GL_FLOAT."
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This reverts commit 4b2e04b862
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2015-05-20 14:22:29 +02:00
9ef1ca4141
Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."
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This reverts commit be810eb750
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2015-05-20 14:22:28 +02:00
d91d935057
OGL: reimplement poke-color
2015-05-20 11:05:31 +02:00
be810eb750
OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.
2015-05-08 14:29:30 +02:00
4b2e04b862
OGL: Change the depth buffer type to GL_FLOAT.
2015-05-08 14:29:29 +02:00
269be03908
OpenGL: use ClampUL instead of ClampLL where appropriate.
2015-03-12 13:24:52 -07:00
031096c8d4
FramebufferManager: Remove unnecessary sampler declaration.
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It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
46bb4fd364
FramebufferManagerBase: Remove obsolete parameters.
2014-12-25 00:58:16 +01:00
b109b31f61
FramebufferManagerBase: Only allocate one layer for Real XFB.
2014-12-24 17:22:23 +01:00
12412ac5b7
FramebufferManager: Copy all EFB layers to the XFB framebuffer.
2014-12-24 17:22:22 +01:00
01718eafa6
FramebufferManager: Use a separate layer variable.
2014-12-23 13:16:03 +01:00
ba242d27c8
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-21 15:25:58 +01:00
d37b65c117
FramebufferManager: Support resolving a multi-layered EFB in OGL.
2014-12-20 16:08:00 +01:00
761749e07f
FramebufferManager: Support resolving a multi-layered EFB in D3D.
2014-12-19 22:37:28 +01:00
029f8c3c3f
OGL: Ensure a VAO is bound for all attributeless.
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Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
2014-12-11 09:42:49 -08:00
42bb48bd46
FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer.
2014-12-05 00:36:10 +01:00
40920b3823
OGL: Don't use texture arrays for MSAA.
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This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway.
2014-12-03 01:39:43 +01:00
8210b9c915
TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
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Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
9b22e15180
VideoConfigDiag: Add stereoscopy options group.
2014-11-23 14:27:38 +01:00
b005f61a2e
Add geometry shader generator for stereo 3D.
2014-11-23 14:22:55 +01:00
6670cacddc
use GL_TEXTURE_2D_ARRAY for most of our textures
2014-11-23 14:22:22 +01:00
49b94e5285
OGL: Get rid of error macros
2014-10-26 04:54:58 -04:00
7292ea6a04
OGL: force enable postprocessing
2014-10-23 00:21:52 +02:00
46057db37d
Fix build failing when disabling precompiled headers.
2014-09-19 18:17:51 -04:00
bc9ef95643
Support Sampler binding in the shader.
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In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00
c1b6fcc00b
ogl: pixel format shader without resolving
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v2: Don't use std::to_string as this function is broken on android.
2014-05-19 09:29:40 +02:00
e150d307a6
ogl: use ARB_texture_multisample for msaa
2014-05-19 09:21:44 +02:00
afea848e3b
ogl: drop csaa support
2014-05-19 09:21:44 +02:00
812ff4686b
OpenGL backend: remove useless header Globals.h.
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The header has no content, so it can can just be deleted.
2014-04-12 19:25:37 -07:00
31cfc73a09
Fixes spacing for "for", "while", "switch" and "if"
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Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
d802d39281
clang-modernize -use-nullptr
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
425f9dcd51
Fix more header sorting issues in VideoBackends/ (now check-includes clean).
2014-02-20 01:01:11 +01:00
2afe215271
Convert all includes to relative paths.
2014-02-18 02:19:10 -05:00
9b6c6fa9e4
BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.
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Also fixed some compiler warnings.
2014-01-26 13:21:22 +00:00
71681de81a
[GLExtensions] Initial code drop for GLExtensions. This drops GLEW entirely from the codebase. This has been tested on Android and Linux+ATI. Of course untested on Windows and Apple. Also untested with Linux + EGL but should be fine there. There are most likely a couple of extensions I'm missing which would result in null pointer runs but not bad for the initial commit.
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Conflicts:
CMakeLists.txt
Externals/GLew/glew.vcxproj
Externals/GLew/glew.vcxproj.filters
Source/Core/VideoBackends/OGL/CMakeLists.txt
Source/Core/VideoBackends/OGL/GLFunctions.cpp
Source/Core/VideoBackends/OGL/GLFunctions.h
Source/Core/VideoBackends/OGL/GLUtil.h
Source/Core/VideoBackends/OGL/Render.cpp
Source/VSProps/Base.props
2014-01-17 15:50:51 +01:00
0f0a3cc509
ogl: clamp to edge for out of bound efb access
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fixes issue 6898
OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00