- Fix polygon coloring bug when converting the framebuffer on big-endian systems. (Disabling textures will show the correct polygon coloring. Endianness bugs remain with texturing enabled.)
- Revert OpenGLRenderer_1_2::CreateShaders() to r4522.
- Add OpenGLRenderer::LoadShaderPrograms() to give a chance to modify the shader programs before compiling them.
- Fix bug where shader compiling would fail on the 3.2 renderer.
- Remove vertex draw batching. This fixes polygon rendering in certain games, like Metroid Prime Hunters. There is a performance penalty in doing this, but for GPUs that support VBOs, the performance hit will be negligible.
- Do a bunch of code cleanup.
- Bring back glVertexAttribPointer() to the OpenGL blitter.
- Disable shaders on PowerPC builds since they don't seem to work there.
- Since OS X v10.5 is required, assume the availability of GL_APPLE_vertex_array_object and GL_ARB_vertex_buffer_object. Remove the associated code paths to reduce code complexity.
- The OpenGL blitter now uses legacy gl*Pointer functions instead of glVertexAttribPointer() to improve compatibility with older drivers.
- The OpenGL blitter now uses ARB versions of VBO functions to improve compatibility with older drivers.
- Do some code cleanup.
- Remove the requirement for the OS X v10.5 SDK when building using the "OS X App; v10.5 Leopard Release Build" scheme in the Xcode 4 project. The scheme now uses the latest OS X SDK available. This is being done for forward compatibility purposes.
- Fix compiling when building using the OS X v10.5 and earlier SDKs in the Xcode 3 and Legacy projects.
- Fix compiling when building for all PowerPC build targets.
- Add Rigorous 3D Rendering Timing setting to Emulation Settings.
- Add option for 8 Threads to 3D Rendering Settings.
- Do some code cleanup to the display code.
- Move OpenGL renderer code from the UI code to the emulation core interface code.
- Clean up the OpenGL renderer init code, and lazy load the context init.
- Fix bug where the wrong display would show when changing display modes after changing video filters.
- Do some other random bug fixes.
- Major rewrite of the OpenGL rendering code! Most important changes listed below.
- Encapsulate 3D rendering code in C++ classes.
- Add support for 3.2 Core Profile contexts, while preserving backwards compatibility with legacy contexts.
- Initialize the renderer to choose the best OpenGL entry points available from the driver, automatically falling back to legacy entry points as needed.
- Remove multithreading code. New and previous optimizations have obsoleted the need for it, so remove it to reduce code complexity.
- Obsolete shaders.h and add the shader code directly into the .cpp files. Ports can safely remove the shaders.h file from their project/make files.
- Lots of refactoring and code cleanup (important points listed below).
- Clean up #include stuff.
- Make dynamic extension linking a bit nicer.
- Remove ARB and EXT tokens and replace with 3.2 Core Profile tokens. Add backwards compatibility for pre-3.0 OpenGL headers.
- Check for GL_ARB_texture_mirrored_repeat, GL_EXT_blend_func_separate, and GL_EXT_blend_equation_separate. Older GPUs that don't support these extensions should no longer malfunction.
- Add the (Get/Set)FilterParameter family of methods for video filters that need parameters.
- Make VideoFilter::RunFilter() and the destructor a little bit more thread-safe.
- Do some minor code cleanup.
- New feature: Add support for the OpenGL renderer's multisample antialiasing (MSAA) feature.
- Update UI tooltips for the 3D renderers to reflect the current state of the code.
- New feature: Support multisample antialiasing (MSAA). This can be enabled through the CommonSettings.GFX3D_Renderer_Multisample setting (disabled by default).
- Do some cleanup of the init code.