Ryan Houdek
0ea6718d99
[GLExtensions] Fix OS X build.
2014-01-17 16:06:08 +01:00
Ryan Houdek
34c9a33807
[GLExtensions] Remove AGL GetProcAddress. Change dlsym to using RTLD_NEXT. Enable dlsym fallback for OS X
2014-01-17 16:06:03 +01:00
Ryan Houdek
ca96274936
[GLExtensions] Make sure to link against libdl since we use it to grab GL function pointers in Linux/Android in the case the GLInterface->GetProcAddress fails.
2014-01-17 16:05:57 +01:00
Ryan Houdek
45dfa3a481
[GLExtensions] Missed a couple USE_GLES3 compile time differences.
2014-01-17 16:05:52 +01:00
Ryan Houdek
97dc20d1be
[GLExtensions] Pull in all the function pointers for OpenGL 1.1, This removes the need for a couple compile time differences between GL and GLES3 mode.
2014-01-17 16:05:40 +01:00
Ryan Houdek
f308b878b2
[GLExtensions] Oops. Don't just outright disable these helper functions.
2014-01-17 16:05:34 +01:00
Ryan Houdek
cfb8b43b4a
[GLExtensions] Don't fail out loading funciton pointers in both ES2 and ES3 modes.
2014-01-17 16:05:25 +01:00
Jack Frost
f4bd7bdef0
fix windows build
...
add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check
Conflicts:
Source/Core/VideoBackends/OGL/OGL.vcxproj
Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
Source/VSProps/Base.props
2014-01-17 16:01:17 +01:00
Ryan Houdek
10bd61a9d2
[GLExtensions] Dynamically pull in the GL 1.3 and 1.4 functions as well.
2014-01-17 15:56:54 +01:00
Ryan Houdek
d5a7ea2041
[GLExtensions] KHR_debug on OpenGL ES 3 has a KHR suffix on their function pointers. In Desktop OpenGL there is no suffix. So handle this correctly. Make the GrabFunction macro slightly less evil, so update the init_* to reflect it. Thanks Bh44L for the suggestion.
2014-01-17 15:56:28 +01:00
Ryan Houdek
d093276e93
[GLExtensions] Fix a typo in KHR_debug
2014-01-17 15:56:20 +01:00
Ryan Houdek
cf8865a6e5
[GLExtensions] Add ARB_buffer_storage to negate at least one null pointer instance.
2014-01-17 15:52:34 +01:00
Ryan Houdek
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.
...
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
Tony Wasserka
f1adc56a56
Remove vertex streaming hack.
...
NV has buffer_storage, AMD has pinned memory.
Both are better than that hack which shouldn't ever have been introduced in the first place.
2014-01-16 00:11:12 +01:00
degasus
5e5db9fbc6
VideoCommon: cleanup of "components" usage
...
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
degasus
95aa977d81
OGL: remove masking from streambuffer
...
We used this to disable pinned memory for index buffer, but as the detection
was reworked completely, it's just unused code.
2014-01-09 18:52:05 +01:00
degasus
eb310cbd1d
VideoCommon: disable efb access + perf querys on cph thread
...
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.
So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00
Ryan Houdek
cdf69adcb0
Fix for previous commit. I was supposed to use GL_VERSION, not GL_RENDERER.
2014-01-07 19:35:06 -06:00
Ryan Houdek
d2e62796fc
Probe the GL_RENDERER string on Nvidia to grab the driver version.
2014-01-07 18:29:04 -06:00
degasus
c42f274e22
OpenGL: use shader 420pack if available to staticly bind ubo location
...
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus
4fff5ac90d
OpenGL: drop UBO-workaround usage for efb2ram shaders
...
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus
0f0a3cc509
ogl: clamp to edge for out of bound efb access
...
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
Ryan Houdek
0faf696be7
Merge Fail. We don't disable BaseVertex on broken pinned memory.
2014-01-01 17:20:09 -06:00
Ryan Houdek
1118226f27
Merge branch 'master' into buffer_storage
2013-12-31 19:18:30 -06:00
Ryan Houdek
8d8b0fc884
Merge branch 'master' into buffer_storage
...
Conflicts:
Source/Core/VideoBackends/OGL/Src/Render.cpp
Source/Core/VideoCommon/Src/DriverDetails.cpp
Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00
Jasper St. Pierre
43e618682e
Convert all vcxproj files to UNIX line endings
2013-12-31 14:03:18 -05:00
Ryan Houdek
6d63db96e9
Disable primitive restart on buggy OS X Intel HD 3000 drivers.
2013-12-30 18:26:55 -06:00
Tony Wasserka
de16b7207c
D3D/OGL: Add a TODO noting that we don't support GX_CULL_ALL, most notably required for accurate zfreeze emulation.
2013-12-30 20:37:59 +01:00
Ryan Houdek
a5bfdbf6cd
Free performance for AMD+Linux. Instead of disabling BaseVertex due to pinned_memory. Just disable pinned_memory for the ELEMENT_ARRAY_BUFFER type which has issues with baseVertex(ELEMENT_ARRAY_BUFFER)+pinned_memory. In my two tests with this, I went from 5FPS to 11FPS in one test, and 2FPS to 6FPS in another.
2013-12-28 08:00:44 -06:00
Ryan Houdek
0b31fc8f52
[buffer_storage] Temporary fix for Android/GLES3 just like how everything else is. Cleanup for this will be in a new branch.
2013-12-28 05:16:39 -06:00
Ryan Houdek
8fdcba0c06
[buffer_storage] Code formatting changes suggested by Bh44L
2013-12-28 05:15:43 -06:00
Ryan Houdek
935e1fdf99
[Android] Enable shader cache.
2013-12-28 04:55:39 -06:00
Ryan Houdek
d8b7f4d73f
[Android] Support grabbing OpenGL extensions and a function for checking for support.
2013-12-28 01:08:52 -06:00
Ryan Houdek
77ba051361
[buffer_storage] Add the CLIENT_STORAGE_BIT since we access the buffer more frequently on the client side than the server side. That is exactly what the hint is for.
2013-12-27 22:58:36 -06:00
Ryan Houdek
d8ceb97a60
[buffer_storage] Require GLEW 1.10 which has the new OpenGL 4.4 methods. Fixes linux build.
2013-12-27 15:37:31 -06:00
Ryan Houdek
ce99921c20
[buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it.
2013-12-27 10:56:03 -06:00
Ryan Houdek
a87e0e7489
Remove our GLU dependency. Fix static zlib
2013-12-23 16:01:34 -07:00
Ryan Houdek
e697d7a2dd
[Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues.
2013-12-19 17:30:39 -06:00
Ryan Houdek
945b903499
Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around.
2013-12-19 09:40:13 -06:00
Ryan Houdek
8c264a3964
In the shader log message, say if the error came from a PS or VS.
2013-12-18 22:21:14 -06:00
Ryan Houdek
f9ff0bc55d
Have our OpenGL/ES context creation be less stupid.
2013-12-12 12:43:49 -06:00
Ryan Houdek
eb3b933dd0
Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder.
2013-12-11 15:15:55 -06:00
degasus
134c89ef98
OpenGL: disable shader cache when ShaderDebugging is enabled
...
fixes 6859
2013-12-09 16:45:20 +01:00
degasus
42619c1d2d
Merge branch 'ogl-tex2d'
...
Conflicts:
Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
2013-12-09 13:04:14 +01:00
degasus
687097d4bc
OGL: use integer uniforms for efb2ram texture converter
2013-12-09 12:33:50 +01:00
degasus
edc879ce48
OpenGL: fix crash in revision 95aeedec19
...
Real xfb didn't provide any read_stride, so there is a division by zero.
This commit calculates the correct read_stride for real_xfb, so there is also no hack for texture vs xfb needed.
2013-12-03 00:09:37 +01:00
degasus
95aeedec19
OpenGL: readback efb2ram with different strides at once
...
This is done with a pixel buffer object. We still have to stall the GPU, but
we only do it once per efb2ram call.
As the cpu can't access the vram, it has to queue a memcpy for the gpu and
wait for the gpu to finish this copy. We did this for every cache line which
is just stupid. Now we copy the complete texture into a pbo and readback this
at once. So we don't have to wait for lots of round-trip-times.
2013-11-26 20:05:49 +01:00
degasus
1138c2e155
OpenGL: reset EFB after efb2ram FB initialization
2013-11-26 04:07:59 +01:00
degasus
0b4cb2e15f
OpenGL: split real xfb + efb2ram framebuffers
2013-11-25 22:27:11 +01:00
Ryan Houdek
9dbb262aab
Fix for OpenGL ES 3.
2013-11-25 15:11:06 +00:00
degasus
6750a81972
TextureConverter: Use integer math for swizzling
...
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus
bcb31b09d3
TextureConverter: Use gl_FragCoord instead of uv0
2013-11-25 15:01:18 +01:00
degasus
454e1dd9a2
OpenGL: attributeless rendering for efb2ram
...
This wasn't as easy as we now have to cache also the uniform locations.
2013-11-25 13:03:35 +01:00
degasus
6ed3f82aff
OpenGL: attributeless rendering for postprocessing
2013-11-25 12:36:17 +01:00
degasus
38fe05b1df
OpenGL: attributeless rendering in emulate format changes
...
only cleanup
2013-11-25 12:27:54 +01:00
degasus
dd0b74ac15
OpenGL: cleanup efb2tex
...
Also use attributeless rendering. But we need the src rect, so set it by uniform.
If there is a slowdown here (I doubt as the driver likely has a fast path to update uniforms)
then we should check if this rect changes and only then update the uniform.
2013-11-25 12:19:34 +01:00
degasus
b93756df87
OpenGL: drop texture_rect hack
...
Everything is moved to texture2d (but often in a hacky way), so we don't need this global hack any more.
2013-11-25 09:05:50 +01:00
degasus
afcf0e65d1
OpenGL: fix emulate format changes for texture2d
2013-11-25 08:59:04 +01:00
degasus
b904d56036
OpenGL: fix efb2tex for texture2d
2013-11-25 08:43:55 +01:00
degasus
1a3e790d9e
OpenGL: fix xfb for texture2d
2013-11-25 08:38:00 +01:00
degasus
e8f23af10b
OpenGL: always use texture2d as efb
2013-11-25 08:32:41 +01:00
degasus
230e12ae8c
OpenGL: also remove VAO from xfb convertion
...
We use attributeless rendering, so officially we have to bind _any_ VAO.
As the state of this VAO doesn't matter, we don't have to switch it.
Also fix an AMD issue as they don't like to render from an empty VAO.
2013-11-25 07:38:20 +01:00
Ryan Houdek
da3eef1019
Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function.
2013-11-25 00:06:29 +00:00
Ryan Houdek
f292819ff5
[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U
2013-11-24 15:49:23 -06:00
degasus
d410fe7c96
OpenGL: cleanup yuv2rgb (real xfb) workflow
...
We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.
Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
2013-11-24 15:56:50 +01:00
Scott Mansell
12741f6406
Add comments for anybody attempting accuracy improvements in the future.
2013-11-25 01:30:53 +13:00
Scott Mansell
b5bd2ba847
OpenGL: Enable filtering for EFB to Real XFB copies.
...
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.
This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00
Scott Mansell
e6b35642df
Fix Desktop GLSL versions in the recent changes.
...
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
2013-11-24 22:48:10 +13:00
Ryan Houdek
531f840720
Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument.
2013-11-24 07:45:42 +00:00
degasus
994426b3dc
Opengl: fix real XFB sample positions
...
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
2013-11-24 05:39:40 +01:00
Scott Mansell
eef2cddfd7
Opengl: Fix opengl realxfb "macroblocking"/bluring issue.
...
YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.
issue 6503
2013-11-24 17:15:11 +13:00
Matthew Parlane
0a31255943
Unused arguments removed from XFBSource::Draw
...
Thanks neo.
2013-11-24 11:33:43 +13:00
Tony Wasserka
672fa65ee7
OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games.
2013-11-22 18:09:52 +01:00
Matthew Parlane
33d8166620
Use IOFile for TextureToPng to support non-ascii
...
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Lioncash
cce869ae01
[Core] Fix a mismatched dealloc in Render.cpp in the OGL backend. Should be delete[]
2013-11-16 17:05:51 -05:00
Matthew Parlane
71d70d896f
Api was too confusing for people.
2013-11-17 10:34:34 +13:00
Ryan Houdek
e8a4cc0f71
Screenshot capability of Software rasterizer for feature completness.
2013-11-15 22:08:08 -06:00
Matthew Parlane
3a13dfdd9b
[OGL] Textures now save to PNG not TGA
2013-11-16 15:59:59 +13:00
Matthew Parlane
033ed9477e
Reworked Screenshot saving.
...
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano
0fced651a5
More warning fixes, OSX build fix.
2013-11-14 03:11:40 -05:00
Jordan Cristiano
39a4d4329d
more warning fixes
2013-11-14 02:19:15 -05:00
Tillmann Karras
268bdf19ce
Fix format string warnings
2013-11-13 04:01:16 +01:00
Tony Wasserka
0b02880b76
Revert "Be less dumb."
...
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."
This reverts commits 00fe5057f1
, 74b5fb3ab4
, cd46138d29
and 5f72542e06
because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus
274f6dd7ab
ogl: check default framebuffer for msaa
...
default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
Matthew Parlane
e15f628935
Fix {Read,Write}FileToString.
...
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
21610c2e54
Run code through clang-modernize -add-override to add 'override' decls.
2013-11-03 20:54:05 -05:00
comex
c579637eaf
Run code through the advanced tool 'sed' to remove trailing whitespace.
2013-11-03 20:54:05 -05:00
comex
965b32be9c
Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up.
2013-11-03 20:54:01 -05:00
comex
00fe5057f1
Be less dumb.
2013-11-03 14:37:56 -05:00
comex
74b5fb3ab4
Actually, filename really does need to be a parameter because of some random debug thing.
2013-11-02 22:44:27 -04:00
comex
cd46138d29
fix non-HAVE_WX case
2013-11-02 22:23:29 -04:00
comex
5f72542e06
Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
2013-11-02 22:19:21 -04:00
comex
82729fcc8f
Merge remote-tracking branch 'shuffle2/vc12'
...
Conflicts:
Source/Core/Common/Common.vcxproj
Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
degasus
498d491942
Merge branch 'viewportCorrection'
2013-10-29 22:33:51 +01:00
degasus
35824aa4d5
ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior
2013-10-29 21:42:40 +01:00
degasus
f4a9deefa8
ogl: remove some unneeded includes
2013-10-29 18:55:50 +01:00
degasus
acc0b3b21c
ogl: don't call SetViewportChanged from backend as it's not needed any more
2013-10-29 18:55:50 +01:00
degasus
3151d8709c
VideoCommon: move ViewportCorrection into VideoCommon
...
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
Ryan Houdek
f18c461fd6
[viewport-float] Fix OpenGL ES 3 build.
2013-10-29 17:10:02 +00:00
degasus
edf0511d4e
OGL: Use floating points for viewport parameters.
...
As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
Shawn Hoffman
ccd30024b3
Update to VS2013 and a slew of build-related updates. Notes:
...
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Lioncash
97cd42f5c3
Remove some unnecessary includes as well as simplifying exisiting ones if possible.
2013-10-19 19:58:56 -04:00
comex
de1773affb
Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system.
2013-10-17 00:07:35 -04:00
degasus
f850d283d1
ogl: only use bufferdata if buffersubdata is broken
...
Else nvidia fallback would be slower than needed
2013-10-16 15:46:58 +02:00
Ryan Houdek
f0bf5aa113
Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this.
2013-10-16 11:27:58 +00:00
degasus
5de7ac4791
OGL: update ubo workaround
2013-10-12 20:31:59 +02:00
degasus
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
...
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11
ogl: implement useful constant buffer upload
...
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
...
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
degasus
0753ce5bda
ogl: use GL_RGBA instead of GL_RGBA8
...
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
Ryan Houdek
0556193442
Build fix for previous commit.
2013-10-11 21:45:44 -05:00
Ryan Houdek
cf7521dc36
[Android] Make Tegra 4 output graphics that aren't visually appealing.
2013-10-11 21:42:07 -05:00
Matthew Parlane
414ed6ef63
C.K. should fix his website before throwing stones at obsolete xml.
2013-10-09 23:56:16 +13:00
Matthew Parlane
fbcc41c18e
Fix references for OGL, SW and D3D.
2013-10-09 23:49:00 +13:00
Matthew Parlane
4a0745799f
Missed OGL includes apparently.
2013-10-08 18:03:33 +13:00
Matthew Parlane
eb480a406c
Fix Windows vcxproj files.
2013-10-08 17:52:18 +13:00
Jasper St. Pierre
9920362581
Fix MSVC project files
...
yay relative paths
2013-10-07 18:50:21 -04:00
Jasper St. Pierre
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00