Ryan Houdek
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71681de81a
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[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
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2014-01-17 15:50:51 +01:00 |
degasus
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c42f274e22
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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.
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2014-01-05 10:38:45 +01:00 |
degasus
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4fff5ac90d
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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.
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2014-01-05 09:52:26 +01:00 |
Jasper St. Pierre
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34692ab826
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Remove unnecessary Src/ folders
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2013-12-31 14:03:19 -05:00 |