Commit Graph

905 Commits

Author SHA1 Message Date
magumagu 629fb8fb49 Merge pull request #2222 from Tilka/fix_warnings
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras f82afd1b2f Fix warnings 2015-03-16 19:02:30 +01:00
Shawn Hoffman ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
magumagu 269be03908 OpenGL: use ClampUL instead of ClampLL where appropriate. 2015-03-12 13:24:52 -07:00
degasus f3f2ed1536 GLX: fix memory leak 2015-03-08 17:42:37 +01:00
Ryan Houdek b0f61201c3 Merge pull request #2142 from Sonicadvance1/fix_gles31_non_nvidia
Fix OpenGL ES 3.1 on non-Nvidia devices.
2015-03-08 09:03:05 -05:00
Ryan Houdek 3c5e99c777 Fix OpenGL ES 3.1 on non-Nvidia devices.
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
2015-03-08 08:49:53 -05:00
Ryan Houdek 70977fd6b1 Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries
Implement full occlusion queries for the Nexus 9.
2015-03-08 08:44:15 -05:00
Markus Wick cc5a2f3411 Merge pull request #2164 from Armada651/cache-fix
ProgramShaderCache: Do plenty of error checking before writing shaders to the disk.
2015-03-02 17:24:00 +01:00
Jules Blok 728081dad2 ProgramShaderCache: Do plenty of error checking before writing shaders to the disk. 2015-03-02 17:03:49 +01:00
degasus 35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
Tillmann Karras f75187db3e Add missing newlines at EOF 2015-03-01 17:17:09 +01:00
Lioncash 7408de7e79 Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak 93b16a4a2d Formatting/Whitespace Cleanup
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
Pierre Bourdon f06b1106db Merge pull request #2089 from degasus/remove_disable_efb_copy
Remove disable efb copy
2015-02-24 23:31:05 +01:00
degasus 967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
degasus ac7102918d OGL: support palette texture decoding 2015-02-24 22:51:55 +01:00
Tillmann Karras f298f00e1b Clean up the intrinsics #ifdef mess 2015-02-24 01:02:36 +01:00
Ryan Houdek e9ac4d53a6 Implement full occlusion queries for the Nexus 9.
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
2015-02-21 17:24:36 -06:00
Ryan Houdek a5b4ac6faa [GLExtensions] Add support for NV_occlusion_query_samples. 2015-02-21 17:24:32 -06:00
Jules Blok c180174e4a D3D: Use the correct format when resolving the EFB depth texture. 2015-02-21 11:50:19 +01:00
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
Ryan Houdek 15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
mr.greywater c43da7e00b D3D: replace memset, fix warning 2015-02-12 14:45:05 +01:00
mr.greywater 442b7ba99c D3D: Add debug object name for efb encoder pixel shader 2015-02-12 14:34:36 +01:00
mr.greywater b5ffba3291 D3D: Added GetDebugObjectName and parameter checking in SetDebugObjectName 2015-02-12 14:34:35 +01:00
mr.greywater 3d3a68a2f0 D3D: Add break on error in debug build 2015-02-12 14:34:34 +01:00
magumagu 0f96a0104e Merge pull request #1752 from Buddybenj/clean-up
Clean Up
2015-02-10 11:39:14 -08:00
mr.greywater 2434b531f3 D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
2015-02-08 21:03:15 +01:00
skidau c18c50a0e1 Merge pull request #1904 from magumagu/d3d-allow-nooutput-adapter
D3D: allow selecting adapters with no outputs.
2015-02-04 13:09:27 +11:00
degasus 081137bd4f VideoBackends: set GLInterface to zero after deleting it
This fixes a crash on opening the gfx settings after closing a game.
2015-02-01 13:51:34 +01:00
Lioncash 9476756d43 OGL: Fix a memory leak that would occur every time a game is launched 2015-01-31 16:00:53 -05:00
Rohit Nirmal 5203c4ef7b Silence -Wunused-variable warning. 2015-01-28 18:09:07 +00:00
magumagu 0030ad9ecf Fix D3D regression from PR1948.
Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
2015-01-27 18:25:35 -08:00
Markus Wick beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick da31314775 Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
2015-01-27 22:26:46 +01:00
Markus Wick 43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
magumagu 897b678d24 D3D: delete unnecessary code. 2015-01-26 10:58:32 -08:00
magumagu 9dbb9bf3b5 Make sure EFB2RAM buffer is wide enough for new coordinate system. 2015-01-25 23:32:32 -08:00
magumagu 33259c272b Remove some debugging junk. 2015-01-25 23:11:36 -08:00
magumagu cb05730127 Use linear sampling in ScaleByHalf mode. 2015-01-25 23:05:23 -08:00
magumagu 1ee09ced0a Fix OpenGL coordinate computation. 2015-01-25 21:38:30 -08:00
magumagu cb5d3fce4f Fix stupid mistake. 2015-01-25 21:20:25 -08:00
magumagu 6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
magumagu ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
Jules Blok 5c4ee2f71e PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
skidau d7a8752228 Merge pull request #1920 from CarlKenner/fix3dxfb
Fix 3D XFB
2015-01-25 15:44:06 +11:00
Benjamin Przybocki 4f324ad742 Clean Up 2015-01-24 17:10:21 -06:00
Lioncash 9cdfe889af Coding style cleanup from the zfreeze merge 2015-01-24 15:16:48 -05:00
Scott Mansell 14baf038e7 Stop doing nastly shit to OpenGL stream buffers.
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
magumagu 6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
Scott Mansell 5510c86b81 Move Zfreeze code out individual backends into videoCommon
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
2015-01-24 03:22:27 +13:00
NanoByte011 add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell 88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell 418296961c Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011 613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011 937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
Ryan Houdek 80e6367e46 Merge pull request #1869 from Stevoisiak/GeneralConsistency
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek 714697faaf Merge pull request #1909 from Sonicadvance1/GLExtensions_additions
Add support for two new OpenGL ES extensions.
2015-01-20 14:51:54 -06:00
Markus Wick 0d0f7ec662 Merge pull request #1894 from Armada651/exclusive-fix
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok 332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
CarlKenner 4768d0f0a8 This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.
The maths appears to give crazy impossible answers without this fix, but the cause is all the ints being "promoted" to unsigned because of the single unsigned division at the end.
2015-01-20 03:42:58 +10:30
Ryan Houdek 4551bb6ce6 Add support for two new OpenGL ES extensions.
This adds support for OES_draw_elements_base_vertex and EXT_buffer_storage.
2015-01-18 23:01:43 -06:00
Ryan Houdek 7e64869185 Merge pull request #1887 from Tilka/vertex_loader_jit
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
degasus 6cd6e6546f TexCache: merge texture and rendertarget factory function 2015-01-18 19:47:48 +01:00
degasus 615ae9f106 TexCache: remove PC_TexFormat
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
Tillmann Karras 68d204e877 D3D: remove unused variable 2015-01-18 12:59:33 +01:00
degasus 3630de99ed VideoSW: Fix vertex skipping 2015-01-18 04:52:56 +01:00
magumagu 7d5abb4eb4 D3D: allow selecting adapters with no outputs.
The result might be a little iffy in complicated situations (i.e. you have
three graphics cards and monitors hooked up to two of them), but we really
need better UI for such cases anyway.
2015-01-17 14:27:11 -08:00
Jules Blok 8d69658a9d Add exclusive mode OSD messages. 2015-01-17 16:11:17 +01:00
Jules Blok b87fddb027 D3D: Allow borderless fullscreen to be turned on/off during gameplay. 2015-01-17 16:11:12 +01:00
Jules Blok 803bea5004 D3D: Fix Dolphin immediately exiting exclusive fullscreen. 2015-01-16 16:01:29 +01:00
Markus Wick 7069450ce5 Merge pull request #1872 from degasus/texcache
Texcache cleanup 2
2015-01-13 22:45:49 +01:00
Markus Wick 0932282caf Merge pull request #1818 from ZephyrSurfer/master
Fix scaling in Virtual XFB.
2015-01-13 07:58:54 +01:00
Stevoisiak cb86db7b68 Minor consistency changes
Mostly small changes, like capitalization and spelling
2015-01-12 15:18:18 -05:00
degasus 7284312568 OGL: Warn about wrong texture sizes 2015-01-11 22:47:40 +01:00
degasus 744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
degasus d95e5e2b6f TexCache: create a const Config struct 2015-01-11 22:23:35 +01:00
degasus 1c98a43203 TexCache: clean up frameCount handling 2015-01-11 22:23:35 +01:00
Markus Wick 6c46f27709 Merge pull request #1501 from degasus/texture_creation
D3D: remove load texture on creation optimization
2015-01-11 01:01:18 +01:00
mimimi085181 56e93f8fdd Update size_in_bytes of texture cache entries when copying efb to ram 2015-01-10 13:47:52 +01:00
degasus 38f42da55a TexCache: remove expanded_width
This variable isn't use any more.
2015-01-10 12:22:03 +01:00
degasus 614d058db1 TexCache: don't load tex level 0 on creation
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-10 12:21:33 +01:00
Jules Blok 031096c8d4 FramebufferManager: Remove unnecessary sampler declaration.
It's not needed and invalid when declared for the geometry shader.
2015-01-09 14:53:56 +01:00
Tillmann Karras 4d1face540 Fix indentation 2015-01-07 21:51:47 +01:00
Markus Wick f080e0221e Merge pull request #1758 from rohit-n/build-pch
Fix building with PCH disabled.
2015-01-06 20:42:50 +01:00
Markus Wick 25fac0282c Merge pull request #1764 from Armada651/safe-exclusive
D3D: Only try to apply exclusive mode when the renderer is in focus.
2015-01-06 11:00:47 +01:00
Jules Blok 399b6248d1 D3D: Further improve exclusive fullscreen state checking. 2015-01-05 00:01:22 +01:00
Rohit Nirmal bad5aef5df Fix building with PCH disabled. 2015-01-04 10:45:35 -06:00
Jules Blok 3b9c070ee0 D3D: Only try to apply exclusive mode when the renderer is in focus. 2015-01-04 16:42:16 +01:00
Patrick A. Ferry 069a0864c0 Scale the offset to the IR scale
The offset between fbStride and fbWidth will need to be scaled by IR
scale.
2015-01-03 22:05:22 +00:00
Tillmann Karras 6bcdb10eee CMake: simplify some expressions 2015-01-03 13:17:57 +01:00
Patrick A. Ferry eebd7da443 Fix stretching with Virtual XFB in D3D
This change matches the behaviour of OpenGL.

This should make Ty the Tasmanian Tiger 3 stretch across the whole
screen. There are other games with this same issue but I have not any.

See issue #6750 for details
2015-01-03 01:28:49 +00:00
Jules Blok dddaa11595 OGL: Fix stereoscopy not being applied properly while the game is running. 2015-01-03 01:36:43 +01:00
Jules Blok 582a15deb3 PostProcessing: Mark all shaders constant. 2015-01-02 20:03:20 +01:00
Jules Blok 26a9afa0e7 Anaglyph: Use matrices instead of vectors. 2015-01-02 14:32:42 +01:00
Jules Blok 491de39325 PixelShaderCache: Implement Dubois algorithm in anaglyph shader. 2015-01-02 03:06:11 +01:00
Jules Blok e3969f763e PostProcessing: Use Dubois algorithm for anaglyph shader. 2015-01-02 03:02:28 +01:00
Markus Wick ec4dfae333 Merge pull request #1747 from Armada651/intel-workaround
OGL: Work around Intel structures bug.
2015-01-01 21:41:09 +01:00
Ryan Houdek 479d1e56c3 Merge pull request #1783 from degasus/disablelogs
OGL: disable driver warnings fetch
2015-01-01 14:12:02 -06:00
Jules Blok 29e05c5ff8 Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
Shaders may be compiled before the FramebufferManager is initialized.
2014-12-29 11:19:55 +01:00
Jules Blok 7eb353b3bd VideoCommon: Don't pass structs between shaders, use the interface blocks instead. 2014-12-28 23:28:00 +01:00
Jules Blok 2c0bee5da9 DriverDetails: Update Intel bug description. 2014-12-28 23:28:00 +01:00
degasus 1ed41672f5 OGL: disable driver warnings fetch
This did give a decent slowdown on some drivers.
2014-12-28 22:31:24 +01:00
Markus Wick 0f87d9b669 Merge pull request #1781 from Armada651/xfb-fixes
D3D: Fix Virtual XFB viewport.
2014-12-28 22:22:27 +01:00
Ryan Houdek 15f074dd21 Merge pull request #1766 from Armada651/enable-stereo
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00
Jules Blok e1dc033113 Renderer: Cosmetics. 2014-12-28 18:35:23 +01:00
Jules Blok 89de7e0526 Renderer: Invalidate the FramebufferManager if the XFB mode is changed.
Fixes incorrect texture sizes after switching XFB modes.
2014-12-28 18:26:25 +01:00
Jules Blok 730a6e5f4b D3D: Fix Virtual XFB viewport.
Looks like I was incorrect about swapping the bottom and top members.
2014-12-28 17:34:19 +01:00
Jules Blok 81d1b7f0c2 XFBEncoder: Cosmetics. 2014-12-28 16:30:48 +01:00
Jules Blok d7037ae492 PixelShaderCache: Don't use GetDimensions() for the sample count.
This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
2014-12-27 14:45:15 +01:00
Markus Wick 7764a5ed9d Merge pull request #1733 from degasus/glx
GLX: try to get an OpenGL 3.3 core context
2014-12-26 13:31:41 +01:00
Jules Blok 833513f384 XFBEncoder: Sample the first layer of the resolved EFB texture.
Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
2014-12-25 12:09:35 +01:00
Jules Blok af8ac328e5 Renderer: Use old method of calculating the source rectangle. 2014-12-25 02:37:22 +01:00
Jules Blok 46bb4fd364 FramebufferManagerBase: Remove obsolete parameters. 2014-12-25 00:58:16 +01:00
Jules Blok 49137c7c2c FramebufferManager: Return framebuffer target size in GetTargetSize(). 2014-12-25 00:57:52 +01:00
Jules Blok 1bbb323e97 D3D: Remove obsolete Real XFB codepath. 2014-12-24 23:55:04 +01:00
Jules Blok 31a55384b3 VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"
Makes a little bit more sense.
2014-12-24 23:30:40 +01:00
Jules Blok 4a86234a79 D3D: Support stereoscopic XFB blit to screen. 2014-12-24 18:45:24 +01:00
Jules Blok a845aeeb3d FramebufferManager: Copy all EFB layers to the XFB. 2014-12-24 18:45:19 +01:00
Jules Blok 59bea317d7 GeometryShaderCache: Cosmetics. 2014-12-24 17:22:24 +01:00
Jules Blok b109b31f61 FramebufferManagerBase: Only allocate one layer for Real XFB. 2014-12-24 17:22:23 +01:00
Jules Blok a9364cd5db OGL: Support stereoscopic XFB blit to screen. 2014-12-24 17:22:23 +01:00
Jules Blok 12412ac5b7 FramebufferManager: Copy all EFB layers to the XFB framebuffer. 2014-12-24 17:22:22 +01:00
Markus Wick 5526b39320 Merge pull request #1748 from Armada651/stereo-format
FramebufferManager: Support stereoscopic EFB format changes.
2014-12-24 11:02:17 +01:00
Jules Blok b2efbdaf44 Cosmetics. 2014-12-23 13:16:09 +01:00
Jules Blok 01718eafa6 FramebufferManager: Use a separate layer variable. 2014-12-23 13:16:03 +01:00
Jules Blok 737bc0e7ad PixelShaderCache: Support stereoscopic EFB format changes. 2014-12-21 15:46:12 +01:00
Jules Blok ba242d27c8 FramebufferManager: Support stereoscopic EFB format changes. 2014-12-21 15:25:58 +01:00
degasus 809117102e VideoCommon: split VertexLoaderBase from VertexLoader 2014-12-21 14:12:43 +01:00
degasus a71c8158d9 VertexLoader: remove inlined getters
They just blow up the code.
2014-12-21 13:47:43 +01:00
degasus 1281798992 VertexLoaderUid: remove operator<
Not needed for unordered map.
2014-12-21 13:47:43 +01:00
degasus ec28a80e00 VideoLoader: remove VAT_*_FRACBITS
They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.

This will allow us to hard code the frac factors within the
vertex loaders.
2014-12-21 13:47:42 +01:00
Ryan Houdek 59e1a8a1a0 Merge pull request #1736 from degasus/osd
OSD
2014-12-20 23:21:24 -06:00
Ryan Houdek 829132d465 Merge pull request #1732 from Sonicadvance1/stupid_android_garbage
Work around broken Android garbage.
2014-12-20 15:29:38 -06:00
Ryan Houdek f2d998c938 Work around broken Android garbage.
This fixes running Dolphin on the Nexus 9.

Android's EGL stack has internal arrays that they use for tracking OpenGL function usage. Probably has something to do with their OpenGL profiling
garbage that used to be in ADT.

Android has three of these arrays, each statically allocated.
One array is for all GLES 1.x functions
One array is for all GLES 2.0/3.0/3.1 and a couple of extensions they deem worthy of being in this array.
The last array is for all function pointers grabbed via eglGetProcAddress that isn't in the other two arrays.

The last array is the issue that we are having problems with. This array is 256 members in length.
So if you are pulling more than 256 function pointers that Google doesn't track in their internal array, the function will return NULL and yell at you
in logcat.

The Nvidia Shield Tablet gets around this by replacing part of the EGL stack with their own implementation that doesn't have this garbage.
The Nexus 9 on the other hand doesn't get away with this. So we pull >100 more function pointers than the array can handle, and some of those we need
to use.

The workaround for this is to grab OpenGL 1.1 functions last because we won't actually be using those functions, so we get away with not grabbing the
function pointers.
2014-12-20 15:15:57 -06:00
Dolphin Bot f978d141c8 Merge pull request #1720 from Armada651/stereo-msaa
FramebufferManager: Support resolving a multi-layered EFB
2014-12-20 20:35:36 +01:00
degasus a858db1d27 OGL: move osd warning for not supported stereo mode into config validation 2014-12-20 19:54:00 +01:00
degasus ed9c14e0d5 OGL: Fix OGL3 with stereo enabled 2014-12-20 19:13:34 +01:00
Jules Blok d37b65c117 FramebufferManager: Support resolving a multi-layered EFB in OGL. 2014-12-20 16:08:00 +01:00
degasus 3322c55484 OGL: don't clear the stencil buffer
We don't have one. This should remove some spamming of the nvidia driver.
2014-12-20 15:17:20 +01:00
degasus 3f9b52e555 OGL: draw shadows within rasterfont itself 2014-12-20 13:31:41 +01:00
degasus fb177ca04e VideoCommon: merge debug test generators 2014-12-20 13:06:29 +01:00
degasus ffa014dd48 VideoCommon: merge debug info generators 2014-12-20 12:25:10 +01:00
Dolphin Bot a560d8f150 Merge pull request #1716 from Armada651/geom-wireframe
VideoCommon: Handle wireframe mode in the geometry shader.
2014-12-20 12:22:40 +01:00
degasus e6137407ba GLX: try to get an OpenGL 3.3 core context 2014-12-20 10:57:34 +01:00
Jules Blok bc3ed44050 OGL: Disable geometry shaders on Intel's Windows drivers due to broken interface blocks. 2014-12-19 23:56:02 +01:00
Ryan Houdek 8c0e26d969 Minor changes to DriverDetails
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
2014-12-19 21:41:12 +00:00
Jules Blok 761749e07f FramebufferManager: Support resolving a multi-layered EFB in D3D. 2014-12-19 22:37:28 +01:00