Commit Graph

706 Commits

Author SHA1 Message Date
degasus d5eeb9b713 VideoSW: rewrite VertexLoader to use the VideoCommon one 2014-12-13 10:29:08 +01:00
skidau d02eb3ca59 Merge pull request #1640 from rohit-n/switch-default
Silence some -Wswitch-default warnings.
2014-12-13 19:47:06 +11:00
Yuriy O'Donnell 764aee6995 D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
2014-12-13 00:32:08 +01:00
degasus 1a5d791964 OGL: fix efb pokes 2014-12-12 16:11:17 +01:00
Rohit Nirmal b030d29067 Silence some -Wswitch-default warnings. 2014-12-11 22:23:05 -06:00
Dolphin Bot 971a95aece Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
2014-12-11 23:38:35 +01:00
Unknown W. Brackets 029f8c3c3f OGL: Ensure a VAO is bound for all attributeless.
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
Unknown W. Brackets de2abbed17 OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
2014-12-11 01:00:37 -08:00
Unknown W. Brackets 290fd545e6 OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
2014-12-10 23:19:18 -08:00
Unknown W. Brackets 0861cb8744 OGL: Properly reset the attributeless VAO. 2014-12-10 20:11:48 -08:00
degasus 02cdb41d3d VideoCommon: Rename s_pCurBufferPointer 2014-12-09 18:56:27 +01:00
degasus 50de4238bb VertexLoader: Move the old Datareader function into VertexLoader 2014-12-09 18:56:27 +01:00
Markus Wick ff4526b4a9 Merge pull request #1657 from Tinob/master
Add HW bounding Box support to d3d backend
2014-12-08 09:05:22 +01:00
Rodolfo Bogado cf7512683c spaces cleanup 2014-12-07 20:28:27 -03:00
Yuriy O'Donnell e90604c5ed D3D: Fixed debug validation error
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
2014-12-07 18:46:05 +01:00
Yuriy O'Donnell 4392d3cd55 D3D: Fixed StateManager member function name case 2014-12-07 18:45:50 +01:00
Yuriy O'Donnell 80459c52e9 D3D: StateManager m_current and m_pending are now value-initialized 2014-12-07 18:45:49 +01:00
Yuriy O'Donnell 0e18e9e80d D3D: Removed cull mode changes for lines and points
Fixed include order and whitespace
2014-12-07 18:45:20 +01:00
Yuriy O'Donnell 6e9226650d D3D: Implemented context state caching
This avoids most of the redundant API calls.
2014-12-07 18:17:19 +01:00
Ryan Houdek ce7c52eca0 Enables stereo rendering with OpenGL ES 3.1 + AEP.
If the host device supports GLES 3.1 and AEP we can have stereo rendering.
Just need to make sure to grab the correct function pointer that GL_EXT_geometry_shader provides, and enable AEP in the shaders.

We can't just check if AEP is in the extension list for support because Qualcomm has failed once more.
With the Nexus 6 it reports support for AEP but doesn't support OpenGL ES 3.1, which is an impossible combination.
From reports on their forum it seems that attempting to use any AEP things results in nothing happening, seems like a stub implementation.
2014-12-07 11:14:35 +00:00
Unknown W. Brackets b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Rodolfo Bogado c2de38c115 use SAFE_RELEASE to make code cleaner 2014-12-06 10:46:15 -03:00
Rodolfo Bogado 817d025328 small spacing fixes 2014-12-05 23:54:34 -03:00
Rodolfo Bogado c7bb8fba9e Added support test for bbox and some naming corrections 2014-12-05 18:51:23 -03:00
Rodolfo Bogado 93b4540e19 Add HW bounding Box support to d3d backend 2014-12-05 15:03:24 -03:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
skidau 7bc78827ed Merge pull request #1574 from degasus/profiler
Common: Add a built-in profiler
2014-12-04 13:22:31 +11:00
Lioncash 88cd27bbca Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
2014-12-03 14:49:30 -05:00
Jules Blok 40920b3823 OGL: Don't use texture arrays for MSAA.
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
degasus 94d9d138d9 Common: Add a built-in profiler 2014-12-03 00:50:41 +01:00
Yuriy O'Donnell 36b886cb80 D3D: Viewport min and max depth is now clamped to [0..1] range 2014-11-29 11:42:53 +01:00
Yuriy O'Donnell 1fe3d07cbd D3D: Removed somewhat mysterious comment
It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell cc2227fbc3 D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek 38dfc970df Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek 2d2baec65d Merge pull request #1595 from degasus/master
OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Ryan Houdek ce059769f6 Merge pull request #1439 from Armada651/ogl-stereo-3d
OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
degasus c63a38088a OGL: require GL version >= 3.0
This "fix" a crash because of glVertexAttribI only available on gl3+ contexts.
2014-11-26 21:33:47 +01:00
Lioncash 4afb85ef33 Merge pull request #1584 from degasus/master
OGL: also show driver warnings on release builds
2014-11-25 12:41:47 -05:00
Lioncash aa92797f93 Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
2014-11-25 12:41:32 -05:00
Lioncash c0fd319295 VideoOGL: Move X11 wxWidgets utilities to DolphinWX 2014-11-24 21:15:52 -05:00
Stevoisiak 6da394a4d0 More formatting and consistency fixes 2014-11-24 17:16:59 -05:00
Jules Blok 145e0cc84c OGL: Display the stereoscopy support warning before the stereo setting is reset.
Previously the message would never display, because stereoscopy would be turned off before the warning.
2014-11-24 15:11:00 +01:00
degasus ed9f258b27 GeometryShader: Don't read from output variables 2014-11-23 14:30:12 +01:00
Jules Blok 106df04e8e GeometryShaderGen: Declare the vertex array size. 2014-11-23 14:30:12 +01:00
Jules Blok 21eabc1b9d OGL: Add warning message when stereoscopic 3D is enabled but unsupported. 2014-11-23 14:27:40 +01:00
Jules Blok 0f63186371 TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. 2014-11-23 14:27:40 +01:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
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
Jules Blok ee76c03160 TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok 4d075c2efb ProgramShaderCache: Abort shader compilation if geometry shader failed to compile. 2014-11-23 14:27:40 +01:00
Jules Blok 6642af2404 OGL: Remove Virtual XFB SBS support. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok 081212b765 TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
2014-11-23 14:27:39 +01:00
Jules Blok 2cb2290910 TextureCache: Fix invalid cast. 2014-11-23 14:27:39 +01:00
Jules Blok c0a5ae1746 OGL: Also redefine glFramebufferTexture on OpenGL ES. 2014-11-23 14:27:39 +01:00
Jules Blok aa57feb9a8 ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled. 2014-11-23 14:27:39 +01:00
Jules Blok f74d1b16ed OGL: Add Top-and-Bottom stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 6c8f3fa861 VideoConfig: Add StereoMode enumeration. 2014-11-23 14:27:39 +01:00
Jules Blok 0eb0c47eba Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
2014-11-23 14:27:39 +01:00
Jules Blok d7804a4d3e Cosmetics. 2014-11-23 14:27:39 +01:00
Jules Blok 9b22e15180 VideoConfigDiag: Add stereoscopy options group. 2014-11-23 14:27:38 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00
Jules Blok 35342664e3 OGL: Disable stereoscopy if the GPU does not support geometry shaders. 2014-11-23 14:27:38 +01:00
Jules Blok f370cb386c ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled. 2014-11-23 14:27:38 +01:00
Jules Blok 4fd943aedd VideoConfig: Limit the Stereo 3D option to the OpenGL backend. 2014-11-23 14:27:38 +01:00
Jules Blok 284be96cd5 OGL: Recreate the framebuffers when the stereo setting changes. 2014-11-23 14:26:56 +01:00
Jules Blok d583720a59 GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. 2014-11-23 14:26:56 +01:00
Jules Blok 0a72cf94cb TextureCache: Ignore the geometry shader if stereoscopy is disabled. 2014-11-23 14:24:09 +01:00
Jules Blok fa32f751d3 ShaderGen: Handle ShaderCode objects directly.
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23 14:24:09 +01:00
Jules Blok 4fe9ceeee2 TextureCache: Set proper vertex limit in geometry shader.
Without instancing 6 vertices are output instead of 3.
2014-11-23 14:23:42 +01:00
Jules Blok 5944d15021 TextureCache: Check the number of layers before reusing a texture. 2014-11-23 14:23:42 +01:00
Jules Blok 80616c6e9e TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
Jules Blok c64486075d PostProcessing: Add layered stereoscopy support. 2014-11-23 14:23:41 +01:00
Jules Blok b005f61a2e Add geometry shader generator for stereo 3D. 2014-11-23 14:22:55 +01:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
degasus 36fe8ccf46 OGL: also show driver warnings on release builds 2014-11-22 15:07:52 +01:00
Ryan Houdek 2fdeefb65b Adds support for OpenGL ES draw_elements_base_vertex.
This is the same extension that we all know and love but under a different name with some different requirements.
In regular OpenGL fashion, you can't just move a desktop OpenGL extension to OpenGL ES without ratifying a new extension, which is why this falls
under a EXT extension, which in turn causes it to have suffixes attached to their function names.

This is the first step in our way towards conquering all mobile GPUs that don't support desktop OpenGL, hopefully we also can add support for
buffer_storage to OpenGL ES as well so we can make full use of this extension.
2014-11-21 18:57:32 -06:00
Fiora 3ddf82a318 Vertex Loader: SSE implementations of more position/texcoord/normal formats
~35-45% faster NFS:HP2, possibly other vertex-bound games.
2014-11-20 02:13:19 -08:00
comex fb50cb6d99 Merge pull request #1550 from degasus/bbox
OGL: implement bounding box support with ssbo
2014-11-19 20:25:23 -05:00
Ryan Houdek a3f9f21e08 Merge pull request #1571 from degasus/master
OGL: fix buffer destruction
2014-11-19 02:13:36 -06:00
skidau 32f2cd8c7f Merge pull request #1566 from Sonicadvance1/fix_gl21
Fixes GLExtensions for GL 2.1 or GLES 2 devices.
2014-11-19 12:47:23 +11:00
degasus ff942d44b5 OGL: fix buffer destruction
This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
2014-11-18 23:13:06 +01:00
degasus c211450b99 OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-17 21:20:32 +01:00
Lioncash b94dbca160 Host: Kill off GetRenderWindowSize 2014-11-17 13:44:49 -05:00
Ryan Houdek 3bfa15d2e1 Fixes GLExtensions for GL 2.1 or GLES 2 devices.
This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
2014-11-16 22:59:29 -06:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
comex 890b788633 Merge pull request #1467 from waddlesplash/dolphin-qt
DolphinQt: Games now boot!
2014-11-02 18:08:55 -05:00
Augustin Cavalier 29593d403b Move GLInterface to the OGL VideoBackend's directory. 2014-11-02 12:16:33 -05:00
Ryan Houdek 13d58b3f16 Merge pull request #1460 from phire/moreGetPointer
Remove GetPointers in VideoSoftware.
2014-11-02 09:57:16 -06:00
skidau 59c673aec6 Merge pull request #1161 from rohit-n/ogl-vector
OGL: Use unique_ptr instead of pointer when taking screenshot.
2014-11-02 14:19:00 +11:00
Lioncash 9ab924513e VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
2014-11-01 19:19:00 -04:00
Scott Mansell b929f764f2 Remove GetPointers in VideoSoftware.
This same code was previously fixed in VideoCommon, just
updating this to match.

We are down to 121 GetPointers.
2014-11-01 16:29:19 +13:00
Ryan Houdek 3e82cb4628 Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek 181ff6750e Implements PP shader system using attribute workaround.
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
Rohit Nirmal 2a878d7726 OGL: Use unique_ptr instead of pointer when taking screenshot. 2014-10-29 20:59:34 -05:00
skidau e0393be347 Merge pull request #1418 from degasus/master
OGL: fix interpolation of PP shaders
2014-10-30 12:49:21 +11:00
Ryan Houdek daabcfd6fc Removes Qualcomm's rotated framebuffer bug from DriverDetails.
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
2014-10-29 19:57:51 -05:00
Ryan Houdek 52e6a940cf Merge pull request #1414 from kayru/d3d_optimization
D3D: Couple of small optimizations
2014-10-29 13:26:50 -06:00
comex 073cce959a Create userdir/Dump/Frames as needed.
This is used for framedump.raw in non-Windows builds without libav
support.
2014-10-28 17:24:07 -04:00
degasus ce9ef2c438 OGL: fix interpolation of PP shaders 2014-10-27 21:15:32 +01:00
Yuriy O'Donnell 88d11ec5b2 D3D: RestoreState no longer resets PS resources 2014-10-27 00:02:30 +01:00
Yuriy O'Donnell 0c5a572f8d D3D: Use two buffers for VertexManager 2014-10-26 23:38:15 +01:00
Yuriy O'Donnell c35847b795 D3D: Using start index and base vertex instead of buffer offsets 2014-10-26 23:38:14 +01:00
Yuriy O'Donnell 48ba55203b D3D: Vertex and index data in one buffer 2014-10-26 23:38:14 +01:00
Lioncash 49b94e5285 OGL: Get rid of error macros 2014-10-26 04:54:58 -04:00
skidau 7c58eb344d Merge pull request #1378 from lioncash/gl
GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError.
2014-10-26 13:44:34 +11:00
skidau bc26cb1b19 Merge pull request #1322 from degasus/ogl-pp
OGL: force enable postprocessing
2014-10-25 13:48:27 +11:00
Lioncash b1bdce7d77 TextureCache: Get rid of explicit deletes in SaveTexture 2014-10-24 08:47:06 -04:00
Lioncash 3509a6d03e GLUtil: Change return type from GLuint to GLenum for OpenGL_ReportGLError. 2014-10-23 13:04:19 -04:00
Ryan Houdek a2c8783417 Enables EarlyZ support in OpenGL ES 3.1. 2014-10-23 07:34:07 -05:00
comex 00c6ec97a6 Merge pull request #1347 from comex/header-hygiene
Add missing includes where headers depend on other headers having been included first.
2014-10-22 23:23:58 -04:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
skidau 5d4b4c793a Merge pull request #1340 from Sonicadvance1/EGL-fixes
Remove hard dependencies of GLX and libGL from Dolphin.
2014-10-22 13:15:46 +11:00
comex 6e774f1b64 Add missing includes where headers depend on other headers having been included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00
Yuriy O'Donnell 72ba13ca8a D3D: Enabled depth clipping 2014-10-21 06:26:20 +02:00
skidau 81efd0e87f Merge pull request #1315 from RisingFog/movie-menu-input-display
Moved Input Display to Movie Menu
2014-10-20 14:34:02 +11:00
Ryan Houdek e236d28585 Remove a hard dependency from libGL from the software renderer.
I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
2014-10-19 07:48:14 -05:00
Yuriy O'Donnell 97423d5ed8 D3D: Fixed anisotropic filtering.
This got broken when d3d state cache was implemented.
2014-10-18 17:47:47 +02:00
Fog 467ab1a629 Moved Input Display to Movie Menu 2014-10-17 21:08:34 -04:00
Yuriy O'Donnell b78396847f D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial 2014-10-17 22:24:57 +02:00
Yuriy O'Donnell 9bdfd4a833 D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled 2014-10-16 18:27:43 +02:00
Yuriy O'Donnell bea68c95a4 D3D: Fixed uninitialized members of gx_state 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell 21655dc61a D3D: moved render state cache implementation to D3DState.h/cpp 2014-10-15 20:22:41 +02:00
Yuriy O'Donnell e7f8032d7d D3D: State cache now uses BitField to define packed render states 2014-10-15 20:22:40 +02:00
Yuriy O'Donnell 2e4667caaa D3D: Moved render state cache into separate source files.
Refactored  StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by  StateCache::Get().
2014-10-15 20:22:39 +02:00
Yuriy O'Donnell f434bd7d3f D3D: Implemented cache for dynamic render states 2014-10-15 20:22:39 +02:00
skidau 8912315596 Merge pull request #1290 from lioncash/xfb
Fix XFB scaling in D3D
2014-10-15 14:09:33 +11:00
skidau 8ef21bc5e2 Merge pull request #1272 from RisingFog/sconfig-dump-frames
Move bDumpFrames to SConfig (and it's references)
2014-10-15 13:42:37 +11:00
slx7R4GDZM 5a3f19aeaf Fix XFB scaling in D3D 2014-10-14 22:25:31 -04:00
comex 5b8722b6f2 Don't pass u64 (which may be long long) to %lu.
A type-safe StringFromFormat sure would be nice...
2014-10-14 01:10:35 -04:00
comex a27f5fe301 Remove another auto .. -> declaration. 2014-10-14 01:10:35 -04:00
skidau 9551650c42 Merge pull request #1095 from crudelios/sw-bbox
Reimplement Bounding Box calculation using the software renderer.
2014-10-13 15:57:11 +11:00
Lioncash 01f1768c55 Merge pull request #1273 from lioncash/iamanidiot
Software: Remove obsoleted VideoConfigDialog.
2014-10-13 00:46:42 -04:00
Lioncash b315040c6b Software: Remove obsoleted VideoConfigDialog. 2014-10-13 00:30:08 -04:00
Fog 8d424b114a Move bDumpFrames to SConfig (and it's references) 2014-10-12 23:56:16 -04:00
Fog cd0c784d5a Changed Dump Frames References 2014-10-12 19:51:13 -04:00
crudelios 9786f54414 Fixed a small bug. 2014-10-10 12:28:17 +01:00
crudelios 987bd8bb8f Several small optimizations. 2014-10-10 12:28:16 +01:00
crudelios 176ea06e82 Get buildbot to compile. 2014-10-10 12:28:15 +01:00
crudelios 47c67f014f Fix linux build and various warnings.
Increase savestate version.
2014-10-10 12:28:13 +01:00
crudelios 2d4b7e3f3f Reimplement Bounding Box calculation using the software renderer. 2014-10-10 12:27:06 +01:00
skidau 215685a6fe Merge pull request #1214 from rohit-n/format-warning
OGL: Silence string format warnings.
2014-10-06 16:12:40 +11:00
skidau 871d308b88 Merge pull request #1206 from comex/amperspocalypse
Change a bunch of reference function arguments to pointers.
2014-10-05 12:14:04 +11:00
Rohit Nirmal 12c6f97d80 OGL: Silence string format warnings. 2014-10-03 12:07:10 -04:00
comex 7f6284c2fc Change a bunch of reference function arguments to pointers.
Per the coding style and sanity.
2014-10-02 03:00:33 -04:00
Rachel Bryk f6c6f03cce Add on screen frame counter. 2014-09-30 18:49:44 -04:00
Tony Wasserka 13fc8e7df1 Merge pull request #578 from RachelBryk/IR
Cleanup Renderer::CalculateTargetSize(), and allow IRs higher than 4x to be set via INI.
2014-09-30 19:21:21 +02:00
comex 2eebdff01b Remove useless STACKALIGN macro.
It only ever did anything on 32-bit OS X.

Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
comex b8e31c1d3e Add OpenGL 4.0-4.5 core extensions.
This noticeably includes GL_ARB_get_program_binary, which was previously
thought unsupported on OS X.  Well, actually, the OS X implementation is
trivial and reports 0 binary formats (as of 10.10; this is hardcoded in
GLEngine, by the way), but at least it'll work if it's fixed someday.
2014-09-29 00:36:45 -04:00