gsdx-ogl: LINUX-ONLY

* go back to opengl 4.1 (nvidia driver is buggy with 4.1).
* fix the backbuffer allocation. bad order of parameter
* fix remaining glsl error


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5006 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2011-12-22 14:12:12 +00:00
parent a9927a6e33
commit 6f5ac7b788
4 changed files with 18 additions and 9 deletions

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@ -186,7 +186,10 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
GLuint major = s[dot-1]-'0';
GLuint minor = s[dot+1]-'0';
if ( (major < 4) || ( major == 4 && minor < 2 ) ) return false;
// Note: 4.2 crash on latest nvidia drivers!
// So only check 4.1
// if ( (major < 4) || ( major == 4 && minor < 2 ) ) return false;
if ( (major < 4) || ( major == 4 && minor < 1 ) ) return false;
@ -479,7 +482,7 @@ bool GSDeviceOGL::Reset(int w, int h)
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
// in the backbuffer
m_backbuffer = new GSTextureOGL(0, w, h, false, GSTextureOGL::Backbuffer);
m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, false, 0);
return true;
}
@ -619,8 +622,11 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
return;
}
// This function is useless on opengl. The only call I found copy the whole texture data to another one
assert(0);
// GL_NV_copy_image seem like the good extension but not supported on AMD...
// Maybe opengl 4.3 !
// FIXME attach the texture to the FBO
GSTextureOGL* st_ogl = (GSTextureOGL*) st;

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@ -103,6 +103,9 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format)
// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
// corollary we can maybe use it for multisample stuff
break;
case GSTexture::Backbuffer:
m_texture_target = 0;
m_texture_id = 0;
default:
break;
}

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@ -370,10 +370,12 @@ bool GSWnd::Attach(void* handle, bool managed)
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, 4,
GLX_CONTEXT_MINOR_VERSION_ARB, 2,
// Note: 4.2 crash on latest nvidia drivers!
GLX_CONTEXT_MINOR_VERSION_ARB, 1,
// FIXME : Request a debug context to ease opengl development
// Note: don't support deprecated feature (pre openg 3.1)
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
m_context = glXCreateContextAttribsARB(m_XDisplay, fbc[0], 0, true, context_attribs);

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@ -74,13 +74,11 @@ void vs_main()
{
uint z;
if(VS_BPPZ == 1) // 24
{
z = i_z & 0xffffff;
}
else if(VS_BPPZ == 2) // 16
{
z = i_z & 0xffff;
}
else
z = i_z;
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
@ -371,7 +369,7 @@ mat4 sample_4p(vec4 u)
vec4 sample_color(vec2 st, float q)
{
if(!PS_FST)
if(PS_FST == 0)
{
st /= q;
}