* try to setup advance gl context attribute. If driver doesn't support it fallback to the default.
zzogl:
* use glsl2h to generate an header shader as GSdx. Much easier to install
* Get GSUniformBufferOGL & GSVertexArrayOGL speed improvement from GSdx
cmake:
* detect current gcc version. Yield a warning if < 4.7 or an error if < 4.5
glsl2h:
* support zzogl too
* compute md5sum to avoid useless relink
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5696 96395faa-99c1-11dd-bbfe-3dabce05a288
* properly release shader in release mode
* set stream format every time an array buffer is bound
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5219 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix properly context, directly save the state in the shader
* replace the last deprecated variable in the shader. Remain the issue that host enable 1 output and the shader write 2 outputs
* It seems that VBO does't depends on the VAO but vertex format depends on both VBO/VAO so I set the format multiple time. Not sure the behavior is fully correct
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5211 96395faa-99c1-11dd-bbfe-3dabce05a288
zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5209 96395faa-99c1-11dd-bbfe-3dabce05a288