* properry separate both GLSL implementation
* glsl4: Use a define for logz instead of extra math computation. Much more easier to understand
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5364 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
* Clean the zzsetparameter API to always use the program for uniform that depends on the program. Future goal is to use a nice OO interface
* Use uniform buffer. Would allow future optimization and remove most initialization stuff. Don't support yet the 2 zzogl contexts.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5201 96395faa-99c1-11dd-bbfe-3dabce05a288
* add some code to support OGL4 debugging. Not enable on CmakeList.txt by default
* LOAD_PS/LOAD_VS were using a "std" argument instead of a reference.
* reuse the opengl context creation developed for GSdx. For the moment only enable OGL2
* Add some documentation for the zzShader API
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5188 96395faa-99c1-11dd-bbfe-3dabce05a288
* new memory management
* asm was replaced by intrinsic
* new GLSL backend (AMD only) Cmake is probably broken anyway with the 2 plugins...
* and lots of others stuff that I forgot about it ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5166 96395faa-99c1-11dd-bbfe-3dabce05a288