Use a reinterpret_cast instead of casting the function pointer address
to a void** and dereferencing it.
Also remove an unnecessary (void) and avoid including stdafx.h.
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
* clean texture management & use different texture unit for various texture operation
* separate sampler and texture setup
* Always disable GL_SCISSOR_TEST before any cleaning to be sure the all pixels are reset
* properly set upscale_multiplier in the linux gui (was mixed with msaa). Unfortunately it is still broken...
* Fix EGL with GSopen1
* Use stdcall for function definition in the replay (avoid segmentation fault)
* Directly use gl_Position in shader instead of an extra user defined variable
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5648 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix wrong interaction when both GL41 or GL42 aren't supported
* Add a new define to downgrade opengl requirement to test the free driver and EGL
=> As far as I can tell, they only miss geometry shader& GLSL150 (got GLSL140)
* Found a way to avoid crash in AMD driver. Skip the upload of small texture but rendering is wrong now...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5643 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove an old&useles dummy geometry shader (was used to workaround amd bug)
* use a basic X11 window for GSopen1
* redo the replayer: it is now based on dlopen rather than standard static/dynamic library. AMD driver doesn't play nicely with the later...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5639 96395faa-99c1-11dd-bbfe-3dabce05a288
* properly delete program and vertex array. Avoid a crash on plugin reload
* reset shader state. Avoid to reuse invalid data on plugin reload
gsdx:
* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works
* implement logz for test purpose (don't seem to help)
gsdx replay:
* use default xdg location
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5289 96395faa-99c1-11dd-bbfe-3dabce05a288
various: apply some patch of Micove to disable debug logging in GSdx release mode
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5206 96395faa-99c1-11dd-bbfe-3dabce05a288
* Keep the state of the draw buffer (save few opengl call)
* AMD fix the shader unloading (12.2 and above). So disable the workaround
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5137 96395faa-99c1-11dd-bbfe-3dabce05a288