Removed some missing headers from the vs2010 and vs2012 project files that were causing vs to always claim the projects were out of date.
Also removed some other entries for c/cpp files that were disabled but also missing (I did not search exhaustively).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5763 96395faa-99c1-11dd-bbfe-3dabce05a288
zzogl: fix memory leak (fix#1431, #1432)
GSdx ogl: disable geometry shader on Nvidia/Windows (I will wait a 3rd implementation to find which one is correct)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5724 96395faa-99c1-11dd-bbfe-3dabce05a288
* redo glsl2h.pl script to generate only one big glsl headers.
* fix gcc warning in GSVector.h
* fix memory leak of GSDeviceOGL.m_shader
* clean shader compilation function => split generation header & drop malloc stuff
cmake:
* only rebuild shader when asked by the use. Avoid perl dependency to build pcsx2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5698 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
* remove unused variable
* move static function from h into cpp
* Initialized hw_by_page to 0xFFFFFFFF instead of -1 (number must be a positive integer)
* Use a s32 fore m_current_lsn instead of u32 (use -1 as error code)
Bonus: a couple of fix for clang compiler (doesn't mean that it fully compile with clang)
* remove useless __debugbreak on linux
* use short for 16bits atomic function
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5695 96395faa-99c1-11dd-bbfe-3dabce05a288
* use svnrev.h on linux too
* replace sprintf_s with snprintf (hope it still compile on Windows)
* init integer with 0 instead of NULL
* various int -> u32/uint32/uint on for loop index
* remove a couple of unused variable
* init few variable
* disable unused warning results
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5683 96395faa-99c1-11dd-bbfe-3dabce05a288
* bump minimal requirement to opengl 2! Basically any Dx9 class hardware. On intel you will need a gen4+ GPU.
* remove the bad quality integer texture to use only texture float. Again need an gen4+ Intel GPU. Opensource users: Mesa must be built with support of texture float (stupid patents)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5603 96395faa-99c1-11dd-bbfe-3dabce05a288
Should fix the VS2012 project files for when only VS2012 (and not VS2010) is installed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5557 96395faa-99c1-11dd-bbfe-3dabce05a288
* move all remaining glx into the dedicated GLwin object
* rework a bit WGL to separate opengl context and window creation (like linux actually)
gsdx: Allow to control vsync. Not sure I used the good extension.
cmake:
* check that EGL opengl context creation
* Shut up gcc warning when force inline might not work...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5437 96395faa-99c1-11dd-bbfe-3dabce05a288
* EGL is the interface between the window and opengl. The purpose is to replace GLX/WGL in a crossplatform way.
Unfortunately so far only opensource driver use it (need not yet released mesa 9.0)
* clean most of the legacy GSopen1 window management. Only keep a basic window for debug with replayer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5422 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
gsdx:
* add some parenthesis to shup up very verbose gcc warning
* adapt ogl to latest sudonim change
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5290 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
* add a script to run cg compiler on glsl file:
+ handy to check the syntax
+ output the asm of the shader
- unfortunately don't support latest glsl construct but better than nothing
* really delete resources before context destruction
* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5278 96395faa-99c1-11dd-bbfe-3dabce05a288
* I miss some ending bit.
* Use a full int for GSvsync
* fix a small memory link
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5269 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related black screen issue)
* some memory improvements were not merged from zzogl-dev branch
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5252 96395faa-99c1-11dd-bbfe-3dabce05a288
glsl4: Replace some define with function (ogl4 support function pointer). Explain how depth is computed in vertex shader
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5233 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
* some parameters was set after the shader setup. Extend the API to do the shader setup before the draw
* remove the useless shader compatibility bits
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5212 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
* use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram
* Use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5208 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 2 new dev options: REBUILD_SHADER (nvidia cg) & BUILD_REPLAY_LOADERS
* zzogl-pg-cg will use the shader of zzogl-pg.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5190 96395faa-99c1-11dd-bbfe-3dabce05a288