Commit Graph

127 Commits

Author SHA1 Message Date
Gregory Hainaut 9d8d702aa6 gsdx-ogl: drop GL_NV_depth_clamp extension
superseeded by GL_ARB_clip_control
2014-09-28 12:00:34 +02:00
Gregory Hainaut 4659184cc1 gsdx-ogl: add support of clip_control (depth only)
* replace the [-1;1] depth range of openGL with the DX range [0;1].
2014-09-28 12:00:34 +02:00
Gregory Hainaut cc24da128c gsdx-ogl: fix for gl_clear_texture
Note: Disabled for depth_stencil texture (I'm not sure we can split the two)
2014-09-28 12:00:34 +02:00
Gregory Hainaut 58a8683d7d gsdx-ogl: disable texture compare mode
It seems to be used for depth texture
2014-09-22 09:27:34 +02:00
Gregory Hainaut d51f008c72 gsdx: openglES fix
* require a 3.1 context
* unattach texture of the fbo when they're not used
(avoid to have a texture and depth_stencil with different size)

Note: except minor shader bug it works on Nvidia 340.23.01
2014-09-22 09:27:31 +02:00
Gregory Hainaut 0d45e6d70e gsdx-ogl: avoid to send constant to the GPU
It was a waste of bandwith
2014-04-06 10:44:40 +02:00
Gregory Hainaut b020bd76c6 gsdx-ogl: restore gles build
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)

Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
2014-03-29 11:55:02 +01:00
Gregory Hainaut 8b78551b92 gsdx-ogl: improve debugging capabilities
allow to print memory transfer usage
Check gl call in dev build
2014-03-25 16:36:29 +01:00
Gregory Hainaut 41091f8ebf gsdx ogl: remove multithread hack
This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.

Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )

Note: newer GSdx ogl won't be compatible with older PCSX2
2014-03-25 16:36:29 +01:00
gregory.hainaut 384c0c12ea gsdx ogl:
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-07 19:53:01 +00:00
gregory.hainaut c0558c00e7 gsdx ogl:
* gui refresh
  + Use some tab to reduce heigth for small screen
  + Add logz option
  + remove broken/experimental keyword. GSdx ogl is not too bad ;)
* autodetect GL_NV_depth_buffer_float

Linux tester you are welcome!



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5862 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 11:11:14 +00:00
gregory.hainaut 84895eadd9 gsdx ogl: correct most of Z-depth issue
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1

Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)

Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.

The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX

Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(





git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-31 21:30:54 +00:00
gregory.hainaut c2aa4ff3fd gsdx ogl:
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-18 14:46:13 +00:00
gregory.hainaut 2238095a82 gsdx ogl: do the same as previous commit but for ogl ;)
* fix the missing auto interlace opt when cycling with hotkey on linux


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5810 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 11:38:50 +00:00
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* 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
2013-10-24 20:54:27 +00:00
gregory.hainaut e01c6cd9ce gsdx ogl: the proof of concept commit
* GL_ARB_shader_subroutine for perf
fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :) 

For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often
switch shader program (like xenosaga).
require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1
Note: strangely on AMD linux it is slower!

* GL_ARB_shader_image_load_store for accuraccy (Date)
Use a signed integer texture and reenable color buffer writing

Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact.
Current implementation detail:
1/ setup the standard stencil as before
2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value.
3/ final draw based on primitive id of step 2

Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3
Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could 
even be faster actually), however it would require more GPU power.

Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-28 08:44:16 +00:00
gregory.hainaut 07605941ef gsdx ogl:
* some preliminary work to test/benchmark bindless texture in the future (glsl was not yet updated)
Bindless texture allow to get a GPU texture pointer and then set it directly
to the shader as a basic uniform.
=> no more texture unit selection/validation
=> no more texture validation neither texture hash lookup

3rdparty: update gl header to the latest gl4.4


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5720 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-17 08:57:52 +00:00
gregory.hainaut b4084047be gsdx ogl: Used a basic flat interpolation for color interpolation (line & tri primitives)
Card that support gs:
remain only a gs to generate sprite from a line. Even dummy gs are costly for the GPU.

Card that don't support gs:
remove useless copy of color for line and triangle primitives

Note for dx: opengl 3.2 (maybe not gles) supports both flat interpolation
convention (GL_FIRST_VERTEX_CONVENTION or GL_LAST_VERTEX_CONVENTION).  It might
be possible to shuffle vertex index to put the last vertex in first position.

- buff[0] = head + 0;
- buff[1] = head + 1;
- buff[2] = head + 2;
+ buff[0] = head + 2;
+ buff[1] = head + 1;
+ buff[2] = head + 0;



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5718 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-14 10:18:38 +00:00
gregory.hainaut 0f603a98d5 gsdx ogl: Test the ARB_shader_subroutine GL4.0 extension
The idea was to replace shader program swith by pointer function calls inside
shaders.  At least parameters that are often changed between draw call. So far
I only ported atst and colclip. Unfortunately code is "slower" (on GSdx standalone).
For the moment keep the code but disabled.

If I understand well the validation of program is done in the "driver thread"
but the additional call are done in the overloaded MTGS thread. Apitrace
profiling shows faster GPU draw calls. Another possibility is that the driver still
need to validate the draw call because of others state change.

Here some stats on colin3 (90 frames):
without subroutine: UseProgram 125246
with subroutine: UseProgram 2906, subroutine 125945 => 3605 extra calls overhead (not
all parameters are ported to subroutine)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5715 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-10 19:43:59 +00:00
gregory.hainaut a46b489a24 gsdx ogl: various minor optimization.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-05 20:25:25 +00:00
gregory.hainaut 34045eb8f7 gsdx ogl: AMD users upgrade to 13.8 now ;)
* clean extension management and fix compilation of previous gl44 code.
* Use pixel buffer object to upload texture data.
=> avoid crash on AMD driver
=> a bit faster and probably got some margins for the future



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5712 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-03 08:29:01 +00:00
gregory.hainaut 64f783410e gsdx ogl:
* preliminary work for GL4.4 extensions (ARB_clear_texture & ARB_multi_bind). Disabled until I got a 4.4 driver
Note: I plan also to use ARB_buffer_storage
* compute texture gl option in the constructor (avoid a couple of swith case)
* redo texture unit management. Unit 0-2 for shaders, Unit 3 for texture operations. MultiBind will allow to bind 
shader input without disturbing texture binding points.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5711 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-02 16:38:12 +00:00
gregory.hainaut 2634ee851c miss another debug stuff
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5709 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 19:08:46 +00:00
gregory.hainaut e394de86dc gsdx ogl:
* add a non-working hack: UserHacks_DateGL4, goal was to replace UserHacks_AlphaStencil
 + Detection of good/bad samples is based on primitive ID variable. However I'm not sure
 the behavior is always the same between draw call...Anyway let's keep a copy of the current
 work
* Dump integer texture into text csv
* add gl4.2 ARB_shader_image_load_store extension (needed by UserHacks_DateGL4)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5707 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 14:40:43 +00:00
gregory.hainaut d3e1e4da0d gsdx ogl:
* allow to switch renderer with F9
* skip first frame in stat of the replayer
* drop msaa. Fxaa and internal resolution will do the job
* move texture attachment from texture object into device object (allow to keep sanely the state)
* split the write buffer and attachment setup
* completely split sampler and texture input setup
* redo GSDeviceOGL::CopyOffscreen to avoid an extra copy.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5704 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-19 19:25:50 +00:00
gregory.hainaut 916a091f8a gsdx ogl: GLes
* use gles header file, disable opengl code (mainly GLX, ARB_sso, geometry shader)
* Define properly the function pointer, GLES use basic linking whereas GL must get the symbol dynamically
* cmake: properly search and set libglesv2.so
* don't use dual source blending => HW renderer work (only miss unimportant FBA)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5701 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-13 11:39:45 +00:00
gregory.hainaut bd5f379044 gsdx ogl:
* uniform was wrongly set before the activation of the program (free driver only)
* Always use only 1 drawbuffer. Easier besides previous setup was wrong for convert:ps_main1

GLES trial (v3):
* add the cmake option GLES_API. Note library (libgles) are hardcoded for the moment
* Disable opengl check
* Disable gl_GetDebugMessageLogARB not supported!
* Emulate gl_DrawElementsBaseVertex, add manually the index offset (surely slow but work)
* Fix hundred of shader error (no implicit cast of integer to float...)
Unfortunately GLES doesn't support dual blending so no blend in hardware renderer. Otherwise it is fine




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5700 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-12 21:12:34 +00:00
gregory.hainaut f22b366cea gsdx:
* 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
2013-07-07 16:13:11 +00:00
gregory.hainaut dc036ff59d gsdx: split shader/program/pipeline object management into a separate class
* remove the possibility to compile shader from file. Some people loads older shaders...
  The feature might be readded later


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5697 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-06 10:08:52 +00:00
gregory.hainaut 544c84a344 gsdx:
* 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
2013-07-06 09:42:46 +00:00
gregory.hainaut ba2ec6fe59 all: gcc warning clean round 4
* 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
2013-07-03 18:42:05 +00:00
gregory.hainaut d81254469a gsdx ogl:
* fix shader compilation on Nvidia (broken on r5682)
* fix various memory leak thanks to Valgrind

Cmake: fix a minor typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5688 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-30 11:18:46 +00:00
gregory.hainaut 58cacc3b1c gsdx: use size_t for loop index when it used countof macro
* fix override_GL_ARB_copy_image typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5687 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-29 12:02:03 +00:00
gregory.hainaut ca1edbf2cb gsdx ogl:
* Separate state and shader compilation into separate function
* replace various hash_map by basic array
* Compact VertexScale and offset into a single vec4
* add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers
    0 => use map/unmap
    1 => use subdata

replay: add "linux_replay" option and compute some nice stat (mean, standard deviation)

cmake: recreate shader header at build time


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-26 20:09:07 +00:00
gregory.hainaut f4ce6d6fce gsdx:
* don't delete the wnd in GSclose. It can still be used later
* Properly detect the GL_ARB_gpu_shader5 extension for Fxaa
* A couple of fix in Create (GSopen1) of GSWndEGL/GSWndOGL


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5674 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 16:33:08 +00:00
gregory.hainaut 9b037a3813 pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
gsdx:
* move gl function loading into GSwnd. Clean the header and avoid to rely on macro.
* Always require libegl for GSdx. You still need to select the API at compilation.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5670 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 08:43:50 +00:00
gregory.hainaut b10d554764 gsdx (ogl):
* fix memory leak of m_wnd
* don't escape % in the shader string
* Fix shadeboost StretchRect parameter

debian: compress package with xz


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5669 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 07:05:57 +00:00
gregory.hainaut 4c37d25134 gsdx-ogl-wnd: fix ifdef mess on fxaa (both dx and ogl)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5665 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 10:35:10 +00:00
gregory.hainaut 59501227b3 gsdx-ogl-wnd: implement fxaa. I directly reuse the .fx file with minor update
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5659 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 21:22:44 +00:00
gregory.hainaut e021630bb9 gsdx-ogl-wnd:
* Don't write color during stencil. Keep the old method to ease debug
* Realign date shader on DX
* keep stencil ref to 1. Reduce stencil management burder
* Fix texture pitch (was in pixels but need bytes). Fix Bleach Blade Battlers 2. Thanks Miseru for your trace

Remember note:
fxaa -> not yet implemented
msaa -> not implemented (I might drop it actually)
8 bit texture -> not yet implemented



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5657 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 11:34:44 +00:00
gregory.hainaut 041bf4cee6 gsdx-ogl-wnd:
* detect Advanced Micro Devices for newer AMD Card...
* Mess with coordinate for StretchRect. Upscaling seem to work now. Surely the biggest diff between ogl and dx...



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5655 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-11 11:14:26 +00:00
gregory.hainaut 58699923e0 gsdx-ogl-wnd:
* factorize sample object creation
* remember frame buffer attachment state
* Use a basic context on EGL. Allow to use Mesa 9.1 on AMD GPU.
* precompile vertex and geometry shader to avoid benchmark polution on replay
* Try harder to detect FGLRX driver on window
* various clean

Remain to fix the coordinate system for upscaling



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5651 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-09 16:41:58 +00:00
gregory.hainaut efcb015361 gsdx-ogl-wnd:
* 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
2013-06-01 09:29:57 +00:00
gregory.hainaut acaf1ac8d5 gsdx-ogl-wnd: Make the HW renderer "work" on the opensource driver
* replace most OGL_FREE_DRIVER with a dynamic detection. Remains the context creation. Closed drivers need 3.3
* Add the CopySubImage fallback


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5647 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-27 18:02:27 +00:00
gregory.hainaut 75418aba43 gsdx-ogl-wnd:
* Emulate Geometry Shader from the CPU.
* add some option to override opengl extension detection
* redo shader interface (again) to compile on the free driver

SW renderer is now working on the free driver.

To test it on your linux box use this cmake option -DEGL_API=TRUE
Note: (need opengl 3.0) I test mesa 9.2 git



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5646 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-27 16:53:38 +00:00
gregory.hainaut aafa7a088a gsdx-ogl-wnd:
* fix a bad interaction when GL_ARB_SSO is supported without GL_ARB_shading_language_420pack
* try to replace struct with flat parameter in glsl interface
=> with some hacks of the free driver, I was able to compile SW renderer shader. Unfortunately
   the rendering is broken. Maybe my hack :p
* remove EGL context check (wasn't working as expected)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5644 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-26 13:05:03 +00:00
gregory.hainaut c9b3dcf581 gsdx-ogl-wnd:
* 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
2013-05-25 14:28:16 +00:00
gregory.hainaut 49cd9fd97d gsdx-ogl-wnd:
* 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
2013-05-23 17:03:18 +00:00
gregory.hainaut 5a0367f398 gsdx-ogl-wnd: fix compilation on MSVC201x
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5638 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-20 16:29:56 +00:00
gregory.hainaut 6779edfe28 gsdx-ogl-wnd:
* replace both DISABLE_GL41_SSO and DISABLE_GL42 macro with a dynamic check based on the extension support
* glsl2h: use static instead of extern


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5636 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-19 12:42:55 +00:00