It conflicts with the global definition
I don't remember why this option was set on GSdx. Potentially it could be dropped (or fixed correctly)
Anyway, it will help to enable Address Sanitizer on Linux Build
* 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
* 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
* 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
* 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
* 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
* 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
* add exception in GSWndEGL and GSWndOGL
* Try to use EGL when GLX failed => you don't need any flags for the opensource driver ;)
cmake: don't install anymore the glsl shader
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5671 96395faa-99c1-11dd-bbfe-3dabce05a288
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
* Fix shader alpha issue. Hoppefully fix lots of glitches.
* Use glBufferSubData to upload data into the constant buffer instead of map/unmap. More fps :)
* Fix wrong api setup on EGL
* Be more portable on glsl2h
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5650 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
* 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
* initialize the context status variable that take care of some startup hang
* cmake: don't link and compile EGL when it isn't requested
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5528 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement GSWndEGL copy/pasted from zzogl.
* remove linux debugging shader that failed to compile on window
* add additional debug message during context creation
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5520 96395faa-99c1-11dd-bbfe-3dabce05a288
* Remove bad redefinition of glActiveTexture and glBlendColor pointer
* Remove glew dependency on linux
* s/OGL_DEBUG/ENABLE_OGL_DEBUG/ and enable it on debug
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5512 96395faa-99c1-11dd-bbfe-3dabce05a288
* move GL loading function into its own namespace
* Use manual GL loading on linux too and mostly drop glew dependency. (Not 100% clean we are still depends on some glew define, it will be fixed later)
Note: shaders still need to be copied manually from GSdx/res to bin/plugins
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5510 96395faa-99c1-11dd-bbfe-3dabce05a288