* 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
* Use bigger index for Uniform buffer to avoid any collision with sampler.
* add a new config to disable openGL 4.2 requirement. Would be done at runtime later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5620 96395faa-99c1-11dd-bbfe-3dabce05a288
* port KrossX patch from r5556 to openGL
* add a basic gui entry, would love an additional description
* also add the pointsampler hack but don't activate it yet
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5570 96395faa-99c1-11dd-bbfe-3dabce05a288
* Don't try to allocate a "null" array when shader log is empty
* glsl: hopefully implicit cast error on Nvidia driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5542 96395faa-99c1-11dd-bbfe-3dabce05a288
* add some dummy shader. Can be modify inside the debugger apitrace
* glclear* commands` seem to depend on scissor test and depth mask. Allow full write for the depth buffer
* texture debug, try to output some nice colors for the depth buffers
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5365 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
* Use the new map interface/separate texture coordinate inside shader
* support new format on texture
Note: it is quite instable with various crashes and GL error but at least it compiles now :p
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5094 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement some missing shader for DATE, invert coordinate like strech rectangle
* Use glCopyImageSubDataNV nvidia extension to copy image (you need latest AMD drivers)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5086 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix some issue on wnd management, mix between sdl/ogl render
* create new gsdx option for ogl debug
+ debug_ogl_dump: start frame to dump when not 0
+ debug_ogl_dump_length: length of the dump
+ debug_ogl_shader: print shader debug
Note current dump option must be fixed to use linux path.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5067 96395faa-99c1-11dd-bbfe-3dabce05a288
* invert the index of fragment output. Seem to work better on Nvidia (strangely no impact for AMD)
* opengl support pitch too, so remove useless copy to an fbo
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5034 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix the Geomtry shader to output 2 triangles for quad primitive (ie 2R rendering)
- There is an AMD driver bug on geomtry shader input interface (well could be the spec too). Tell me if it still working on nvidia
* Add a workaroung to a previous AMD bug. It is impossible to unattach a shader so destroy the full shader pipeline...
* Be more strict on FBO management. Would optimize it later
* use a texture insted of a render buffer for depth-stencil management.
* add more dumping capabilities (in particular depth buffer)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5033 96395faa-99c1-11dd-bbfe-3dabce05a288
* It works with the HW renderer !!!
* Not sure this fix will work with dual blending but we will see later
* screen is vertically flipped again...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5031 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix vertex shader for HW renderer :) Remains the fragment part...
* add some dumping infrastucture (DUMP_START and DUMP_LENGTH)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5030 96395faa-99c1-11dd-bbfe-3dabce05a288
* go back to opengl 4.1 (nvidia driver is buggy with 4.1).
* fix the backbuffer allocation. bad order of parameter
* fix remaining glsl error
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5006 96395faa-99c1-11dd-bbfe-3dabce05a288
* rework a little the shader to be hopefully compatible with nvidia
* request a pure 4.2 context (all gpu 4.1 capable support 4.2 anyway)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5003 96395faa-99c1-11dd-bbfe-3dabce05a288