* 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
* add some code to support OGL4 debugging. Not enable on CmakeList.txt by default
* LOAD_PS/LOAD_VS were using a "std" argument instead of a reference.
* reuse the opengl context creation developed for GSdx. For the moment only enable OGL2
* Add some documentation for the zzShader API
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5188 96395faa-99c1-11dd-bbfe-3dabce05a288
* new memory management
* asm was replaced by intrinsic
* new GLSL backend (AMD only) Cmake is probably broken anyway with the 2 plugins...
* and lots of others stuff that I forgot about it ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5166 96395faa-99c1-11dd-bbfe-3dabce05a288
* build the utility to prebuilt cg shader (zzogl-shader)
* build the shader (ps2hw_cmake.dat) that would avoid copyright issue for debian/ubuntu
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5159 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: keep all library for the linking of plugins
hex2h.pl: add svn:executable
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5157 96395faa-99c1-11dd-bbfe-3dabce05a288