Lioncash
5b3c74a31a
OGL: Remove unnecessary c_str calls
2016-09-09 06:30:34 -04:00
Pierre Bourdon
3570c7f03a
Reformat all the things. Have fun with merge conflicts.
2016-06-24 10:43:46 +02:00
Jules Blok
db551c55a2
FrameBufferManager: Fix typo in stereoscopic MSAA shader.
2016-01-07 20:05:12 +01:00
Markus Wick
330329254c
Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
...
D3D: Implement vectored efb pokes
2015-12-30 15:27:24 +01:00
Lioncash
8ce3a4aa70
ShaderGeneration: Get rid of static buffers
2015-12-26 17:01:54 -05:00
Lioncash
e422af9cce
FramebufferManager: Get rid of raw new and delete
2015-12-22 18:06:05 -05:00
Lioncash
f448c6e291
FramebufferManagerBase: Get rid of explicit delete and new
2015-12-21 15:57:48 -05:00
Stenzek
a61fc372bb
VideoCommon: Change PokeEFB to take a pointer rather than a vector
...
This saves allocating a vector for the pass-through path.
2015-12-20 14:42:14 +10:00
Rohit Nirmal
3b75f45cf6
Fix building with PCH disabled.
2015-09-28 11:51:08 -05:00
Scott Mansell
95f3c956a8
Move GL interface code out of the OpenGL video backend.
2015-09-22 00:36:45 +12:00
Ryan Houdek
7650117c26
Properly support MSAA and SSAA as separate features(+GLES)
...
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.
With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00
booto
2e28ed3291
Video: respect stride of efb copies to xfb
2015-07-25 01:52:12 +08:00
Ryan Houdek
3f46491255
Fix OpenGL ES shader compilation.
2015-06-07 19:44:44 -05:00
Jules Blok
37dc8661ab
Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""
...
This reverts commit 9ef1ca4141 .
2015-06-06 20:10:23 +02:00
Jules Blok
8cc271516d
Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
...
This reverts commit 05d60f4fef .
2015-06-06 20:09:22 +02:00
degasus
84b13de538
OGL: Rewrite POKE_Z with a draw call
...
It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
Dwayne Slater
ebf3048494
Fix invalid enums on OpenGLES
2015-06-02 12:13:31 -04:00
degasus
c4fc141ced
OGL: Always use sampler objects.
...
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Tillmann Karras
285ac34bf3
OGL: use GL_TEXTURE* constants
2015-05-27 15:05:49 +02:00
Ryan Houdek
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
...
ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Tillmann Karras
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
Tillmann Karras
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
Jules Blok
05d60f4fef
Revert "OGL: Change the depth buffer type to GL_FLOAT."
...
This reverts commit 4b2e04b862 .
2015-05-20 14:22:29 +02:00
Jules Blok
9ef1ca4141
Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."
...
This reverts commit be810eb750 .
2015-05-20 14:22:28 +02:00
degasus
d91d935057
OGL: reimplement poke-color
2015-05-20 11:05:31 +02:00