28 Commits

Author SHA1 Message Date
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
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 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
Scott Mansell 95f3c956a8 Move GL interface code out of the OpenGL video backend. 2015-09-22 00:36:45 +12:00
booto 2e28ed3291 Video: respect stride of efb copies to xfb 2015-07-25 01:52:12 +08:00
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
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
degasus d91d935057 OGL: reimplement poke-color 2015-05-20 11:05:31 +02:00
Jules Blok 46bb4fd364 FramebufferManagerBase: Remove obsolete parameters. 2014-12-25 00:58:16 +01:00
Jules Blok b109b31f61 FramebufferManagerBase: Only allocate one layer for Real XFB. 2014-12-24 17:22:23 +01:00
Jules Blok 12412ac5b7 FramebufferManager: Copy all EFB layers to the XFB framebuffer. 2014-12-24 17:22:22 +01:00
Jules Blok d37b65c117 FramebufferManager: Support resolving a multi-layered EFB in OGL. 2014-12-20 16:08:00 +01:00
Jules Blok 42bb48bd46 FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer. 2014-12-05 00:36:10 +01:00
Jules Blok 8210b9c915 TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23 14:27:40 +01:00
Jules Blok 80616c6e9e TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
2014-11-23 14:23:41 +01:00
degasus 6670cacddc use GL_TEXTURE_2D_ARRAY for most of our textures 2014-11-23 14:22:22 +01:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
degasus c1b6fcc00b ogl: pixel format shader without resolving
v2: Don't use std::to_string as this function is broken on android.
2014-05-19 09:29:40 +02:00
degasus afea848e3b ogl: drop csaa support 2014-05-19 09:21:44 +02:00
Lioncash 2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00