Ryan Houdek
cdf69adcb0
Fix for previous commit. I was supposed to use GL_VERSION, not GL_RENDERER.
2014-01-07 19:35:06 -06:00
Ryan Houdek
d2e62796fc
Probe the GL_RENDERER string on Nvidia to grab the driver version.
2014-01-07 18:29:04 -06:00
degasus
c42f274e22
OpenGL: use shader 420pack if available to staticly bind ubo location
...
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus
4fff5ac90d
OpenGL: drop UBO-workaround usage for efb2ram shaders
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It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus
0f0a3cc509
ogl: clamp to edge for out of bound efb access
...
fixes issue 6898
OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
Ryan Houdek
0faf696be7
Merge Fail. We don't disable BaseVertex on broken pinned memory.
2014-01-01 17:20:09 -06:00
Ryan Houdek
1118226f27
Merge branch 'master' into buffer_storage
2013-12-31 19:18:30 -06:00
Ryan Houdek
8d8b0fc884
Merge branch 'master' into buffer_storage
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Conflicts:
Source/Core/VideoBackends/OGL/Src/Render.cpp
Source/Core/VideoCommon/Src/DriverDetails.cpp
Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre
34692ab826
Remove unnecessary Src/ folders
2013-12-31 14:03:19 -05:00
Jasper St. Pierre
43e618682e
Convert all vcxproj files to UNIX line endings
2013-12-31 14:03:18 -05:00
Ryan Houdek
6d63db96e9
Disable primitive restart on buggy OS X Intel HD 3000 drivers.
2013-12-30 18:26:55 -06:00
Tony Wasserka
de16b7207c
D3D/OGL: Add a TODO noting that we don't support GX_CULL_ALL, most notably required for accurate zfreeze emulation.
2013-12-30 20:37:59 +01:00
Ryan Houdek
a5bfdbf6cd
Free performance for AMD+Linux. Instead of disabling BaseVertex due to pinned_memory. Just disable pinned_memory for the ELEMENT_ARRAY_BUFFER type which has issues with baseVertex(ELEMENT_ARRAY_BUFFER)+pinned_memory. In my two tests with this, I went from 5FPS to 11FPS in one test, and 2FPS to 6FPS in another.
2013-12-28 08:00:44 -06:00
Ryan Houdek
0b31fc8f52
[buffer_storage] Temporary fix for Android/GLES3 just like how everything else is. Cleanup for this will be in a new branch.
2013-12-28 05:16:39 -06:00
Ryan Houdek
8fdcba0c06
[buffer_storage] Code formatting changes suggested by Bh44L
2013-12-28 05:15:43 -06:00
Ryan Houdek
935e1fdf99
[Android] Enable shader cache.
2013-12-28 04:55:39 -06:00
Ryan Houdek
d8b7f4d73f
[Android] Support grabbing OpenGL extensions and a function for checking for support.
2013-12-28 01:08:52 -06:00
Ryan Houdek
77ba051361
[buffer_storage] Add the CLIENT_STORAGE_BIT since we access the buffer more frequently on the client side than the server side. That is exactly what the hint is for.
2013-12-27 22:58:36 -06:00
Ryan Houdek
d8ceb97a60
[buffer_storage] Require GLEW 1.10 which has the new OpenGL 4.4 methods. Fixes linux build.
2013-12-27 15:37:31 -06:00
Ryan Houdek
ce99921c20
[buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it.
2013-12-27 10:56:03 -06:00
Ryan Houdek
a87e0e7489
Remove our GLU dependency. Fix static zlib
2013-12-23 16:01:34 -07:00
Ryan Houdek
e697d7a2dd
[Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues.
2013-12-19 17:30:39 -06:00
Ryan Houdek
945b903499
Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around.
2013-12-19 09:40:13 -06:00
Ryan Houdek
8c264a3964
In the shader log message, say if the error came from a PS or VS.
2013-12-18 22:21:14 -06:00
Ryan Houdek
f9ff0bc55d
Have our OpenGL/ES context creation be less stupid.
2013-12-12 12:43:49 -06:00