d6ff75d71d
OGL: Remove unnecesary FPSCounter include from Render.cpp
2015-09-29 10:01:38 -04:00
c9836ff592
EGL: Don't depend on VideoCommon or Core
2015-09-22 00:36:48 +12:00
95f3c956a8
Move GL interface code out of the OpenGL video backend.
2015-09-22 00:36:45 +12:00
5556781946
Merge pull request #3018 from Armada651/ogl-tab
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OGL: Invert Top-and-Bottom mode.
2015-09-12 02:21:19 -04:00
17ff069d4a
Merge pull request #3002 from degasus/master
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OGL: reimplement SSAA based on ARB_gpu_shader5
2015-09-12 02:14:45 -04:00
99c08c89bb
OGL: Invert Top-and-Bottom mode.
2015-09-10 22:22:26 +02:00
3014feedc8
Merge pull request #3012 from degasus/destAlpha
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VideoCommon: Drop "Disable destAlpha" hack
2015-09-10 13:56:43 -04:00
de9310fe70
Split OpenGL errors into a separate logtype from Video errors.
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Allows them to be enabled/disabled separately.
2015-09-10 18:38:45 +12:00
74b20e627c
VideoCommon: Drop "Disable destAlpha" hack
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This option has no use any more, neither performance nor driver workaround.
2015-09-09 21:31:54 +02:00
a95adba39b
Drop DEBUG_SEVERITY_NOTIFICATION messages down to DEBUG_LOG
2015-09-09 12:22:52 +12:00
664beea538
OGL: reimplement SSAA based on ARB_gpu_shader5
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So i965 shall support it again.
2015-09-07 22:21:11 +02:00
bfb544e1fb
[GLES] Enable bounding box support.
2015-09-07 12:07:27 -05:00
1c0366993a
VideoBackends: Reimplement SSAA, now for D3D + OGL
2015-09-06 19:40:00 +02:00
7650117c26
Properly support MSAA and SSAA as separate features(+GLES)
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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
9618738278
Remove all of our workarounds for Qualcomm devices we don't support anymore.
2015-09-04 23:45:35 -05:00
5fa4c8d930
Support EXT_blend_func_extended in GLES.
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This lets us get dual source blending on GLES targets.
2015-09-04 20:25:59 -05:00
7a35f9285b
[GLES] Support texture_buffer for palette texture conversion.
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OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
- Qualcomm's Adreno 4xx
- IMGTec's PowerVR Rogue
2015-09-01 05:41:03 -05:00
447b1b09e3
Support OpenGL ES 3.2.
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OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)
Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
2015-08-26 17:57:51 -05:00
b4e4a4cef4
Disable OpenGL ES 3.1 on all Qualcomm Adreno devices.
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Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
2015-08-22 09:12:19 -05:00
d3cf4034de
DriverDetails: Disable GL_ARB_copy_image on mesa.
2015-08-06 19:41:36 +02:00
e2f42f8fd0
OGL: Move copy_image variable into backend.
2015-08-06 19:41:36 +02:00
0faba3b018
Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.
2015-07-31 19:58:02 -04:00
c43ae67b3b
RealXFB sizes don't get scaled by IR
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When calculating the size of the undisplayed margin in the case where
fbWidth != fbStride for RealXFB for displaying in the output window,
we do not scale by IR - RealXFB is implicitly 1x.
2015-07-25 01:52:13 +08:00
75a9740ab7
Merge branch 'stable'
2015-06-25 12:24:15 +02:00
8fd5f249fa
Merge pull request #2656 from Armada651/ogl-inv-depth
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OGL: Allow inverted depth ranges.
2015-06-25 12:06:56 +02:00
0034492151
Add an OSD notification for screenshot saving
2015-06-25 09:23:37 +02:00
30eae0d258
Merge pull request #2657 from lioncash/screenshot
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Render: Add an OSD notification for screenshot saving
2015-06-25 09:22:26 +02:00
521f6e89c3
Merge pull request #2624 from sigmabeta/android-save-screenshot
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Android: Save screenshot at end of an emulation session.
2015-06-24 21:39:47 -05:00
67c5ce5d96
Add an OSD notification for screenshot saving
2015-06-24 21:44:38 -04:00
743296f1c4
OGL: Allow inverted depth ranges.
2015-06-24 22:28:36 +02:00
83ab721939
Fix -Wformat-extra-args warning
2015-06-24 14:44:09 +02:00
a028805626
Android: Save screenshot at end of an emulation session.
2015-06-23 22:22:01 -04:00
0ed6b5623f
Support partial texture updates via efb copies
2015-06-21 14:02:44 +02:00
8cc271516d
Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""
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This reverts commit 05d60f4fef
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2015-06-06 20:09:22 +02:00
5650b9e970
Revert "OGL: Use floating point arithmetic to scale the depth value."
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This reverts commit 05f42f94a0
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2015-06-06 20:07:49 +02:00
ef1dfa8bcb
VideoBackends: Allow the viewport to use the full depth range.
2015-06-06 03:37:46 +02:00
84b13de538
OGL: Rewrite POKE_Z with a draw call
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It's now also merged and it should be faster than the glClear way.
2015-06-02 23:06:41 +02:00
dad5d8e13d
Merge pull request #2357 from degasus/ogl_efb_poke_merge
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ogl: efb poke merge
2015-05-25 23:26:39 -04:00
30ebb2459e
Set copyright year to when a file was created
2015-05-25 13:22:31 +02:00
cefcb0ace9
Update license headers to GPLv2+
2015-05-25 13:22:31 +02:00
e31982474c
OGL: Depth range inversion.
2015-05-22 23:52:22 +02:00
88cc91030e
VertexShaderGen: Use correct depth output when glClipControl is supported.
2015-05-22 23:52:21 +02:00
522e721830
OGL: Add glClipControl support.
2015-05-22 23:52:20 +02:00
05f42f94a0
OGL: Use floating point arithmetic to scale the depth value.
2015-05-20 14:22:30 +02:00
05d60f4fef
Revert "OGL: Change the depth buffer type to GL_FLOAT."
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This reverts commit 4b2e04b862
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2015-05-20 14:22:29 +02:00
d91d935057
OGL: reimplement poke-color
2015-05-20 11:05:31 +02:00
ef78941042
VideoBackends: Clamp depth to uint24 range.
2015-05-18 23:22:28 +02:00
a94e4dd07f
OGL: Join declarations and assignments in Render
2015-05-08 09:29:36 -04:00
eeb0f0b7c4
OGL: Get rid of some explicit deletes in Render
2015-05-08 09:28:29 -04:00
84a5f4abb0
VideoBackends: Use the new divisor when clearing the depth buffer.
2015-05-08 14:32:22 +02:00