This causes glDrawArrays to fail in core profile, and thus on OS X, see:
http://renderingpipeline.com/2012/03/attribute-less-rendering/
There must be something bound, even though it is not used.
Fixes#7599. I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
logging.
gcc doesn't optimize this loops with -O2, so using memset now.
A flag to skip the clear funktion was added as the cache is already cleared most of the time.
This matches how ARM handles their naming in their drivers for different models.
Really it's that way because both Mali-T6xx and Mali-T7xx fall under Midgard.
While everything else (except Mali-55) fall under Utgard.
They are similar enough that they will share bugs with their drivers, so make them fall under the same Mali-Txxx umbrella of bug issues.
If there is ever a need in the future for having separate bugs depending on family, we can support that then.
This is the only way we can determine the video driver version with mali.
Really it's a good thing that they only push driver updates once every two years, makes it easy to determine what driver anybody is running.
GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use.
Changes our GLSL version enums to bit values so we can check for both ES versions easily.
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
On Windows, nvidia don't give us their driver version, so we can't workaround any issues.
As buffer_storage is broken on some drivers, we wanted to disble it for them.
So we can't.
Luckyly only "some" released driver versions are affected as this extension is only available since some months. Let's hope that nobody have to use one of this driver version, else they will get a black screen ...