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Ryan Houdek
6bdcde9dd6
[Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
It changes the string in the Android backend select to just OpenGL ES. Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend. Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support. The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes. Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers. Changes GLFunctions.cpp to grab the correct Tegra extension functions. Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2 Adds a GLSLES2 to the GLSL_VERSION enum. Disable the SamplerCache on Tegra since Tegra doesn't support samplers... Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it. Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
Dolphin-emu - The Gamecube / Wii Emulator ========================================== Homesite: http://dolphin-emu.org/ Project Site: http://code.google.com/p/dolphin-emu Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets you run Wii/GCN/Tri games on your Windows/Linux/Mac PC system. Open Source Release under GPL 2 Project Leaders: F|RES, ector Team members: http://code.google.com/p/dolphin-emu/people/ Please read the FAQ before use: http://dolphin-emu.org/docs/faq/ System Requirements: * OS: Microsoft Windows (XP/Vista or higher) or Linux or Apple Mac OS X (10.6 or higher). Windows XP x64 is NOT supported. * Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Dual Core for speed boost. * Graphics: Any reasonably modern graphics card (Direct3D9/OpenGL 2.1, shader model 3.0). [Command line usage] Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>] -h, --help Show this help message -d, --debugger Opens the debugger -l, --logger Opens the logger -e, --exec=<str> Loads the specified file (DOL,ELF,WAD,GCM,ISO) -b, --batch Exit Dolphin with emulator -V, --video_backend=<str> Specify a video plugin -A, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio [Libraries] Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html) *.pdb = Program Debug Database (use these symbols with a program debugger) [DSP Emulator Engines] HLE: High Level DSP Emulation LLE: Low Level DSP Emulation (requires DSP dumps) Recompiler is faster than interpreter but may be buggy. [Video Backends] Direct3D9: Render with Direct3D 9 Direct3D11: Render with Direct3D 11 OpenGL: Render with OpenGL + Cg Shader Language Software Renderer: Render using the CPU only (for devs only) [Sys Files] totaldb.dsy: Database of symbols (for devs only) font_ansi.bin/font_sjis.bin: font dumps setting-usa/jpn/usa.txt: config files for Wii [Support Folders] Cache: used to cache the ISO list Config: emulator configuration files Dump: anything dumped from dolphin will go here GameConfig: holds the INI game config files GC: Gamecube memory cards Load: custom textures Logs: logs go here Maps: symbol tables go here (dev only) OpenCL: OpenCL code ScreenShots: screenshots are saved here Shaders: post-processing shaders StateSaves: save states are stored here Wii: Wii saves and config is stored here
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