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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp, branch release-prep-2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Put Plugins/ in Core/, rename to VideoBackends</title>
<updated>2013-10-07T14:37:01+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2013-09-11T03:12:54+00:00</published>
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<entry>
<title>[Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4.</title>
<updated>2013-10-07T02:51:41+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-10-07T02:51:41+00:00</published>
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<title>[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.</title>
<updated>2013-10-06T08:12:29+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-10-06T08:12:13+00:00</published>
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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.
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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.
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</entry>
<entry>
<title>ogl: drop glsl120 support</title>
<updated>2013-09-22T21:45:14+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-03T18:56:24+00:00</published>
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<entry>
<title>ogl: don't PanicAlert on shader compiler warnings</title>
<updated>2013-09-18T09:47:44+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-18T09:47:44+00:00</published>
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<entry>
<title>ogl: disable revision 737df2a68cd5 for desktop ogl</title>
<updated>2013-09-03T15:36:55+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-03T15:36:55+00:00</published>
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texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release.
Fixes issue 6465.
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texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release.
Fixes issue 6465.
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<entry>
<title>ogl: fix ubo workaround</title>
<updated>2013-08-23T15:53:20+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-23T15:52:47+00:00</published>
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<entry>
<title>ogl: rework DriverDetails framework + detect UBO mesa bug</title>
<updated>2013-08-23T08:52:29+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-23T08:52:29+00:00</published>
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<entry>
<title>ogl: enable glsl extension ARB_shader_image_load_store for early-z</title>
<updated>2013-08-21T09:48:39+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-21T09:48:39+00:00</published>
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<entry>
<title>ogl: remove glBindFragDataLocation</title>
<updated>2013-08-20T12:00:24+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-20T12:00:24+00:00</published>
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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