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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp, branch 4.0-hotfixes</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge branch 'fix-field-ordering'</title>
<updated>2013-10-02T21:27:02+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-24T01:47:20+00:00</published>
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Fixes 6387
Closes 6635
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Fixes 6387
Closes 6635
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<title>[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively.  On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.</title>
<updated>2013-09-18T07:37:10+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-09-18T07:36:48+00:00</published>
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<entry>
<title>[GLES3] Enable support for primitive restart.</title>
<updated>2013-09-16T15:43:57+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-09-16T15:43:57+00:00</published>
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<entry>
<title>ogl: also restore logic op for util shaders</title>
<updated>2013-09-09T21:21:56+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-09T21:21:56+00:00</published>
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<entry>
<title>ogl: remove obsolete code</title>
<updated>2013-09-03T16:51:30+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-03T16:51:30+00:00</published>
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<entry>
<title>ogl: reorder driver extensions checks</title>
<updated>2013-09-02T11:14:45+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-02T11:14:45+00:00</published>
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<entry>
<title>ogl: warn on osd if not supported features are enabled</title>
<updated>2013-08-27T11:24:23+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
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<published>2013-08-27T11:24:23+00:00</published>
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<entry>
<title>ogl: reset api state for blitting</title>
<updated>2013-08-26T20:18:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-26T20:18:00+00:00</published>
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glBlitFramebuffer depends on scissior test and color mask. It isn't documented well,
but it does. So we have to reset the apistate before using it.
In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
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glBlitFramebuffer depends on scissior test and color mask. It isn't documented well,
but it does. So we have to reset the apistate before using it.
In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
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<entry>
<title>Simplify a few OSD::AddMessage calls now that this function accepts std::string objects</title>
<updated>2013-08-23T23:44:16+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2013-08-23T23:44:16+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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