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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp, branch master</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>Merge branch 'fix-field-ordering'</title>
<updated>2013-09-24T01:47:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-24T01:47:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0696fc93b2df07f42f32df6545822bad095189bc'/>
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Fixes 6387
Closes 6635
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Fixes 6387
Closes 6635
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<entry>
<title>Remove all refrences of field ordering from video backends.</title>
<updated>2013-09-23T06:29:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-23T06:29:31+00:00</published>
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They were unused.
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They were unused.
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<entry>
<title>Fixed issues with feild ordering.</title>
<updated>2013-09-23T04:31:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-23T04:31:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4d3c41c8a2cbfe61ae4208f69e7debda3aa8bf5e'/>
<id>4d3c41c8a2cbfe61ae4208f69e7debda3aa8bf5e</id>
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This commit fixes issues with PAL games which use the incorrect feild
ordering.
We move all code that deals with indivudal fields from the indivudal
video plugins and VideoCommon and make VideoInterface always pass in
the start address of the whole XFB into VideoCommon.
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This commit fixes issues with PAL games which use the incorrect feild
ordering.
We move all code that deals with indivudal fields from the indivudal
video plugins and VideoCommon and make VideoInterface always pass in
the start address of the whole XFB into VideoCommon.
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<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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<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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