| Age | Commit message (Collapse) | Author |
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All it did was raise complexity.
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This commit fixes the following error:
error: #endif without #if
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Fixes all warnings on Android build except for what is in externals.
Removes a function from TextureDecoder_Generic since it is unused and generates a warning.
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Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
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Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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This fixes vsync on windows
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Required the removal of EGL.h from EGL.cpp.
Removed the similar includes from AGL.cpp, GLX.cpp, and WGL.cpp to retain consistency.
All GL interfaces are now centralized on GLInterface.h
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Seems to have been a copy and paste issue where SetMode would always set to DETECT
This isn't right since mode should be set correctly by SetMode
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This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
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In X with EGL and WX frontend enabled, running the emulator created
two windows. This was because the parent window was set incorrectly.
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I was attempting to grab wglSwapIntervalEXT prior to having a valid WGL context.
This was doomed to fail.
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clashing function names due to Windows.
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This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
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Move include to glx.h around to work around it including global GL/gl.h
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Enable dlsym fallback for OS X
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add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check
Conflicts:
Source/Core/VideoBackends/OGL/OGL.vcxproj
Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
Source/VSProps/Base.props
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from the codebase. This has been tested on Android and Linux+ATI. Of course untested on Windows and Apple. Also untested with Linux + EGL but should be fine there. There are most likely a couple of extensions I'm missing which would result in null pointer runs but not bad for the initial commit.
Conflicts:
CMakeLists.txt
Externals/GLew/glew.vcxproj
Externals/GLew/glew.vcxproj.filters
Source/Core/VideoBackends/OGL/CMakeLists.txt
Source/Core/VideoBackends/OGL/GLFunctions.cpp
Source/Core/VideoBackends/OGL/GLFunctions.h
Source/Core/VideoBackends/OGL/GLUtil.h
Source/Core/VideoBackends/OGL/Render.cpp
Source/VSProps/Base.props
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