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path: root/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
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2016-01-07FrameBufferManager: Fix typo in stereoscopic MSAA shader.Jules Blok
2015-12-30Merge pull request #3361 from stenzek/d3d-vectored-efb-pokesMarkus Wick
D3D: Implement vectored efb pokes
2015-12-26ShaderGeneration: Get rid of static buffersLioncash
2015-12-22FramebufferManager: Get rid of raw new and deleteLioncash
2015-12-21FramebufferManagerBase: Get rid of explicit delete and newLioncash
2015-12-20VideoCommon: Change PokeEFB to take a pointer rather than a vectorStenzek
This saves allocating a vector for the pass-through path.
2015-09-28Fix building with PCH disabled.Rohit Nirmal
2015-09-22Move GL interface code out of the OpenGL video backend.Scott Mansell
2015-09-05Properly support MSAA and SSAA as separate features(+GLES)Ryan Houdek
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level. I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though. With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled. Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-07-25Video: respect stride of efb copies to xfbbooto
2015-06-07Fix OpenGL ES shader compilation.Ryan Houdek
2015-06-06Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""Jules Blok
This reverts commit 9ef1ca4141e8211fce7a2b852b5c58d59393baac.
2015-06-06Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""Jules Blok
This reverts commit 05d60f4fef5fb7377ed1f2f905b48e93926501b3.
2015-06-02OGL: Rewrite POKE_Z with a draw calldegasus
It's now also merged and it should be faster than the glClear way.
2015-06-02Fix invalid enums on OpenGLESDwayne Slater
2015-05-29OGL: Always use sampler objects.degasus
We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
2015-05-27OGL: use GL_TEXTURE* constantsTillmann Karras
2015-05-25Merge pull request #2357 from degasus/ogl_efb_poke_mergeRyan Houdek
ogl: efb poke merge
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-20Revert "OGL: Change the depth buffer type to GL_FLOAT."Jules Blok
This reverts commit 4b2e04b862ef0e5166f1c855148a44bc7c88f381.
2015-05-20Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."Jules Blok
This reverts commit be810eb75038bce43054d9a4443d59c5ddf0be83.
2015-05-20OGL: reimplement poke-colordegasus
2015-05-08OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.Jules Blok
2015-05-08OGL: Change the depth buffer type to GL_FLOAT.Jules Blok
2015-03-12OpenGL: use ClampUL instead of ClampLL where appropriate.magumagu
2015-01-09FramebufferManager: Remove unnecessary sampler declaration.Jules Blok
It's not needed and invalid when declared for the geometry shader.
2014-12-25FramebufferManagerBase: Remove obsolete parameters.Jules Blok
2014-12-24FramebufferManagerBase: Only allocate one layer for Real XFB.Jules Blok
2014-12-24FramebufferManager: Copy all EFB layers to the XFB framebuffer.Jules Blok
2014-12-23FramebufferManager: Use a separate layer variable.Jules Blok
2014-12-21FramebufferManager: Support stereoscopic EFB format changes.Jules Blok
2014-12-20FramebufferManager: Support resolving a multi-layered EFB in OGL.Jules Blok
2014-12-19FramebufferManager: Support resolving a multi-layered EFB in D3D.Jules Blok
2014-12-11OGL: Ensure a VAO is bound for all attributeless.Unknown W. Brackets
Unfortunately, some of these cases are not well tested, because I don't know how to reproduce them.
2014-12-05FramebufferManager: Bind only the first framebuffer layer when the EFB only ↵Jules Blok
has one layer.
2014-12-03OGL: Don't use texture arrays for MSAA.Jules Blok
This solves a performance regression on AMD cards. We don't currently support stereoscopy for MSAA anyway.
2014-11-23TextureCache: Ensure that all render target textures have as many layers as ↵Jules Blok
the frame buffer. Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23VideoConfigDiag: Add stereoscopy options group.Jules Blok
2014-11-23Add geometry shader generator for stereo 3D.Jules Blok
2014-11-23use GL_TEXTURE_2D_ARRAY for most of our texturesdegasus
2014-10-26OGL: Get rid of error macrosLioncash
2014-10-23OGL: force enable postprocessingdegasus
2014-09-19Fix build failing when disabling precompiled headers.Rohit Nirmal
2014-07-18Support Sampler binding in the shader.Ryan Houdek
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-05-19ogl: pixel format shader without resolvingdegasus
v2: Don't use std::to_string as this function is broken on android.
2014-05-19ogl: use ARB_texture_multisample for msaadegasus
2014-05-19ogl: drop csaa supportdegasus
2014-04-12OpenGL backend: remove useless header Globals.h.magumagu
The header has no content, so it can can just be deleted.
2014-03-11Fixes spacing for "for", "while", "switch" and "if"Matthew Parlane
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.