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path: root/Source/Core/VideoBackends/OGL/Render.cpp
AgeCommit message (Collapse)Author
2016-06-20analytics: Report OpenGL's adapter name too.Scott Mansell
2016-05-30[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZEAnthony Serna
2016-05-11OGL: Drop QC ES3.1 workaround.degasus
This was never tested well: HdkR> The tester was most likely trying to load a stale shader cache or something
2016-05-08D3D12: Implement XFB encoding/decoding (support Real XFB)Stenzek
2016-03-26OpenGL: Cache query to max texture size.Scott Mansell
This showed up really high when I was profiling things.
2016-01-28Merge pull request #3426 from Sonicadvance1/ES_fix_framedumpRyan Houdek
Add support for framedumping to OpenGL ES.
2016-01-25Fifo: Make g_bSkipCurrentFrame a TU-local variableLioncash
This is only ever queried, making it a global isn't necessary.
2016-01-20Blacklist Sandy Bridge on mesa from using geometry shaders.Ryan Houdek
2016-01-12Fifo: Create a "Fifo" namespace.degasus
2016-01-10[Android] Add support for rotation and minimizing the applicationRyan Houdek
2016-01-10Merge pull request #3439 from Armada651/depth-rangePierre Bourdon
Render: Clamp the z range to the full range.
2016-01-09Disable geometry shaders on mesa AMD/ATI drivers.Ryan Houdek
Causes misrenderings in games that uses them.
2016-01-09Add support for framedumping to OpenGL ES.Ryan Houdek
2016-01-09Merge pull request #3451 from RisingFog/libavPierre Bourdon
Use ffmpeg for Windows Video Dumping instead of VFW
2016-01-07Use ffmpeg for Windows Video Dumping instead of VFWChris Burgener
2016-01-06Merge pull request #3428 from Sonicadvance1/proper_glextensionsRyan Houdek
Make GLExtensions no longer require slghtly modified GL headers
2016-01-04Merge pull request #3434 from lioncash/enumMarkus Wick
OnScreenDisplay: Make CallbackType an enum class
2016-01-03OGL: Correct unique_ptr typesLioncash
By default unique_ptr will call delete on the given type if an array qualifier isn't present, not delete[]. It's important to explicitly specify an array is being handled.
2016-01-03Render: Clamp the z range to the full range.Jules Blok
2016-01-02VideoBackend: Get rid of a boolean globalLioncash
Also gets rid of global headers
2016-01-02OnScreenDisplay: Make CallbackType an enum classLioncash
2016-01-02Make GLExtensions no longer require slghtly modified GL headers.Ryan Houdek
In fact, removes the need for external headers at all.
2016-01-01Merge pull request #3336 from Sonicadvance1/improve_glextensionsRyan Houdek
[GLExtensions] Improve the extension loader.
2015-12-30Merge pull request #3361 from stenzek/d3d-vectored-efb-pokesMarkus Wick
D3D: Implement vectored efb pokes
2015-12-23OGL: Fix for black framebuffer when resolution/msaa mode changesStenzek
2015-12-22Render: Get rid of explicit new and deleteLioncash
2015-12-20VideoBackends: Simplify initialization and deinitialization of resourcesLioncash
Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null
2015-12-20VideoCommon: Change PokeEFB to take a pointer rather than a vectorStenzek
This saves allocating a vector for the pass-through path.
2015-12-15MSAA: Store samples in ini files.degasus
2015-12-13[OGL] Update extension checks in Render.Ryan Houdek
This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES. This no longer happens so it needed to be changed.
2015-11-19Enable Anisotropic filtering in ES.Ryan Houdek
This adds a check to make sure the vendor supports anisotropic filtering. Pretty much all vendors support this, even the mobile ones.
2015-11-05Remove the "Show EFB Copy Regions" debug option.Scott Mansell
It was only implemented in OpenGL, though the option was visible in both backends, leading to memory leaks if you enabled it in DirectX. And it wasn't particularly useful as a debug feature as it only showed where in the EFB the copies were taken from, not what format it was, or what the copy was used for, or what content was in the EFB at that point in time. Also, it stretched the copy regions relative to the window, so the on-screen regions don't even line up with the window unless the game used the full EFB (some pal games) and you game image stretched to the full window.
2015-10-18Support Conservative Depth as a fallback for EarlyZScott Mansell
Allows Mesa based drivers to support ZCompLoc
2015-09-29OGL: Remove unnecesary FPSCounter include from Render.cppLioncash
2015-09-22EGL: Don't depend on VideoCommon or CoreScott Mansell
2015-09-22Move GL interface code out of the OpenGL video backend.Scott Mansell
2015-09-12Merge pull request #3018 from Armada651/ogl-tabRyan Houdek
OGL: Invert Top-and-Bottom mode.
2015-09-12Merge pull request #3002 from degasus/masterRyan Houdek
OGL: reimplement SSAA based on ARB_gpu_shader5
2015-09-10OGL: Invert Top-and-Bottom mode.Jules Blok
2015-09-10Merge pull request #3012 from degasus/destAlphaRyan Houdek
VideoCommon: Drop "Disable destAlpha" hack
2015-09-10Split OpenGL errors into a separate logtype from Video errors.Scott Mansell
Allows them to be enabled/disabled separately.
2015-09-09VideoCommon: Drop "Disable destAlpha" hackdegasus
This option has no use any more, neither performance nor driver workaround.
2015-09-09Drop DEBUG_SEVERITY_NOTIFICATION messages down to DEBUG_LOGScott Mansell
2015-09-07OGL: reimplement SSAA based on ARB_gpu_shader5degasus
So i965 shall support it again.
2015-09-07[GLES] Enable bounding box support.Ryan Houdek
2015-09-06VideoBackends: Reimplement SSAA, now for D3D + OGLdegasus
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).
2015-09-04Remove all of our workarounds for Qualcomm devices we don't support anymore.Ryan Houdek
2015-09-04Support EXT_blend_func_extended in GLES.Ryan Houdek
This lets us get dual source blending on GLES targets.
2015-09-01[GLES] Support texture_buffer for palette texture conversion.Ryan Houdek
OpenGL ES 3.2 adds this feature to core It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well. For the non-Nvidia vendors that implemented this is: - Qualcomm's Adreno 4xx - IMGTec's PowerVR Rogue