| Age | Commit message (Collapse) | Author |
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- Isolate it into it's own namespace
- Shorten function names, the namespace self-documents.
- Just use the std I/O, we can just write directly to the stream for
logging.
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All it did was raise complexity.
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Mesa report GLES version as "3.0" not "3.00"
Spec mandates X.Y versioning scheme, doesn't say how long the decimal place must be.
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gcc doesn't optimize this loops with -O2, so using memset now.
A flag to skip the clear funktion was added as the cache is already cleared most of the time.
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This matches how ARM handles their naming in their drivers for different models.
Really it's that way because both Mali-T6xx and Mali-T7xx fall under Midgard.
While everything else (except Mali-55) fall under Utgard.
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Add Mali driver version check and support of checking for Mali-T7xx
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The header has no content, so it can can just be deleted.
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They are similar enough that they will share bugs with their drivers, so make them fall under the same Mali-Txxx umbrella of bug issues.
If there is ever a need in the future for having separate bugs depending on family, we can support that then.
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This is the only way we can determine the video driver version with mali.
Really it's a good thing that they only push driver updates once every two years, makes it easy to determine what driver anybody is running.
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GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use.
Changes our GLSL version enums to bit values so we can check for both ES versions easily.
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enumerations.
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Implement EFB pokes in the OpenGL backend.
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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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VideoCommon API cleanups
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This one is backend independed. The backend should recalc such things on their own.
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and some things suggested by cppcheck and compiler warnings.
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This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
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This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
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Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
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On Windows, nvidia don't give us their driver version, so we can't workaround any issues.
As buffer_storage is broken on some drivers, we wanted to disble it for them.
So we can't.
Luckyly only "some" released driver versions are affected as this extension is only available since some months. Let's hope that nobody have to use one of this driver version, else they will get a black screen ...
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in Mickey's Magical Mirror. This change fixes the glitches in both games.
Also fixed some compiler warnings.
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removes the need for a couple compile time differences between GL and GLES3 mode.
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pointers. In Desktop OpenGL there is no suffix. So handle this correctly. Make the GrabFunction macro slightly less evil, so update the init_* to reflect it. Thanks Bh44L for the suggestion.
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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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The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.
So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
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Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
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