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path: root/Source/Core/VideoBackends/OGL/Render.cpp
AgeCommit message (Collapse)Author
2016-08-31OGL: Remove unnecessary renderer global referencesLioncash
2016-08-23OGL: Handle cases where reversed depth is already used.Jules Blok
2016-08-19Fix a really stupid GLSL version parsing bugChris Burgener
2016-08-18OGL: Workaround gl_ClipDistance bug on Mesa i965.Jules Blok
2016-08-16Improve documentation.Jules Blok
2016-08-15Cosmetics.Jules Blok
2016-08-15DriverDetails: Add bug for broken gl_ClipDistance on i965.Jules Blok
2016-08-15VideoCommon: Add a user-defined far clipping plane.Jules Blok
2016-08-15OGL: Disable clip distance on when not in a game-like state.Jules Blok
2016-08-15OGL: Check for GL_DEPTH_CLAMP support.Jules Blok
It's not available in OpenGL ES and officially it's not supported on OpenGL 3.0/3.1. Fallback to old depth range code if there is no method to disable depth clipping. It's more important to have correct clipping than to have accurate depth values. Inaccurate depth values can be fixed by slow depth.
2016-08-15VertexShaderGen: Use reversed depth range.Jules Blok
2016-08-15VideoBackends: Enable depth clamping.Jules Blok
2016-08-15VertexShaderGen: Clip z using user-defined clipping planes.Jules Blok
2016-08-15VideoCommon: Implement depth range equation in vertex shader.Jules Blok
2016-06-26VideoBackends: Merge Initialize and Shutdown functions.degasus
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
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