| Age | Commit message (Collapse) | Author |
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It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
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wrong format. Also a few minor shader issues where they were using integers in place of floats.
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usages. This is needed to have GLES3 support.
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since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
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wtf have I done? fans aren't supported well on hardware
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this is the first step, uniform handling is still missing
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texture_rect isn't in core 3.0, so the long texture function must be used
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rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
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Conflicts:
Source/Core/VideoCommon/Src/VertexManagerBase.cpp
Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
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Conflicts:
Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
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also require this extention (OGL3.0), but it have one _realy_ big advantage:
- now it's possible to blit between different texture sizes, so all util draw calls can be implemented as blit
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This is only a hack. The correct solution would be:
1. don't use GL_TEXTURE_RECT ever. GL_TEXTURE_2D should also be faster
2. use GL_TEXTURE8+ for util textures
3. both
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Conflicts:
Source/Core/DolphinWX/Src/VideoConfigDiag.h
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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should be done with VAO, but atm, this is not possible :-(
this also partial revert the fix in fb92c338af83 (activating texture0 globally).
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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Mario's shadow.
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when The user had UBO support but not Binding support.
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if we aren't using UBOs.
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Probably why Vertex shader UBO is failing. Too tired to investigate right now.
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Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
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anywhere and it basically does the same as EncodeToRamFromTexture anyway
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for texcache rewrite :/
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Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends.
Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
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resolution, instead of the hard coded 640x480 resolution.
Also if the OpenGL backend throw a panic alert if the RGB to/from YUYV shaders fail to compile instead of an error log. If these shaders fail to compile it should be reported. I am not sure that a panic alert should be thrown in general when any shader fails to compile (as was discussed on IRC).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7677 8ced0084-cf51-0410-be5f-012b33b47a6e
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