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path: root/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
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2013-08-20ogl: use texture_2d instead of renderbuffer for realxfb + efb2ram fbodegasus
It should do the same on gpu, but textures are more flexible. eg we could copy and sample them directly without blitting.
2013-07-25Fix an issue where TextureConverter.cpp was creating a renderbuffer with the ↵Ryan Houdek
wrong format. Also a few minor shader issues where they were using integers in place of floats.
2013-07-13Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE ↵Ryan Houdek
usages. This is needed to have GLES3 support.
2013-04-17New license header introduced to all Video based projects.Lioncash
2013-04-15Update the license file text (change SVN to Git) in all projects except Core ↵lioncash
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).
2013-04-11ogl: remove GL_TRIANGLE_FAN on utils renderingdegasus
wtf have I done? fans aren't supported well on hardware
2013-04-08ogl: support glsl120degasus
2013-02-13merge glsl headers into one placedegasus
2013-02-13merge Vertex and PixelShaderCache into ProgramShaderCachedegasus
this is the first step, uniform handling is still missing
2013-02-05workaround for glGetUniformLocation in efb2ramdegasus
2013-01-22partial revert of 8a6f7474088edegasus
texture_rect isn't in core 3.0, so the long texture function must be used
2013-01-19glsl: remove usage of old texture2D* functiondegasus
2013-01-19move utils texture to sampler 8+9degasus
rasterfont tex will aways bound to samp8. efb copy utils will be done in samp9.
2013-01-16use renderbuf fo xfbdegasus
2013-01-14use attrib pointers in nativeVertexFormatdegasus
2013-01-14Merge branch 'Graphic_Update' into GLSL-masterdegasus
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
2013-01-14remove old deprecated calls and fixed functions parametersdegasus
2013-01-14remove ubo for efb2ramdegasus
2013-01-11fix warningsdegasus
2013-01-11vertex shader for texture converterdegasus
2013-01-09Merge branch 'arb_framebuffer' into GLSL-masterdegasus
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
2013-01-03uses the ARB_framebuffer_object syntaxdegasus
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
2013-01-03fix some AMD issuesdegasus
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
2013-01-02remove glsl binding support. convert every shader to version 130degasus
2012-12-29always calls glBindBuffer(0) after disabling vaodegasus
2012-12-28switch to glsl 130, more than OpenGL 3.1 isn't neededdegasus
2012-12-27Bit more cleanup from removing Nvidia CGRyan Houdek
2012-12-27Merge branch 'master' into GLSL-masterdegasus
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
2012-12-24Initial removal of Nvidia CG. Still some more cleanup to goRyan Houdek
2012-12-13move glBindBuffer and glBindVertexArray out of VertexManagerdegasus
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13using of vao, warning: ARB_vertex_array_object is neededdegasus
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13also check for vbo updates in EncodeToRamUsingShaderdegasus
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13EncodeToRamUsingShader in vbodegasus
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13reset glEnableClientState befor every drawdegasus
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>
2012-12-13remove usage of glMultiTexCoord2fdegasus
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-10-27Bit of cleanup and fixing of one issue that was noticeable in SMS with ↵Ryan Houdek
Mario's shadow.
2012-10-27Rebase immediate-removal on masterRyan Houdek
2012-10-09fix formatting uglies introduced in glsl-master branchShawn Hoffman
2012-10-09Set Sampler values at program make time instead of every frame. Fix an issue ↵Ryan Houdek
when The user had UBO support but not Binding support.
2012-10-09More coding style fixes because I suck at sedPierre Bourdon
2012-10-09Use UBOs in every shader. I had missed a few. Only cache Uniform locations ↵Ryan Houdek
if we aren't using UBOs.
2012-10-09UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. ↵Ryan Houdek
Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2012-10-09Welp, just fixed that problem.Ryan Houdek
2012-10-09Missed a spot. Most games work now, Still have a problem with viewtiful joe. ↵Ryan Houdek
Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2012-10-09More stuffRyan Houdek
2012-01-31TextureCache: Move EFB copy cache code from TextureConverter to TextureCacheNeoBrainX
2012-01-31TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used ↵NeoBrainX
anywhere and it basically does the same as EncodeToRamFromTexture anyway
2011-08-25Remove immediate mode from the Texture converter, probably need to redo this ↵Ryan Houdek
for texcache rewrite :/
2011-07-15Add a new type of message box (CRITICAL style) which can not be disabled. ↵Glenn Rice
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
2011-07-15On linux use the current desktop resolution for the default fullscreen ↵Glenn Rice
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