Ryan Houdek 
							
						 
					 
					
						
						
							
						
						7650117c26 
					 
					
						
						
							
							Properly support MSAA and SSAA as separate features(+GLES)  
						
						 
						
						... 
						
						
						
						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). 
						
						
					 
					
						2015-09-05 05:23:29 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								booto 
							
						 
					 
					
						
						
							
						
						2e28ed3291 
					 
					
						
						
							
							Video: respect stride of efb copies to xfb  
						
						 
						
						
						
						
					 
					
						2015-07-25 01:52:12 +08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						3f46491255 
					 
					
						
						
							
							Fix OpenGL ES shader compilation.  
						
						 
						
						
						
						
					 
					
						2015-06-07 19:44:44 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						37dc8661ab 
					 
					
						
						
							
							Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""  
						
						 
						
						... 
						
						
						
						This reverts commit 9ef1ca4141 . 
						
						
					 
					
						2015-06-06 20:10:23 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						8cc271516d 
					 
					
						
						
							
							Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""  
						
						 
						
						... 
						
						
						
						This reverts commit 05d60f4fef . 
						
						
					 
					
						2015-06-06 20:09:22 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						84b13de538 
					 
					
						
						
							
							OGL: Rewrite POKE_Z with a draw call  
						
						 
						
						... 
						
						
						
						It's now also merged and it should be faster than the glClear way. 
						
						
					 
					
						2015-06-02 23:06:41 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Dwayne Slater 
							
						 
					 
					
						
						
							
						
						ebf3048494 
					 
					
						
						
							
							Fix invalid enums on OpenGLES  
						
						 
						
						
						
						
					 
					
						2015-06-02 12:13:31 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						c4fc141ced 
					 
					
						
						
							
							OGL: Always use sampler objects.  
						
						 
						
						... 
						
						
						
						We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere. 
						
						
					 
					
						2015-05-29 14:03:03 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						285ac34bf3 
					 
					
						
						
							
							OGL: use GL_TEXTURE* constants  
						
						 
						
						
						
						
					 
					
						2015-05-27 15:05:49 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						dad5d8e13d 
					 
					
						
						
							
							Merge pull request  #2357  from degasus/ogl_efb_poke_merge  
						
						 
						
						... 
						
						
						
						ogl: efb poke merge 
						
						
					 
					
						2015-05-25 23:26:39 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						30ebb2459e 
					 
					
						
						
							
							Set copyright year to when a file was created  
						
						 
						
						
						
						
					 
					
						2015-05-25 13:22:31 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						cefcb0ace9 
					 
					
						
						
							
							Update license headers to GPLv2+  
						
						 
						
						
						
						
					 
					
						2015-05-25 13:22:31 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						05d60f4fef 
					 
					
						
						
							
							Revert "OGL: Change the depth buffer type to GL_FLOAT."  
						
						 
						
						... 
						
						
						
						This reverts commit 4b2e04b862 . 
						
						
					 
					
						2015-05-20 14:22:29 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						9ef1ca4141 
					 
					
						
						
							
							Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format."  
						
						 
						
						... 
						
						
						
						This reverts commit be810eb750 . 
						
						
					 
					
						2015-05-20 14:22:28 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						d91d935057 
					 
					
						
						
							
							OGL: reimplement poke-color  
						
						 
						
						
						
						
					 
					
						2015-05-20 11:05:31 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						be810eb750 
					 
					
						
						
							
							OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.  
						
						 
						
						
						
						
					 
					
						2015-05-08 14:29:30 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						4b2e04b862 
					 
					
						
						
							
							OGL: Change the depth buffer type to GL_FLOAT.  
						
						 
						
						
						
						
					 
					
						2015-05-08 14:29:29 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								magumagu 
							
						 
					 
					
						
						
							
						
						269be03908 
					 
					
						
						
							
							OpenGL: use ClampUL instead of ClampLL where appropriate.  
						
						 
						
						
						
						
					 
					
						2015-03-12 13:24:52 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						031096c8d4 
					 
					
						
						
							
							FramebufferManager: Remove unnecessary sampler declaration.  
						
						 
						
						... 
						
						
						
						It's not needed and invalid when declared for the geometry shader. 
						
						
					 
					
						2015-01-09 14:53:56 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						46bb4fd364 
					 
					
						
						
							
							FramebufferManagerBase: Remove obsolete parameters.  
						
						 
						
						
						
						
					 
					
						2014-12-25 00:58:16 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						b109b31f61 
					 
					
						
						
							
							FramebufferManagerBase: Only allocate one layer for Real XFB.  
						
						 
						
						
						
						
					 
					
						2014-12-24 17:22:23 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						12412ac5b7 
					 
					
						
						
							
							FramebufferManager: Copy all EFB layers to the XFB framebuffer.  
						
						 
						
						
						
						
					 
					
						2014-12-24 17:22:22 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						01718eafa6 
					 
					
						
						
							
							FramebufferManager: Use a separate layer variable.  
						
						 
						
						
						
						
					 
					
						2014-12-23 13:16:03 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						ba242d27c8 
					 
					
						
						
							
							FramebufferManager: Support stereoscopic EFB format changes.  
						
						 
						
						
						
						
					 
					
						2014-12-21 15:25:58 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						d37b65c117 
					 
					
						
						
							
							FramebufferManager: Support resolving a multi-layered EFB in OGL.  
						
						 
						
						
						
						
					 
					
						2014-12-20 16:08:00 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						761749e07f 
					 
					
						
						
							
							FramebufferManager: Support resolving a multi-layered EFB in D3D.  
						
						 
						
						
						
						
					 
					
						2014-12-19 22:37:28 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Unknown W. Brackets 
							
						 
					 
					
						
						
							
						
						029f8c3c3f 
					 
					
						
						
							
							OGL: Ensure a VAO is bound for all attributeless.  
						
						 
						
						... 
						
						
						
						Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them. 
						
						
					 
					
						2014-12-11 09:42:49 -08:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						42bb48bd46 
					 
					
						
						
							
							FramebufferManager: Bind only the first framebuffer layer when the EFB only has one layer.  
						
						 
						
						
						
						
					 
					
						2014-12-05 00:36:10 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						40920b3823 
					 
					
						
						
							
							OGL: Don't use texture arrays for MSAA.  
						
						 
						
						... 
						
						
						
						This solves a performance regression on AMD cards.
We don't currently support stereoscopy for MSAA anyway. 
						
						
					 
					
						2014-12-03 01:39:43 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						8210b9c915 
					 
					
						
						
							
							TextureCache: Ensure that all render target textures have as many layers as the frame buffer.  
						
						 
						
						... 
						
						
						
						Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour. 
						
						
					 
					
						2014-11-23 14:27:40 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						9b22e15180 
					 
					
						
						
							
							VideoConfigDiag: Add stereoscopy options group.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:27:38 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jules Blok 
							
						 
					 
					
						
						
							
						
						b005f61a2e 
					 
					
						
						
							
							Add geometry shader generator for stereo 3D.  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:22:55 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						6670cacddc 
					 
					
						
						
							
							use GL_TEXTURE_2D_ARRAY for most of our textures  
						
						 
						
						
						
						
					 
					
						2014-11-23 14:22:22 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						49b94e5285 
					 
					
						
						
							
							OGL: Get rid of error macros  
						
						 
						
						
						
						
					 
					
						2014-10-26 04:54:58 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						7292ea6a04 
					 
					
						
						
							
							OGL: force enable postprocessing  
						
						 
						
						
						
						
					 
					
						2014-10-23 00:21:52 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Rohit Nirmal 
							
						 
					 
					
						
						
							
						
						46057db37d 
					 
					
						
						
							
							Fix build failing when disabling precompiled headers.  
						
						 
						
						
						
						
					 
					
						2014-09-19 18:17:51 -04:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						bc9ef95643 
					 
					
						
						
							
							Support Sampler binding in the shader.  
						
						 
						
						... 
						
						
						
						In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. 
						
						
					 
					
						2014-07-18 17:04:03 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						c1b6fcc00b 
					 
					
						
						
							
							ogl: pixel format shader without resolving  
						
						 
						
						... 
						
						
						
						v2: Don't use std::to_string as this function is broken on android. 
						
						
					 
					
						2014-05-19 09:29:40 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						e150d307a6 
					 
					
						
						
							
							ogl: use ARB_texture_multisample for msaa  
						
						 
						
						
						
						
					 
					
						2014-05-19 09:21:44 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						afea848e3b 
					 
					
						
						
							
							ogl: drop csaa support  
						
						 
						
						
						
						
					 
					
						2014-05-19 09:21:44 +02:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								magumagu 
							
						 
					 
					
						
						
							
						
						812ff4686b 
					 
					
						
						
							
							OpenGL backend: remove useless header Globals.h.  
						
						 
						
						... 
						
						
						
						The header has no content, so it can can just be deleted. 
						
						
					 
					
						2014-04-12 19:25:37 -07:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Matthew Parlane 
							
						 
					 
					
						
						
							
						
						31cfc73a09 
					 
					
						
						
							
							Fixes spacing for "for", "while", "switch" and "if"  
						
						 
						
						... 
						
						
						
						Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining. 
						
						
					 
					
						2014-03-11 00:35:07 +13:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Tillmann Karras 
							
						 
					 
					
						
						
							
						
						d802d39281 
					 
					
						
						
							
							clang-modernize -use-nullptr  
						
						 
						
						... 
						
						
						
						and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine 
						
						
					 
					
						2014-03-09 21:14:26 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Pierre Bourdon 
							
						 
					 
					
						
						
							
						
						425f9dcd51 
					 
					
						
						
							
							Fix more header sorting issues in VideoBackends/ (now check-includes clean).  
						
						 
						
						
						
						
					 
					
						2014-02-20 01:01:11 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Lioncash 
							
						 
					 
					
						
						
							
						
						2afe215271 
					 
					
						
						
							
							Convert all includes to relative paths.  
						
						 
						
						
						
						
					 
					
						2014-02-18 02:19:10 -05:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								crudelios 
							
						 
					 
					
						
						
							
						
						9b6c6fa9e4 
					 
					
						
						
							
							BBox: Changed the rounding again, the old one fixed Paper Mario but had bugs in Mickey's Magical Mirror. This change fixes the glitches in both games.  
						
						 
						
						... 
						
						
						
						Also fixed some compiler warnings. 
						
						
					 
					
						2014-01-26 13:21:22 +00:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Ryan Houdek 
							
						 
					 
					
						
						
							
						
						71681de81a 
					 
					
						
						
							
							[GLExtensions] Initial code drop for GLExtensions. This drops GLEW entirely 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 
						
						
					 
					
						2014-01-17 15:50:51 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								degasus 
							
						 
					 
					
						
						
							
						
						0f0a3cc509 
					 
					
						
						
							
							ogl: clamp to edge for out of bound efb access  
						
						 
						
						... 
						
						
						
						fixes issue 6898
OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense. 
						
						
					 
					
						2014-01-03 08:15:19 +01:00  
					
					
						 
						
						
							
							
							 
							
							
							
							
							 
						
					 
				 
			
				
					
						
							
							
								 
								Jasper St. Pierre 
							
						 
					 
					
						
						
							
						
						34692ab826 
					 
					
						
						
							
							Remove unnecessary Src/ folders  
						
						 
						
						
						
						
					 
					
						2013-12-31 14:03:19 -05:00