Also, in Android disable EGL image if using the angle renderer and disable fragment based depth.
Neither of the above seem to work in Android with the Angle renderer
By design, FBInfo should control all copies from/to RDRAM.
When it is enabled, other options should be disabled.
IN practice it does not always work yet.
Problem: JFG crosshair has incorrect color when FBInfo and Aux buffer copy are enabled.
"Aux buffer copy" copies the buffer and removes it.
If aux buffer is the current one, the current buffer set to null.
FBInfo uses ColorBufferToRDRAM to copy color buffer ti RDRAM.
ColorBufferToRDRAM does nothing when current frame buffer is null, so
FBInfo can't copy the buffer.
Solution: allow copy to RDRAM when current buffer is null.
Note: copy to RDRAM when current buffer is null was disabled in
commit bbc71c3f0 to fix problem "Snowboard Kids causes segmentation fault #477"
Now Snowboard Kids does not crash here.
when current frame buffer is null.
Problem: FBInfo does not work when Aux buffer copy is enabled.
"Aux buffer copy" copies the buffer and removes it.
If aux buffer is the current one, the current buffer set to null.
FBinfo renders RDRAM buffer to the frame buffer using GraphicsDrawer::drawTexturedRect.
It does nothing if GraphicsDrawer::_canDraw() returns false.
_canDraw() returns false if current buffer is null.
Thus, pixels from RDRAM are not copied.
Solution: Always render aux texrects.
Fast path totally disables mip-map calculations when "mip-map emulation" option is disabled.
Accurate path works differently. It just set lod to 1.0, which forces most detailed textures to be used.
However, the remained calculations are performed and the mip-map tiles still must be in texture atlas format.
Fixed black textures in GE when mip-map emulation is disabled, see #2641
PowerVR needs depth to be cleared every frame, otherwise most geometry
is rendered behind the background.
It also needs fragment based depth to be disabled, otherwise geometry
has various depth glitches.
* remove old hack for clamp/wrap tex coords. It seems that the hack is not necessary anymore.
necessary anymore.
* minor optimization for accurate texture path.
This fixes some problems:
* When building out of tree the git command will work in the wrong
directory.
* The user may not actually have git installed.
* The source tree may not actually have the .git directory, for example
when downloading a source archive from github.
There are four main variable for CMAKE_BUILD_TYPE, 'Debug',
'Release', 'RelWithDebInfo' and 'MinSizeRel'. Additionally
there is 'None' which acts as a plain build.