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* Fix the Geomtry shader to output 2 triangles for quad primitive (ie 2R rendering) - There is an AMD driver bug on geomtry shader input interface (well could be the spec too). Tell me if it still working on nvidia * Add a workaroung to a previous AMD bug. It is impossible to unattach a shader so destroy the full shader pipeline... * Be more strict on FBO management. Would optimize it later * use a texture insted of a render buffer for depth-stencil management. * add more dumping capabilities (in particular depth buffer) git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5033 96395faa-99c1-11dd-bbfe-3dabce05a288