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* gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp2019-01-071-0/+1
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* gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp2019-01-071-0/+2
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* gl_rasterizer_cache: Texture view if shader samples array but OGL is notReinUsesLisp2018-12-301-3/+29
| | | | | | | When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view.
* Implemented Tile Width SpacingFernandoS272018-11-261-3/+10
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* Implemented Fast Layered CopyFernandoS272018-11-201-0/+1
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* rasterizer_cache: Remove reliance on the System singletonLioncash2018-11-081-1/+3
| | | | | | Rather than have a transparent dependency, we can make it explicit in the interface. This also gets rid of the need to put the core include in a header.
* Merge pull request #1616 from FernandoS27/cube-arraybunnei2018-11-051-0/+2
|\ | | | | Implement Cube Arrays
| * Implement Cube ArraysFernandoS272018-11-011-0/+2
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* | Fix ASTC Decompressor to support depth parameterFernandoS272018-11-021-1/+1
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* video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp2018-10-301-781/+8
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* Merge pull request #1580 from FernandoS27/mm-implbunnei2018-10-301-7/+78
|\ | | | | Implemented Mipmaps
| * Fixed mipmap block autosizing algorithmFernandoS272018-10-291-9/+15
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| * Fixed Block Resizing algorithm and Clang FormatFernandoS272018-10-291-8/+15
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| * Implement Mip FilterFernandoS272018-10-291-2/+2
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| * Implement MipmapsFernandoS272018-10-281-7/+65
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* | renderer_opengl: Correct bpp value for ASTC_2D_8X5_SRGBRodolfo Bogado2018-10-291-1/+1
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* Correct bpp value for ASTC_2D_8X5Tobias2018-10-281-1/+1
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* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-19/+61
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* Implement Default Block Height for each formatFernandoS272018-10-271-0/+62
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* Fixed Layered Textures Loading and CubemapsFernandoS272018-10-231-0/+40
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* Implement 3D TexturesFernandoS272018-10-181-0/+3
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* gl_rasterizer_cache: Use AccurateCopySurface for use_accurate_gpu_emulation.bunnei2018-10-161-0/+3
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* rasterizer_cache: Refactor to support in-order flushing.bunnei2018-10-161-13/+4
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* gl_rasterizer_cache: Refactor to only call GetRegionEnd on surface creation.bunnei2018-10-161-2/+5
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* gl_rasterizer_cache: Separate guest and host surface size managment.bunnei2018-10-161-12/+26
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* gl_rasterizer_cache: Rename GetGLBytesPerPixel to GetBytesPerPixel.bunnei2018-10-161-7/+8
| | | | - This does not really have anything to do with OpenGL.
* gl_rasterizer_cache: Remove unused FlushSurface method.bunnei2018-10-161-3/+0
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* gl_rasterizer_cache: Clamp cached surface size to mapped GPU region size.bunnei2018-10-161-3/+8
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* gl_rasterizer_cache: Reintroduce code for handling swizzle and flush to guest RAM.bunnei2018-10-161-0/+13
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* Added ASTC 5x4; 8x5Hexagon122018-10-131-5/+15
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* Add memory Layout to Render Targets and Depth BuffersFernandoS272018-10-101-4/+4
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* Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-101-1/+4
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* gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies.bunnei2018-10-061-0/+9
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* gl_rasterizer_cache: Fixes to how we do render to cubemap.bunnei2018-09-301-23/+0
| | | | - Fixes issues with Splatoon 2.
* gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-301-0/+34
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* gl_rasterizer_cache: Add support for SurfaceTarget::TextureCubemap.bunnei2018-09-301-0/+2
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* gl_rasterizer_cache: Track texture target and depth in the cache.bunnei2018-09-301-2/+3
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* gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario.bunnei2018-09-301-2/+5
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* gl_rasterizer_cache: Keep track of surface 2D size separately from total size.bunnei2018-09-301-6/+12
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* Added glObjectLabels for renderdoc for textures and shader programs (#1384)David2018-09-231-0/+21
| | | | | | | | * Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize
* Merge pull request #1326 from FearlessTobi/port-4182bunnei2018-09-171-15/+17
|\ | | | | Port #4182 from Citra: "Prefix all size_t with std::"
| * Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-151-15/+17
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* | Merge pull request #1329 from raven02/bgr5a1ubunnei2018-09-171-0/+3
|\ \ | | | | | | Implement RenderTargetFormat::BGR5A1_UNORM
| * | Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)raven022018-09-151-0/+3
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* / Implement ASTC_2D_8X8 (Bayonetta 2)raven022018-09-161-5/+10
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* gl_shader_cache: Remove cache_width/cache_height.bunnei2018-09-121-6/+2
| | | | | - This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
* gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.bunnei2018-09-101-0/+2
| | | | - Used by Octopath Traveler (with multiple render targets).
* gl_rasterizer: Implement multiple color attachments.bunnei2018-09-101-5/+6
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* gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures.bunnei2018-09-081-0/+4
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* gl_rasterizer_cache: Track texture depth.bunnei2018-09-081-1/+2
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* gl_rasterizer_cache: Keep track of texture type per surface.bunnei2018-09-081-1/+34
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* gl_rasterizer_cache: Remove unused DownloadGLTexture.bunnei2018-09-081-1/+0
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* gl_rasterizer_cache: Also use reserve cache for RecreateSurface.bunnei2018-08-311-12/+3
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* gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.bunnei2018-08-311-7/+4
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* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-311-28/+38
| | | | | | | | | * Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
* gl_rasterizer_cache: Update to use RasterizerCache base class.bunnei2018-08-281-27/+10
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* gl_rasterizer_cache: Reserve surfaces that have already been created for later use.bunnei2018-08-231-0/+33
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* renderer_opengl: Namespace OpenGL codeLioncash2018-08-221-0/+4
| | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
* Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.Subv2018-08-201-2/+3
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* Implemented RGBA8_UINTDavid Marcec2018-08-201-45/+53
| | | | Needed by kirby
* gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.bunnei2018-08-161-8/+16
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* Merge pull request #1077 from bunnei/rgba16ubunnei2018-08-151-1/+9
|\ | | | | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
| * gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.bunnei2018-08-151-1/+9
| | | | | | | | - Used by Breath of the Wild.
* | gl_rasterizer_cache: Cleanup some PixelFormat names and logging.bunnei2018-08-151-26/+56
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* Merge pull request #1068 from bunnei/g8r8sbunnei2018-08-151-29/+40
|\ | | | | gl_rasterizer_cache: Implement G8R8S format.
| * gl_rasterizer_cache: Implement G8R8S format.bunnei2018-08-151-29/+40
| | | | | | | | - Used by Super Mario Odyssey.
* | Implement Z16_UNORM in PixelFormatFromTextureFormat functiongreggameplayer2018-08-151-0/+2
|/ | | Require by Zelda Breath Of The Wild
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei2018-08-141-37/+43
| | | | - Used by Breath of the Wild.
* Implement RG32UI and R32UIDavid Marcec2018-08-131-7/+35
| | | | Needed for xenoblade
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei2018-08-131-34/+40
| | | | - Used by Breath of the Wild.
* renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei2018-08-131-6/+12
| | | | - Used by Breath of the Wild.
* Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)greggameplayer2018-08-121-35/+49
| | | | - Used by Go Vacation
* gl_rasterizer: Implement render target format RG8_SNORM.bunnei2018-08-121-5/+11
| | | | - Used by Super Mario Odyssey.
* gl_rasterizer: Implement render target format RGBA8_SNORM.bunnei2018-08-121-43/+57
| | | | - Used by Super Mario Odyssey.
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)greggameplayer2018-08-111-12/+39
| | | | | | | | | | | | | | | * Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
* Merge pull request #1004 from lioncash/unusedbunnei2018-08-101-2/+1
|\ | | | | gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
| * gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()Lioncash2018-08-101-2/+1
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* | textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-101-86/+0
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* Implement SNORM for BC5/DXN2 (#998)Khangaroo2018-08-101-26/+38
| | | | | | | | | | | * Implement BC5/DXN2 (#996) - Used by Kirby Star Allies. * Implement BC5/DXN2 SNORM UNORM for Kirby Star Allies SNORM for Super Mario Odyssey
* Implement BC5/DXN2 (#996)Khangaroo2018-08-091-21/+28
| | | - Used by Kirby Star Allies.
* gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.bunnei2018-08-081-0/+3
| | | | - Used by Super Mario Odyssey.
* Fixed the sRGB pixel format (#963)Hexagon122018-08-081-1/+2
| | | | | | * Changed the sRGB pixel format return * Add a message about SRGBA -> RGBA conversion
* gl_rasterizer_cache: Avoid superfluous surface copies.bunnei2018-08-061-0/+11
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* Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2018-08-021-6/+13
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* Implement R32_FLOAT RenderTargetFormatUnknown2018-08-011-0/+3
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* GPU: Allow using R16F as a render target format.Subv2018-07-261-1/+3
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* Implement R16_G16Unknown2018-07-261-6/+67
| | | | | | | | | | | | | | | | | | correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment
* Merge pull request #819 from Subv/srgbbunnei2018-07-251-6/+11
|\ | | | | GPU: Use the right texture format for sRGBA framebuffers.
| * GPU: Use the right texture format for sRGBA framebuffers.Subv2018-07-251-6/+11
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* | GPU: Allow the use of Z24S8 as a texture format.Subv2018-07-251-0/+4
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* Merge pull request #816 from Subv/z32_s8bunnei2018-07-251-0/+8
|\ | | | | GPU: Implemented the Z32_S8_X24 depth buffer format.
| * GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2018-07-251-0/+8
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* | Merge pull request #815 from Subv/z32f_texbunnei2018-07-251-0/+4
|\ \ | | | | | | GPU: Allow using Z32 as a texture format.
| * | GPU: Allow using Z32 as a texture format.Subv2018-07-251-0/+4
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* / GPU: Allow the usage of R8 as a render target format.Subv2018-07-251-0/+3
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* GPU: Implemented the R16 and R16F texture formats.Subv2018-07-241-4/+23
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* GPU: Implement texture format R32F.Subv2018-07-241-4/+11
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* gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-241-4/+14
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* gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT.bunnei2018-07-241-7/+27
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* gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM.bunnei2018-07-241-4/+14
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* gl_rasterizer_cache: Add missing log statements.bunnei2018-07-241-0/+2
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* gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load.bunnei2018-07-221-0/+3
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* gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set.bunnei2018-07-221-22/+16
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* gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer.bunnei2018-07-221-3/+3
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* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-151-4/+11
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* gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-151-0/+8
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* GPU: Implemented the BC7U texture format.Subv2018-07-071-4/+11
| | | | Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
* GPU: Implemented the 32 bit float depth buffer format.Subv2018-07-041-0/+9
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* GPU: Only configure the used framebuffers during clear.Subv2018-07-041-2/+7
| | | | Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
* gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2018-07-031-0/+8
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* Rename logging macro back to LOG_*James Rowe2018-07-031-7/+7
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* GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-021-2/+45
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* GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-301-5/+16
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* gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces.bunnei2018-06-271-3/+40
| | | | | | gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings.
* gl_rasterizer_cache: Various fixes for ASTC handling.bunnei2018-06-271-6/+5
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* gl_rasterizer_cache: Use SurfaceParams as a key for surface caching.bunnei2018-06-271-13/+33
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* gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei2018-06-271-0/+11
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* gl_rasterizer_cache: Cache size_in_bytes as a const per surface.bunnei2018-06-271-0/+1
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* gl_rasterizer_cache: Refactor to make SurfaceParams members const.bunnei2018-06-271-13/+13
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* gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces.bunnei2018-06-271-274/+49
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* gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-181-0/+16
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* GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-061-4/+14
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* GPU: Fixed the compression factor for RGBA16F textures.Subv2018-06-061-1/+1
| | | | They're not compressed.
* GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-021-0/+7
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* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-311-3/+14
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* GPU: Implemented the R8 texture format (0x1D)Subv2018-05-301-3/+10
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* GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-271-3/+12
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* gl_rasterizer_cache: Use CHAR_BIT for bpp conversions instead of 8.bunnei2018-04-251-1/+1
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* gl_rasterizer_cache: Add a function for finding framebuffer GPU address.bunnei2018-04-251-0/+3
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* gl_rasterizer_cache: Handle compressed texture sizes.bunnei2018-04-251-4/+48
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* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-251-11/+16
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* GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.Subv2018-04-231-0/+2
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* GPU: Implement the A2BGR10 texture format.Subv2018-04-221-3/+9
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* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2018-04-191-3/+15
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* GPU: Implemented the B5G6R5 format.Subv2018-04-191-3/+13
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* GLCache: Added boilerplate code to make supporting configurable texture component types.Subv2018-04-181-0/+44
| | | | For now only the UNORM type is supported.
* GLCache: Unify texture and framebuffer formats when converting to OpenGL.Subv2018-04-181-13/+7
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* GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.Subv2018-04-181-7/+7
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* GLCache: Take into account the texture's block height when caching and unswizzling.Subv2018-04-181-0/+1
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* GLCache: Added a function to convert cached PixelFormats back to texture formats.Subv2018-04-181-0/+12
| | | | TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
* gl_rasterizer_cache: Add missing LOG statements.bunnei2018-04-181-0/+3
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* renderer_opengl: Use OGLProgram instead of OGLShader.bunnei2018-04-141-1/+1
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* RasterizerCache: Remove 3DS-specific pixel formats.Subv2018-04-071-59/+30
| | | | We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
* gl_rasterizer_cache.h: Update from citra to yuzuN00byKing2018-04-041-3/+3
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* gl_rasterizer_cache: Implement UpdatePagesCachedCount.bunnei2018-03-271-1/+1
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* gl_rasterizer_cache: Implement GetFramebufferSurfaces.bunnei2018-03-271-1/+10
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* gl_rasterizer: Implement AccelerateDisplay method from Citra.bunnei2018-03-231-1/+11
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* video_core: Remove usage of PAddr and replace with VAddr.bunnei2018-03-231-9/+9
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* renderer: Create rasterizer and cleanup.bunnei2018-03-231-2/+2
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* renderer_gl: Port over gl_rasterizer_cache module from Citra.bunnei2018-03-201-0/+350
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-239/+0
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* VideoCore: Split regs.h inclusionsYuri Kunde Schlesner2017-02-091-1/+2
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* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-041-1/+1
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* VideoCore: Split framebuffer regs from Regs structYuri Kunde Schlesner2017-02-041-3/+3
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* VideoCore: Split texturing regs from Regs structYuri Kunde Schlesner2017-02-041-2/+2
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* video_core: silence unused-local-typedef boost related warning on GCCKloen2017-01-291-0/+7
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* OpenGL: Drop framebuffer completeness check.Markus Wick2016-12-071-1/+1
| | | | | | | This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148
* OpenGL: Non-zero stride only makes sense for linear buffersYuri Kunde Schlesner2016-12-041-1/+2
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-4/+0
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-191-2/+2
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-33/+45
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-4/+10
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* HWRasterizer: Texture forwardingtfarley2016-04-211-18/+191
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* OpenGL: Rename cache functions to better match what they actually doYuri Kunde Schlesner2015-12-071-4/+4
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* video_core: Reorganize headersLioncash2015-09-111-6/+6
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* OpenGL: Use Sampler Objects to decouple sampler config from texturesYuri Kunde Schlesner2015-09-031-1/+6
| | | | Fixes #978
* gl_rasterizer_cache: Detect and ignore unnecessary texture flushes.bunnei2015-08-281-1/+3
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* OpenGL renderertfarley2015-05-231-0/+36