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path: root/src/video_core/renderer_opengl/gl_state.cpp (follow)
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* gl_state: Remove completelyReinUsesLisp2020-02-281-90/+0
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* gl_state: Remove program trackingReinUsesLisp2020-02-281-31/+1
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* gl_state: Remove framebuffer trackingReinUsesLisp2020-02-281-35/+0
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* gl_state: Remove image trackingReinUsesLisp2020-02-281-7/+0
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* gl_state: Remove texture and sampler trackingReinUsesLisp2020-02-281-42/+0
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* gl_state: Remove blend state trackingReinUsesLisp2020-02-281-61/+0
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* gl_state: Remove stencil test trackingReinUsesLisp2020-02-281-30/+0
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* gl_state: Remove clip control trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove clip distances trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove rasterizer disable trackingReinUsesLisp2020-02-281-5/+0
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* gl_state: Remove viewport and depth range trackingReinUsesLisp2020-02-281-29/+0
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* gl_state: Remove scissor test trackingReinUsesLisp2020-02-281-35/+0
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* gl_state: Remove color mask trackingReinUsesLisp2020-02-281-16/+0
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* gl_state: Remove clamp framebuffer color trackingReinUsesLisp2020-02-281-8/+0
| | | | | This commit doesn't reset it for screen draws because clamping doesn't change anything there.
* gl_state: Remove multisample trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove framebuffer sRGB trackingReinUsesLisp2020-02-281-12/+0
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* gl_state: Remove VAO cache and trackingReinUsesLisp2020-02-281-14/+0
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* gl_state: Remove depth clamp trackingReinUsesLisp2020-02-281-17/+0
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* gl_state: Remove depth trackingReinUsesLisp2020-02-281-15/+0
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* gl_state: Remove primitive restart trackingReinUsesLisp2020-02-281-10/+0
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* gl_state: Remove logic op trackerReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove blend color trackingReinUsesLisp2020-02-281-7/+0
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* gl_state: Remove polygon offset trackingReinUsesLisp2020-02-281-22/+0
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* gl_state: Remove alpha test trackingReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove cull mode trackingReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove front face trackingReinUsesLisp2020-02-281-4/+0
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* gl_state: Remove point size trackingReinUsesLisp2020-02-281-9/+0
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-20/+0
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* renderer_opengl: Add OGLRenderbuffer to resource/state management.bunnei2020-02-261-0/+15
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* gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp2020-02-041-0/+1
| | | | | | OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
* gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp2020-01-151-0/+1
| | | | | For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
* gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp2019-12-181-0/+5
| | | | | | | | RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
* Maxwell3D: Implement Depth Mode.Fernando Sahmkow2019-12-111-2/+3
| | | | | This commit finishes adding depth mode that was reverted before due to other unresolved issues.
* gl_state: Skip null texture bindsReinUsesLisp2019-11-231-1/+5
| | | | glBindTextureUnit doesn't support null textures. Skip binding these.
* gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2019-11-231-4/+10
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* gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp2019-11-071-0/+7
| | | | | | | Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
* gl_state: Use std::array::fill instead of std::fillRodrigo Locatti2019-10-301-1/+1
| | | Co-Authored-By: Mat M. <mathew1800@gmail.com>
* gl_state: Move dirty checks to individual apply calls instead of ApplyReinUsesLisp2019-10-301-41/+49
| | | | | This requires removing constness from some methods, but for consistency it's removed in all methods.
* gl_state: Remove ApplyDefaultStateReinUsesLisp2019-10-301-11/+0
| | | | OpenGL has defaults values we can trust. Remove these.
* gl_state: Change SetDefaultViewports to use default constructorReinUsesLisp2019-10-301-13/+2
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* gl_state: Minor style changesReinUsesLisp2019-10-301-3/+5
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* gl_state: Move initializers from constructor to class declarationReinUsesLisp2019-10-301-98/+1
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* renderer_opengl: Fix sRGB blitsReinUsesLisp2019-09-111-3/+0
| | | | | | | | | Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
* gl_state: Split textures and samplers into two arraysReinUsesLisp2019-09-061-68/+31
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* gl_state: Add support for glBindImageTexturesReinUsesLisp2019-09-061-0/+21
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* Maxwell3D: Address FeedbackFernando Sahmkow2019-07-171-2/+1
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* GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow2019-07-171-0/+20
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* Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow2019-07-171-5/+17
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* GL_State: Add a microprofile timer to OpenGL state.Fernando Sahmkow2019-07-141-0/+4
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* gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp2019-05-301-0/+13
| | | | Removes the alpha testing code from each fragment shader invocation.
* gl_state: Fix samplers memory corruptionReinUsesLisp2019-04-191-3/+5
| | | | | It was possible for "samplers" to be read without being written. This addresses that.
* gl_state: Rework to enable individual appliesReinUsesLisp2019-04-041-316/+294
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* gl_state: Fixup multibind bugReinUsesLisp2019-02-281-2/+2
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* gl_state: Synchronize gl_state even when state is disabledReinUsesLisp2019-02-151-83/+61
| | | | | | There are some potential edge cases where gl_state may fail to track the state if a related state changes while the toggle is disabled or it didn't change. This addresses that.
* gl_rasterizer_cache: Move swizzling to textures instead of stateReinUsesLisp2019-01-301-12/+4
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* gl_state: Use DSA and multi bind to update texture bindingsReinUsesLisp2019-01-301-8/+22
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* gl_rasterizer: Workaround Intel VAO DSA bugReinUsesLisp2019-01-091-6/+7
| | | | | | | There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue.
* gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp2019-01-061-21/+5
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* gl_state: Drop uniform buffer state trackingReinUsesLisp2019-01-061-8/+0
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* Implement depth clampRodolfo Bogado2018-11-271-9/+23
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* GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)Marcos2018-11-271-0/+57
| | | | | | | | * GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
* Merge pull request #1725 from FernandoS27/gl43bunnei2018-11-241-4/+4
|\ | | | | Update OpenGL's backend version from 3.3 to 4.3
| * Removed pre 4.3 ARB extensionsFernandoS272018-11-211-4/+4
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* | Add support for clear_flags registerRodolfo Bogado2018-11-241-3/+26
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* drop support for non separate alpha as it seems to cause issues in some gamesRodolfo Bogado2018-11-181-42/+19
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* add AlphaToCoverage and AlphaToOneRodolfo Bogado2018-11-171-0/+17
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* add support for fragment_color_clampRodolfo Bogado2018-11-171-0/+7
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* fix viewport and scissor behaviorRodolfo Bogado2018-11-171-26/+41
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* gl_state: Amend compilation warningsLioncash2018-11-131-2/+3
| | | | | Makes float -> integral conversions explicit via casts and also silences a sign conversion warning.
* Improve state management by splitting some of the states id separated function to avoid a full apply overheadRodolfo Bogado2018-11-111-1/+7
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* Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.Rodolfo Bogado2018-11-051-14/+33
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* Implement multi-target viewports and blendingRodolfo Bogado2018-11-051-62/+143
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* Improve OpenGL state handlingRodolfo Bogado2018-10-311-101/+145
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* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-1/+12
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* gl_rasterizer: Implement primitive restart.bunnei2018-10-261-0/+15
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* gl_rasterizer: Implement depth range.bunnei2018-10-261-0/+8
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* Merge pull request #1411 from ReinUsesLisp/point-sizebunnei2018-09-291-0/+7
|\ | | | | video_core: Implement point_size and add point state sync
| * video_core: Implement point_size and add point state syncReinUsesLisp2018-09-281-0/+7
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* | gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp2018-09-281-3/+21
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* gl_state: Remove unused type aliasLioncash2018-09-221-0/+1
| | | | | | This isn't used anywhere within the header, so we can remove it, along with the include that was previously necessary. This also uncovers an indirect include in the cpp file for the assertion macros.
* Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-151-1/+1
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* gl_state: Keep track of texture target.bunnei2018-09-081-4/+4
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* gl_state: Update to handle stencil front/back face separately.bunnei2018-08-231-25/+28
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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.
* GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.Subv2018-08-211-5/+15
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* gl_state: Don't track constant buffer mappings.Markus Wick2018-08-121-18/+0
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* gl_rasterizer: Use the stream buffer for constant buffers.Markus Wick2018-08-121-3/+6
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* gl_state: Make references const where applicable in Apply()Lioncash2018-07-201-2/+3
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* gl_state: Get rid of mismatched sign conversionsLioncash2018-07-201-14/+17
| | | | | While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
* Merge pull request #593 from bunnei/fix-swizzlebunnei2018-06-271-8/+3
|\ | | | | gl_state: Fix state management for texture swizzle.
| * gl_state: Fix state management for texture swizzle.bunnei2018-06-261-8/+3
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* | gl_state: Remove unused state management from 3DS.bunnei2018-06-261-66/+0
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* Merge pull request #554 from Subv/constbuffer_ubobunnei2018-06-261-1/+1
|\ | | | | Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
| * Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.Subv2018-06-101-1/+1
| | | | | | | | This should help a bit with GPU performance once we're GPU-bound.
* | Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-201-2/+2
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* GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv2018-06-071-0/+13
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* common_funcs: Remove ARRAY_SIZE macroLioncash2018-04-201-2/+2
| | | | C++17 has non-member size() which we can just call where necessary.
* GPU: Allow configuring ssbos in the opengl state manager.Subv2018-04-151-0/+14
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* GL: Rename PicaTexture to MaxwellTexture.Subv2018-04-071-1/+1
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* gl_state: Sync latest version with Citra.bunnei2018-03-201-39/+86
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* Fixed type conversion ambiguityHuw Pascoe2017-09-301-2/+2
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* gl_rasterizer: add clipping plane z<=0 defined in PICAwwylele2017-08-211-0/+13
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* gl_rasterizer: use texture buffer for proctex LUTwwylele2017-07-011-25/+25
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* gl_rasterizer: use texture buffer for fog LUTwwylele2017-06-221-5/+5
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* gl_state: reset 1d textureswwylele2017-06-211-0/+14
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* gl_rasterizer: manage texture ids in one placewwylele2017-06-211-8/+8
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* gl_rasterizer/lighting: fix LUT interpolationwwylele2017-06-211-8/+4
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* gl_rasterizer: implement procedural texturewwylele2017-05-201-0/+36
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* OpenGL: Drop framebuffer completeness check.Markus Wick2016-12-071-13/+0
| | | | | | | 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
* RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1Subv2016-11-271-2/+2
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* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-211-1/+1
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-3/+1
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-23/+26
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* OpenGL: Implement fogJannik Vogel2016-06-071-0/+8
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* OpenGL: Support blend equationJannik Vogel2016-05-121-0/+7
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-2/+5
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* HWRasterizer: Texture forwardingtfarley2016-04-211-22/+41
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* renderer_opengl: Initalise fragment shader LUT texturesMerryMage2016-02-261-0/+4
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* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-051-0/+8
| | | | | - Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* OpenGL: Add support for glFrontFace in the state trackerYuri Kunde Schlesner2015-12-051-0/+5
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* FragShader: Use an UBO instead of several individual uniformsSubv2015-11-191-0/+8
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* video_core: Reorganize headersLioncash2015-09-111-1/+1
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* OpenGL: Add support for Sampler Objects to state trackerYuri Kunde Schlesner2015-09-031-4/+16
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* GLRasterizer: Implemented stencil testing in the hw renderer.Subv2015-08-201-0/+9
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* OpenGL: Fix state tracking in situations with reused object handlesYuri Kunde Schlesner2015-08-061-0/+32
| | | | | | | | | | | | If an OpenGL object is created, bound to a binding using the state tracker, and then destroyed, a newly created object can be assigned the same numeric handle by OpenGL. However, even though it is a new object, and thus needs to be bound to the binding again, the state tracker compared the current and previous handles and concluded that no change needed to be made, leading to failure to bind objects in certain cases. This manifested as broken text in VVVVVV, which this commit fixes along with similar texturing problems in other games.
* OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner2015-08-061-10/+2
| | | | | All uses of this field where it's false can just set the texture id to 0 instead.
* GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) callsYuri Kunde Schlesner2015-07-221-8/+5
| | | | | | | In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit.
* Renderer formatting editstfarley2015-06-091-14/+17
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* Implemented glColorMasktfarley2015-06-091-0/+13
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* Pica: Implement LogicOp function.bunnei2015-05-311-0/+11
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* Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot2015-05-291-1/+1
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* gl_state: Remove unnecessary const specifier on ApplyLioncash2015-05-231-1/+1
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* gl_state: Fix a condition typo in ApplyLioncash2015-05-231-1/+1
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* OpenGL renderertfarley2015-05-231-0/+160