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path: root/src/video_core/renderer_opengl/gl_state_tracker.h (follow)
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* state_tracker: workaround channel setup for homebrewLiam2022-10-061-0/+1
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* OpenGl: Implement Channels.Fernando Sahmkow2022-10-061-34/+48
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* general: Reduce core.h includesameerj2022-03-181-1/+0
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* shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp2021-07-231-1/+0
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* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-8/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-2/+13
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-24/+4
| | | | | | | | | Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
* gl_rasterizer: Implement line widths and smooth linesReinUsesLisp2020-04-131-0/+1
| | | | | Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
* gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp2020-03-101-0/+11
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* renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp2020-02-281-0/+5
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* gl_state_tracker: Implement dirty flags for depth clamp enablingReinUsesLisp2020-02-281-0/+1
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* gl_rasterizer: Notify depth mask changes on clearReinUsesLisp2020-02-281-0/+5
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* gl_state_tracker: Track state of index buffersReinUsesLisp2020-02-281-0/+13
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* gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp2020-02-281-0/+6
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* gl_state_tracker: Implement dirty flags for point sizesReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for fragment color clampReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for logic opReinUsesLisp2020-02-281-0/+6
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* gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp2020-02-281-0/+6
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* gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp2020-02-281-0/+6
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* gl_state_tracker: Implement dirty flags for multisampleReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for alpha testingReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp2020-02-281-0/+5
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* gl_state_tracker: Implement dirty flags for primitive restartReinUsesLisp2020-02-281-2/+2
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* gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp2020-02-281-0/+5
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* gl_state_tracker: Implement depth dirty flagsReinUsesLisp2020-02-281-1/+7
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* gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp2020-02-281-2/+11
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* gl_state_tracker: Implement dirty flags for blendingReinUsesLisp2020-02-281-1/+13
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* gl_state_tracker: Implement dirty flags for clip distances and shadersReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp2020-02-281-0/+4
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* maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp2020-02-281-1/+3
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* gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp2020-02-281-0/+12
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* gl_state_tracker: Implement dirty flags for color masksReinUsesLisp2020-02-281-0/+11
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* gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp2020-02-281-6/+27
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* gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp2020-02-281-1/+9
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* renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp2020-02-281-0/+56
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-0/+0