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2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-4/+6
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.
2020-08-24gl_texture_cache: Take std::string by reference in DecorateViewName()Lioncash1-1/+1
LabelGLObject takes a string_view, so we don't need to make copies of the std::string.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp1-86/+87
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp1-1/+3
2020-07-13video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp1-0/+1
2020-07-13video_core: Fix B5G6R5UReinUsesLisp1-1/+1
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp1-58/+59
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RGBA16_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RGBA8_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RG32_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp1-1/+2
2020-07-13video_core: Implement R8_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement R8_SNORM render targetReinUsesLisp1-0/+1
2020-06-08texture_cache: Handle 3D texture blits with one layerReinUsesLisp1-2/+2
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp1-18/+31
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
2020-06-01gl_device: Avoid devices with CAVEAT_SUPPORT on ASTCReinUsesLisp1-2/+1
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported.
2020-05-26gl_texture_cache: Implement small texture view cache for swizzlesReinUsesLisp1-16/+26
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
2020-05-26texture_cache: Implement depth stencil texture swizzlesReinUsesLisp1-11/+28
Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
2020-04-30texture: Implement R8G8UIMorph1-0/+1
- Used by The Walking Dead: The Final Season
2020-04-13gl_texture_cache: Fix layered texture attachment base levelReinUsesLisp1-1/+1
The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds.
2020-04-09gl_texture_cache: Attach view instead of base texture for layered attachmentsReinUsesLisp1-2/+2
This way we are not ignoring the base layer of the current texture.
2020-04-01gl_texture_cache: Fix software ASTC fallbackReinUsesLisp1-7/+12
2020-04-01video_core: Use native ASTC when availableReinUsesLisp1-99/+95
2020-03-13video_core: Implement RGBA16_SNORMReinUsesLisp1-0/+1
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-02-28gl_texture_cache: Remove blending disable on blitsReinUsesLisp1-5/+0
Blending doesn't affect blits. Rasterizer discard does, update the commentaries.
2020-02-28gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp1-2/+0
2020-02-28gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for blendingReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp1-0/+1
2020-02-28renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp1-2/+5
2020-02-28gl_state: Remove completelyReinUsesLisp1-1/+0
2020-02-28gl_state: Remove framebuffer trackingReinUsesLisp1-12/+5
2020-02-28gl_state: Remove image trackingReinUsesLisp1-10/+4
2020-02-28gl_state: Remove blend state trackingReinUsesLisp1-0/+3
2020-02-28gl_state: Remove clip control trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove rasterizer disable trackingReinUsesLisp1-0/+2
2020-02-28gl_state: Remove scissor test trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove framebuffer sRGB trackingReinUsesLisp1-1/+7
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-2/+0
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-8/+20
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-02-16surface_base: Implement texture buffer flushesReinUsesLisp1-0/+7
Implement downloads to guest memory from texture buffers on the generic cache and OpenGL.
2020-02-15texture: Implement R32IReinUsesLisp1-0/+1
2020-01-28gl_texture_cache: Silence implicit sign cast warningsReinUsesLisp1-3/+6
2020-01-27gl_texture_cache: Properly implement depth/stencil samplingReinUsesLisp1-4/+27
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle.
2020-01-14gl_texture_cache: Use local variables to simplify DownloadTextureReinUsesLisp1-6/+4
2020-01-14gl_texture_cache: Fix format for RGBX16FReinUsesLisp1-1/+1
2020-01-14gl_texture_cache: Use Snorm internal format for RG8SReinUsesLisp1-1/+1
2020-01-14gl_texture_cache: Use Snorm internal format for ABGR8SReinUsesLisp1-1/+1
2019-11-24gl_texture_cache: Apply sRGB on blitsReinUsesLisp1-0/+1
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format.
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp1-103/+82
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-10-27Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.Fernando Sahmkow1-0/+1
This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend.
2019-10-09Surfaces: Implement R4G4B4A4U format.Fernando Sahmkow1-1/+2
2019-10-09Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5Fernando Sahmkow1-0/+10
2019-09-22Fix clang-formatFearlessTobi1-1/+1
2019-09-22video_core: Implement RGBX16F PixelFormatFearlessTobi1-0/+1
2019-07-18Gl_Texture_Cache: Remove assert on component type in GetFormatTupleFernando Sahmkow1-1/+0
Textures can have different components types in different orders. This assert was completely inprecise and the effectiveness of such is better handled by case and within the texture cache.
2019-07-18gl_texture_cache: Do not set texture parameters to buffersReinUsesLisp1-0/+3
2019-07-18gl_texture_cache: Add missing break in CreateTextureReinUsesLisp1-0/+1
2019-07-17Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow1-1/+5
2019-07-14GPU: Add a microprofile for macro interpreterFernando Sahmkow1-1/+2
2019-07-14Gl_Texture_Cache: Measure Buffer Copy TimesFernando Sahmkow1-0/+2
2019-07-05texture_cache: Address FeedbackFernando Sahmkow1-3/+3
2019-07-05texture_cache: Correct Texture Buffer UploadingFernando Sahmkow1-2/+15
2019-06-29texture_cache: Address feedbackReinUsesLisp1-4/+1
2019-06-26gl_texture_cache: Correct assertsFernando Sahmkow1-1/+1
2019-06-25gl_texture_cache: Corrections and fixesFernando Sahmkow1-10/+6
2019-06-24gl_texture_cache: Explicitly add indirect includeReinUsesLisp1-0/+1
2019-06-21gl_texture_cache: Use Stream Buffers instead of Persistant for Buffer Copies.Fernando Sahmkow1-1/+1
2019-06-21gl_texture_cache: Correct Image BlitFernando Sahmkow1-1/+1
2019-06-21texture_cache: Use siblings textures on Rebuild and fix possible error on blittingFernando Sahmkow1-1/+1
2019-06-21texture_cache: eliminate accelerated depth->color/color->depth copies due to driver instability.Fernando Sahmkow1-8/+5
2019-06-21texture_cache: Optimize GetSurface and use references on functions that don't change a surface.Fernando Sahmkow1-3/+3
2019-06-21texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow1-1/+91
2019-06-21texture_cache uncompress-compress is untopological.Fernando Sahmkow1-5/+5
This makes conflicts between non compress and compress textures to be auto recycled. It also limits the amount of mipmaps a texture can have if it goes above it's limit.
2019-06-21texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow1-30/+24
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
2019-06-21texture_cache: General FixesFernando Sahmkow1-3/+8
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-21gl_texture_cache: Make main views be proxy textures instead of a full view.Fernando Sahmkow1-10/+18
2019-06-21Reduce amount of size calculations.Fernando Sahmkow1-1/+0
2019-06-21Texture Cache: Implement Blitting and Fermi CopiesFernando Sahmkow1-1/+69
2019-06-21surface_view: Add constructor for ViewParamsReinUsesLisp1-11/+4
2019-06-21Correct Mipmaps View method in Texture CacheFernando Sahmkow1-21/+23
2019-06-21Implement Texture Cache V2Fernando Sahmkow1-183/+103
2019-06-21texture_cache: Remove execution context copies from the texture cacheReinUsesLisp1-6/+10
This is done to simplify the OpenGL implementation, it is needed for Vulkan.
2019-06-21texture_cache: Split texture cache into different filesReinUsesLisp1-1/+1
2019-06-21texture_cache: Move staging buffer into a generic implementationReinUsesLisp1-107/+7
2019-06-21texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp1-2/+3
2019-06-21gl_texture_cache: Minor changesReinUsesLisp1-22/+28
2019-06-21gl_texture_cache: Add copy from multiple overlaps into a single surfaceReinUsesLisp1-4/+50
2019-06-21gl_texture_cache: Attach surface textures instead of viewsReinUsesLisp1-6/+21
2019-06-21gl_texture_cache: Add fast copy pathReinUsesLisp1-3/+48
2019-06-21gl_texture_cache: Initial implementationReinUsesLisp1-0/+514