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* GPU: Implement additional render target formats.Fernando Sahmkow2022-11-241-0/+1
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* Update 3D regsKelebek12022-10-071-139/+148
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* VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow2022-10-061-1/+1
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* Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow2022-10-061-0/+2
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* renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph2022-07-061-0/+1
| | | | - Used by Monster Hunter Rise Update 10.0.2
* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-141-6/+6
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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.
* video_core: implement formats for N64 emulationFernando Sahmkow2022-04-141-0/+2
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* maxwell_to_(gl/vk): Add 11_11_10 float vertex formatMorph2022-02-251-0/+2
| | | | - Used by パワプロクンポケットR
* renderer_opengl: Implement S8_UINT stencil formatMorph2021-11-171-0/+1
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* util_shaders: Unify BGRA copy passesameerj2021-09-161-2/+2
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* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-0/+108
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* maxwell_to_gl: Remove unused codeameerj2021-02-131-36/+2
| | | | Removes unused declarations in maxwell_to_gl.h
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-0/+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 unnecessary enum class casting in logging messagesLioncash2020-12-071-15/+15
| | | | | | | fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
* video_core: Enforce -Werror=switchReinUsesLisp2020-09-161-0/+6
| | | | This forces us to fix all -Wswitch warnings in video_core.
* maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXTMorph2020-06-301-0/+6
| | | | Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
* maxwell_to_gl: Rename VertexType() to VertexFormat()Morph2020-06-291-2/+2
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* maxwell_to_gl: Add 32 bit component sizes to (un)signed scaled formatsMorph2020-06-281-30/+4
| | | | Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together.
* maxwell_to_gl: Miscellaneous changesMorph2020-06-181-48/+34
| | | | | | | | | maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one. maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered. maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in. maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
* gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzleReinUsesLisp2020-05-041-0/+5
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* video_code: Fix implicit switch fallthrough.Markus Wick2020-04-171-0/+2
| | | | | Since yesterday, this breaks the build on linux. So let's fix it.
* gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp2020-03-101-0/+13
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* Merge pull request #3301 from ReinUsesLisp/state-trackerRodrigo Locatti2020-03-091-7/+7
|\ | | | | video_core: Remove gl_state and use a state tracker based on dirty flags
| * maxwell_3d: Flatten cull and front face registersReinUsesLisp2020-02-281-7/+7
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* | video_core: Implement more scaler attribute formatsReinUsesLisp2020-02-241-0/+24
|/ | | | | While changing this, fix assert in vk_shader_decompiler. We now know scaled formats are expected to be float in shaders attributes.
* maxwell_to_gl: Implement R8G8_USCALEDReinUsesLisp2020-02-051-0/+8
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* maxwell_to_gl: Reduce unimplemented formats to LOG_ERRORReinUsesLisp2020-02-051-8/+4
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* maxwell_to_gl: Implement missing primitive topologiesReinUsesLisp2019-12-231-4/+18
| | | | Many of these topologies are exclusively available in OpenGL.
* maxwell_to_gl: Fix mipmap filteringReinUsesLisp2019-09-171-2/+2
| | | | | OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter> but we were using them in the opposite way.
* maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp2019-05-301-5/+2
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* gl_rasterizer: Use GL_QUADS to emulate quads renderingReinUsesLisp2019-05-301-0/+2
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* maxwell_to_gl: Add TriangleFan primitive topologyReinUsesLisp2019-05-181-0/+2
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* video_core: Silent -Wswitch warningsReinUsesLisp2019-04-181-27/+26
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* maxwell_3d: Implement alternate blend equations.bunnei2018-11-221-0/+5
| | | | - Used by Undertale.
* add missing MirrorOnceBorder support where supportedRodolfo Bogado2018-11-171-0/+6
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* Improve state management by splitting some of the states id separated function to avoid a full apply overheadRodolfo Bogado2018-11-111-3/+2
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* Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.Rodolfo Bogado2018-11-111-33/+30
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* Fixed Block Resizing algorithm and Clang FormatFernandoS272018-10-291-1/+0
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* Implement Mip FilterFernandoS272018-10-291-5/+23
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* Fixed VAOs Float types only returning GL_FLOAT in cases that they had to return GL_HALF_FLOATFernandoS272018-10-221-2/+14
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* Implemented Depth Compare and Shadow SamplersFernandoS272018-10-061-0/+25
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* gl_rasterizer: Implement stencil test.bunnei2018-08-231-0/+24
| | | | - Used by Splatoon 2.
* renderer_opengl: Namespace OpenGL codeLioncash2018-08-221-0/+3
| | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
* Merge pull request #1154 from OatmealDome/topology-linesbunnei2018-08-221-0/+2
|\ | | | | maxwell_to_gl: Implement PrimitiveTopology::Lines
| * maxwell_to_gl: Implement PrimitiveTopology::LinesOatmealDome2018-08-221-0/+2
| | | | | | Used by Splatoon 2's debug menu.
* | GPU: Implemented the logic op functionality of the GPU.Subv2018-08-211-0/+40
|/ | | | This will ASSERT if blending is enabled at the same time as logic ops.
* Added WrapMode MirrorOnceClampToEdgeDavid Marcec2018-08-181-0/+2
| | | | Used by splatoon 2
* maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.bunnei2018-08-151-5/+20
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* maxwell_to_gl: Implement VertexAttribute::Size::Size_8.bunnei2018-08-131-0/+1
| | | | - Used by Breath of the Wild.
* maxwell_to_gl: Implement PrimitiveTopology::LineStrip.bunnei2018-08-131-0/+2
| | | | - Used by Breath of the Wild.
* GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv2018-08-121-0/+19
| | | | These are used by nouveau and some games like SMO.
* maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-101-0/+1
| | | | - Used by Super Mario Odyssey.
* maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.bunnei2018-08-101-0/+2
| | | | - Used by Super Mario Odyssey.
* maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.bunnei2018-08-091-0/+1
| | | | - Used by Super Mario Odyssey (in game).
* maxwell_to_gl: Implement PrimitiveTopology::Points.bunnei2018-08-091-0/+2
| | | | - Used by Super Mario Odyssey (in game).
* maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-081-0/+1
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* Merge pull request #796 from bunnei/gl-uintbunnei2018-07-241-0/+3
|\ | | | | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
| * maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.bunnei2018-07-241-0/+3
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* | maxwell_to_gl: Implement Texture::WrapMode::Border.bunnei2018-07-241-0/+2
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* GPU: Allow using the old NV04 values for the depth test function.Subv2018-07-051-0/+8
| | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
* GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.Subv2018-07-041-0/+8
| | | | Both signed and unsigned variants.
* Update clang formatJames Rowe2018-07-031-3/+2
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* Rename logging macro back to LOG_*James Rowe2018-07-031-13/+13
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* MaxwellToGL: Added conversion functions for depth test and cull mode.Subv2018-07-021-0/+50
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* GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-071-0/+21
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* maxwell_to_gl: Implement WrapMode Mirror.bunnei2018-06-061-0/+2
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* maxwell_to_gl: Implement type SignedNorm, Size_8_8_8_8.bunnei2018-04-291-0/+12
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* renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2018-04-181-0/+64
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* Merge pull request #343 from Subv/tex_wrap_4bunnei2018-04-171-0/+7
|\ | | | | GPU: Implement some wrap modes
| * MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Subv2018-04-171-0/+2
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| * MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).Subv2018-04-171-0/+5
| | | | | | | | This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
* | gl_rendering: Use NGLOG* for changed code.bunnei2018-04-171-7/+8
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* | gl_rasterizer: Implement indexed vertex mode.bunnei2018-04-171-1/+15
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* maxwell_to_gl: Add a few types, etc.bunnei2018-04-141-0/+10
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* GL: Added functions to convert Maxwell tex filters and wrap modes to OpenGL.Subv2018-04-071-0/+23
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* gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL.bunnei2018-03-271-0/+10
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* maxwel_to_gl: Fix string formatting in log statements.bunnei2018-03-271-2/+2
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* maxwell_to_gl: Add module and function for decoding VertexType.bunnei2018-03-271-0/+40