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2022-10-06OpenGl: Implement Channels.Fernando Sahmkow1-1/+1
2022-08-20video_core: support framebuffer crop rect top not zerovonchenplus1-6/+13
2022-07-27chore: make yuzu REUSE compliantAndrea Pappacoda1-3/+2
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam1-2/+2
2022-04-04OpenGL: fix croppingLiam1-1/+6
2022-03-25hle: nvflinger: Migrate android namespace -> Service::android.bunnei1-4/+4
2022-03-25hle: nvflinger: Move PixelFormat to its own header.bunnei1-4/+4
2022-03-19video_core: Reduce unused includesameerj1-3/+0
2021-12-05renderer_opengl: Minor refactoring of filter selectionameerj1-30/+20
2021-11-16Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror1-2/+3
2021-11-16OpenGL: fix FXAA with scalingMarshall Mohror1-9/+30
2021-11-16OpenGL: Implement FXAAMarshall Mohror1-34/+75
2021-11-16QtGUI: Add buttton to toggle the filter.FernandoS271-0/+1
2021-11-16VideoCore: Add gaussian filtering.FernandoS271-0/+5
2021-11-16Presentation: add Nearest Neighbor filter.Fernando Sahmkow1-1/+18
2021-11-16Renderers: Unify post processing filter shadersameerj1-5/+4
2021-11-16Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow1-2/+25
2021-11-16OpenGL: set linear mag filter when blitting a downscaled image.Fernando Sahmkow1-0/+1
2021-07-29renderers: Add explicit invert_y bool to screenshot callbackameerj1-1/+1
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
2021-07-24renderer_base: Removed redundant settingsameerj1-6/+4
use_framelimiter was not being used internally by the renderers. set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
2021-07-23shader: Fix disabled attribute default valuesameerj1-1/+1
2021-07-23renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp1-6/+5
Ensures that states set for a particular stage are not attached to other stages which may not need them.
2021-07-23renderers: Fix clang formattingameerj1-1/+1
2021-07-23shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp1-15/+20
2021-07-23gl_shader_util: Move shader utility code to a separate fileReinUsesLisp1-7/+5
2021-07-23renderer_opengl: State track compute assembly programsReinUsesLisp1-0/+1
2021-07-23shader: Initial OpenGL implementationReinUsesLisp1-12/+5
2021-07-09configure_graphics: Use u8 for bg_color valuesameerj1-5/+3
2021-05-16perf_stats: Rework FPS counter to be more accurateameerj1-0/+1
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-02-13renderer_opengl: Remove interopReinUsesLisp1-85/+3
Remove unused interop code from the OpenGL backend.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-9/+86
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.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp1-32/+16
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2021-02-07renderer_opengl: Update OpenGL backend version requirement to 4.6Morph1-1/+1
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-19/+30
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.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash1-1/+1
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.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-2/+2
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-12-05Fix telemetry-related exit crash from use-after-freeFearlessTobi1-3/+3
Co-Authored-By: xperia64 <xperia64@users.noreply.github.com>
2020-11-23Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex1-1/+1
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop.
2020-09-20renderer_opengl: Remove emulated mailbox presentationReinUsesLisp1-266/+22
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-9/+10
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.
2020-08-24video_core/host_shaders: Add CMake integration for string shadersReinUsesLisp1-42/+4
Add the necessary CMake code to copy the contents in a string source shader (GLSL or GLASM) to a header file then consumed by video_core files. This allows editting GLSL in its own files without having to maintain them in source files. For now, only OpenGL presentation shaders are moved, but we can add GLASM presentation shaders and static SPIR-V generation through glslangValidator in the future.
2020-08-22video_core: Initialize renderer with a GPUReinUsesLisp1-5/+6
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
2020-08-18common/telemetry: Migrate namespace into the Common namespaceLioncash1-3/+4
Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp1-2/+2
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-10configuration: implement per-game configurations (#4098)lat9nq1-4/+4
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-24gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustnessReinUsesLisp1-1/+16
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps.
2020-06-06renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabledReinUsesLisp1-4/+2
Avoids logging when it's not relevant. This can potentially reduce driver's internal thread overhead.
2020-05-19renderer_opengl: Add assembly program code pathsReinUsesLisp1-8/+8
Add code required to use OpenGL assembly programs based on NV_gpu_program5. Decompilation for ARB programs is intended to be added in a follow up commit. This does **not** include ARB decompilation and it's not in an usable state. The intention behind assembly programs is to reduce shader stutter significantly on drivers supporting NV_gpu_program5 (and other required extensions). Currently only Nvidia's proprietary driver supports these extensions. Add a UI option hidden for now to avoid people enabling this option accidentally. This code path has some limitations that OpenGL compatibility doesn't have: - NV_shader_storage_buffer_object is limited to 16 entries for a single OpenGL context state (I don't know if this is an intended limitation, an specification issue or I am missing something). Currently causes issues on The Legend of Zelda: Link's Awakening. - NV_parameter_buffer_object can't bind buffers using an offset different to zero. The used workaround is to copy to a temporary buffer (this doesn't happen often so it's not an issue). On the other hand, it has the following advantages: - Shaders build a lot faster. - We have control over how floating point rounding is done over individual instructions (SPIR-V on Vulkan can't do this). - Operations on shared memory can be unsigned and signed. - Transform feedbacks are dynamic state (not yet implemented). - Parameter buffers (uniform buffers) are per stage, matching NVN and hardware's behavior. - The API to bind and create assembly programs makes sense, unlike ARB_separate_shader_objects.
2020-05-18OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.Fernando Sahmkow1-0/+3
This commit aims to help easing debugging of driver crashes without having to modify existing code.
2020-04-15CMakeLists: Make -Wreorder a compile-time errorLioncash1-2/+2
This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them.
2020-03-26Address review and fix broken yuzu-tester buildJames Rowe1-2/+4
2020-03-25Frontend/GPU: Refactor context managementJames Rowe1-43/+26
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
2020-03-16renderer_opengl: Move some logic to an anonymous namespaceReinUsesLisp1-151/+151
2020-03-16renderer_opengl: Detect Nvidia Nsight as a debugging toolReinUsesLisp1-1/+22
Use getenv to detect Nsight.
2020-03-14renderer_opengl: Keep presentation frames in lock-step when GPU debugging.bunnei1-1/+32
- Fixes renderdoc with OpenGL renderer.
2020-03-11gl_shader_manager: Fix interaction between graphics and computeReinUsesLisp1-2/+1
After a compute shader was set to the pipeline, no graphics shader was invoked again. To address this use glUseProgram to bind compute shaders (without state tracking) and call glUseProgram(0) when transitioning out of it back to the graphics pipeline.
2020-03-10gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp1-0/+2
2020-02-28renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp1-0/+2
2020-02-28gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for logic opReinUsesLisp1-0/+1
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 alpha testingReinUsesLisp1-2/+1
2020-02-28gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement depth dirty flagsReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp1-0/+2
2020-02-28gl_state_tracker: Implement dirty flags for blendingReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp1-0/+2
2020-02-28gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp1-0/+3
2020-02-28gl_state_tracker: Implement dirty flags for color masksReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp1-1/+4
2020-02-28renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp1-2/+4
2020-02-28gl_state: Remove completelyReinUsesLisp1-5/+0
2020-02-28gl_state: Remove program trackingReinUsesLisp1-8/+29
2020-02-28gl_state: Remove framebuffer trackingReinUsesLisp1-19/+14
2020-02-28gl_state: Remove texture and sampler trackingReinUsesLisp1-2/+3
2020-02-28gl_state: Remove blend state trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove stencil test trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove clip control trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove rasterizer disable trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove viewport and depth range trackingReinUsesLisp1-31/+22
2020-02-28gl_state: Remove scissor test trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove color mask trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove framebuffer sRGB trackingReinUsesLisp1-2/+6
2020-02-28gl_state: Remove VAO cache and trackingReinUsesLisp1-14/+8
2020-02-28gl_state: Remove depth trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove logic op trackerReinUsesLisp1-0/+1
2020-02-28gl_state: Remove polygon offset trackingReinUsesLisp1-1/+2
2020-02-28gl_state: Remove alpha test trackingReinUsesLisp1-0/+1
2020-02-28gl_state: Remove cull mode trackingReinUsesLisp1-0/+2
2020-02-28gl_state: Remove front face trackingReinUsesLisp1-0/+4
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-14/+0
2020-02-28renderer_opengl: Fix SRGB presentation frame tracking.bunnei1-2/+2
- Fixes SRGB in Super Smash Bros. Ultimate.
2020-02-28renderer_opengl: Reduce swap chain size to 3.bunnei1-3/+2
2020-02-27renderer_opengl: Use more concise lock syntax.bunnei1-4/+4
2020-02-27renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.bunnei1-36/+37
2020-02-26renderer_opengl: Create gl_framebuffer_data if empty.bunnei1-1/+2
2020-02-26renderer_opengl: Add texture mailbox support for presenter thread.bunnei1-22/+247
2019-11-29renderer_opengl: Make ScreenRectVertex's constructor constexprReinUsesLisp1-12/+7
2019-11-29renderer_opengl: Remove C castsReinUsesLisp1-4/+5
2019-11-29renderer_opengl: Use explicit binding for presentation shadersReinUsesLisp1-26/+20
2019-11-29renderer_opengl: Drop macros for message decorationsReinUsesLisp1-21/+26
2019-11-29renderer_opengl: Move static definitions to anonymous namespaceReinUsesLisp1-62/+66
2019-11-29renderer_opengl: Move commentaries to header fileReinUsesLisp1-18/+1
2019-11-27core/memory: Migrate over GetPointer()Lioncash1-1/+1
With all of the interfaces ready for migration, it's trivial to migrate over GetPointer().
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp1-2/+4
2019-10-05GL_Renderer: Remove lefting snippet.Fernando Sahmkow1-2/+0
2019-10-05Nvdrv: Do framelimiting only in the CPU ThreadFernando Sahmkow1-3/+0
2019-09-11renderer_opengl: Fix rebase mistakeReinUsesLisp1-1/+1
2019-09-11renderer_opengl: Fix sRGB blitsReinUsesLisp1-9/+4
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.
2019-09-06gl_state: Split textures and samplers into two arraysReinUsesLisp1-2/+2
2019-08-21renderer_opengl: Implement RGB565 framebuffer formatReinUsesLisp1-1/+5
2019-08-21renderer_opengl: Use block linear swizzling for CPU framebuffersReinUsesLisp1-33/+31
2019-08-21renderer_opengl: Use VideoCore pixel formatReinUsesLisp1-6/+11
2019-08-21gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfigReinUsesLisp1-6/+4
2019-07-17GL_State: Feedback and fixesFernando Sahmkow1-0/+7
2019-07-06gl_buffer_cache: Implement with generic buffer cacheReinUsesLisp1-2/+2
2019-06-21gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp1-1/+0
2019-06-21texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp1-1/+0
2019-06-21gl_texture_cache: Initial implementationReinUsesLisp1-0/+1
2019-06-18core: Remove unused CiTrace source filesLioncash1-1/+0
These source files have been unused for the entire lifecycle of the project. They're a hold-over from Citra and only add to the build time of the project, so they can be removed. There's also likely no way this would ever work in yuzu in its current form without revamping quite a bit of it, given how different the GPU on the Switch is compared to the 3DS.
2019-05-21gl_shader_cache: Use shared contexts to build shaders in parallelReinUsesLisp1-3/+3
2019-04-04video_core/renderer_opengl: Remove unnecessary includesLioncash1-1/+0
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario.
2019-03-27gl_rasterizer: Remove unused reference member variable from RasterizerOpenGLLioncash1-1/+1
This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface"
2019-03-16memory: Simplify rasterizer cache operations.bunnei1-2/+1
2019-03-13video_core/morton: Use enum to describe MortonCopyPixels128 modeReinUsesLisp1-3/+5
2019-03-04video_core/renderer_opengl: Replace direct usage of global system object accessorsLioncash1-11/+16
We already pass a reference to the system object to the constructor of the renderer, so we can just use that instead of using the global accessor functions.
2019-02-26renderer_opengl: Update pixel format trackingReinUsesLisp1-0/+1
2019-02-16core_timing: Convert core timing into a classLioncash1-1/+1
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
2019-02-15renderer_opengl: respect the sRGB colorspace for the screenshot featurefearlessTobi1-1/+2
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles.
2019-02-13renderer_opengl: Remove reference to global system instanceLioncash1-3/+3
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance()
2019-02-12core_timing: Rename CoreTiming namespace to Core::TimingLioncash1-1/+1
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
2019-02-07gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp1-3/+3
2019-01-30gl_rasterizer_cache: Move swizzling to textures instead of stateReinUsesLisp1-1/+0
2019-01-30gl_rasterizer: Use DSA for texturesReinUsesLisp1-49/+13
2019-01-24frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.bunnei1-14/+2
2019-01-06gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp1-15/+14
2019-01-06gl_state: Drop uniform buffer state trackingReinUsesLisp1-1/+0
2018-12-19Fixed uninitialized memory due to missing returns in canaryDavid Marcec1-0/+2
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-18yuzu, video_core: Screenshot functionalityzhupengfei1-3/+38
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
2018-11-25video_core: Move morton functions to their own fileReinUsesLisp1-1/+1
2018-11-21Removed pre 4.3 ARB extensionsFernandoS271-1/+1
2018-11-21Use default values for unknown framebuffer pixel formatFernandoS271-0/+6
2018-10-30global: Use std::optional instead of boost::optional (#1578)Frederic L1-5/+6
* get rid of boost::optional * Remove optional references * Use std::reference_wrapper for optional references * Fix clang format * Fix clang format part 2 * Adressed feedback * Fix clang format and MacOS build
2018-10-28Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado1-3/+11
2018-09-09Port Citra #4047 & #4052: add change background color supporttech4me1-0/+6
2018-09-08gl_state: Keep track of texture target.bunnei1-10/+10
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash1-0/+2
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
2018-08-31core: Make the main System class use the PImpl idiomLioncash1-3/+4
core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion.
2018-08-22renderer_opengl: Namespace OpenGL codeLioncash1-0/+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.
2018-08-21renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logsLioncash1-1/+1
LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds.
2018-08-21rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signatureLioncash1-6/+4
This is an OpenGL renderer-specific data type. Given that, this type shouldn't be used within the base interface for the rasterizer. Instead, we can pass this information to the rasterizer via reference.
2018-08-21renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselvesLioncash1-3/+10
Given we use a base-class type within the renderer for the rasterizer (RasterizerInterface), we want to allow renderers to perform more complex initialization if they need to do such a thing. This makes it important to reserve type information. Given the OpenGL renderer is quite simple settings-wise, this is just a simple shuffling of the initialization code. For something like Vulkan however this might involve doing something like: // Initialize and call rasterizer-specific function that requires // the full type of the instance created. auto raster = std::make_unique<VulkanRasterizer>(some, params); raster->CallSomeVulkanRasterizerSpecificFunction(); // Assign to base class variable rasterizer = std::move(raster)
2018-08-17renderer_opengl: Treat OpenGL errors as critical.bunnei1-1/+1
2018-08-12core: Namespace EmuWindowLioncash1-3/+5
Gets the class out of the global namespace.
2018-08-08renderer_opengl: Use trace log in a few places.bunnei1-1/+1
2018-08-04renderer_base: Make Rasterizer() return the rasterizer by referenceLioncash1-2/+2
All calling code assumes that the rasterizer will be in a valid state, which is a totally fine assumption. The only way the rasterizer wouldn't be is if initialization is done incorrectly or fails, which is checked against in System::Init().
2018-08-04video_core: Eliminate the g_renderer global variableLioncash1-1/+1
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
2018-08-02video_core: Make global EmuWindow instance part of the base renderer classLioncash1-17/+9
Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
2018-07-18vi: Partially implement buffer crop parameters.bunnei1-4/+18
2018-07-14OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei1-1/+14
2018-07-03Update clang formatJames Rowe1-1/+1
2018-07-03Rename logging macro back to LOG_*James Rowe1-7/+7
2018-06-27gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei1-1/+0
2018-06-07GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv1-0/+1
2018-04-27renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalentsLioncash1-6/+7
2018-04-25video-core: Move logging macros over to new fmt-capable onesLioncash1-5/+5
2018-04-25renderer_opengl: Use correct byte order for framebuffer pixel format ABGR8.bunnei1-2/+1
2018-04-25gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei1-1/+2
2018-04-24renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles()Lioncash1-1/+2
2018-04-21opengl: Remove unnecessary header inclusionsLioncash1-3/+0
2018-04-14renderer_opengl: Fix Morton copy byteswap, etc.bunnei1-5/+5
2018-04-14renderer_opengl: Use OGLProgram instead of OGLShader.bunnei1-1/+1
2018-03-27renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.bunnei1-6/+6
2018-03-27renderer_opengl: Logging, etc. cleanup.bunnei1-2/+2
2018-03-27renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.bunnei1-5/+0
2018-03-27renderer_opengl: Only draw the screen if a framebuffer is specified.bunnei1-6/+7
2018-03-23renderer_opengl: Only invalidate the framebuffer region, not flush.bunnei1-4/+3
2018-03-23renderer_opengl: Fixes for properly flushing & rendering the framebuffer.bunnei1-6/+12
2018-03-23renderer_opengl: Better handling of framebuffer transform flags.bunnei1-2/+16
2018-03-23renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.bunnei1-31/+25
2018-03-23video_core: Move MortonCopyPixels128 to utils header.bunnei1-111/+1
2018-03-23video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei1-26/+30
2018-03-20gl_shader_util: Sync latest version with Citra.bunnei1-1/+1
2018-02-12renderer_opengl: Support framebuffer flip vertical.bunnei1-5/+9
2018-01-27memory: Replace all memory hooking with Special regionsMerryMage1-1/+1
2018-01-15renderer_gl: Clear screen to black before rendering framebuffer.bunnei1-3/+6
2018-01-15renderer: Render previous frame when no new one is available.bunnei1-10/+13
2018-01-13Fix build on macOS and linuxMerryMage1-0/+1
2018-01-13Remove references to PICA and rasterizers in video_coreJames Rowe1-7/+0
2018-01-12renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo.bunnei1-1/+1
2018-01-11renderer_opengl: Support rendering Switch framebuffer.bunnei1-129/+68
2018-01-11renderer_opengl: Add MortonCopyPixels function for Switch framebuffer.bunnei1-0/+111
2018-01-11renderer_opengl: Update DrawScreens for Switch.bunnei1-22/+10
2017-07-18telemetry: Log performance, configuration, and system data.bunnei1-3/+12
2017-05-28OpenGL: Remove unused RendererOpenGL fieldsYuri Kunde Schlesner1-8/+2
2017-02-27Core: Re-write frame limiterYuri Kunde Schlesner1-3/+3
Now based on std::chrono, and also works in terms of emulated time instead of frames, so we can in the future frame-limit even when the display is disabled, etc. The frame limiter can also be enabled along with v-sync now, which should be useful for those with displays running at more than 60 Hz.
2017-02-27Core: Make PerfStats internally lockedYuri Kunde Schlesner1-8/+2
More ergonomic to use and will be required for upcoming changes.
2017-02-27Remove built-in (non-Microprofile) profilerYuri Kunde Schlesner1-8/+0
2017-02-27Add performance statistics to status barYuri Kunde Schlesner1-0/+9
2016-12-23core: Move emu_window and key_map into coreMerryMage1-1/+1
* Removes circular dependences (common should not depend on core)
2016-11-05Add default hotkey to swap primary screens.James Rowe1-3/+2
Also minor style changes
2016-11-05Support additional screen layouts.James Rowe1-6/+12
Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
2016-09-21Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner1-1/+1
2016-09-21Remove empty newlines in #include blocks.Emmanuel Gil Peyrot1-5/+1
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
2016-09-19Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner1-20/+12
2016-09-18Sources: Run clang-format on everything.Emmanuel Gil Peyrot1-51/+71
2016-06-01gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueuemailwl1-1/+1
2016-05-07fixup simple type conversions where possibleAlexander Laties1-1/+1
2016-05-06Frontends, VideoCore: Move glad initialisation to the frontendEmmanuel Gil Peyrot1-6/+0
On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the default function loader, and fixes a crash when using apitrace with an EGL context. On Qt we will need to migrate from QGLWidget to QOpenGLWidget and QOpenGLContext before we can use gladLoadGLLoader() instead of gladLoadGL(), since the former doesn’t expose a function loader.
2016-04-30VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot1-5/+10
2016-04-21HWRasterizer: Texture forwardingtfarley1-54/+74
2016-03-08Improve error report from Init() functionsLittleWhite1-1/+7
Add error popup when citra initialization failed
2016-02-05renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei1-2/+2
2016-02-03OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging levelYuri Kunde Schlesner1-2/+0
The nVidia driver is *extremely* spammy on this category, sending a message on every buffer or texture upload, slowing down the emulator and making the log useless.
2015-12-08VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner1-12/+3
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations.
2015-11-19FragShader: Use an UBO instead of several individual uniformsSubv1-0/+1
2015-10-24OpenGL: Log GL_KHR_debug messages we receiveEmmanuel Gil Peyrot1-0/+57
This allows the driver to communicate errors, warnings and improvement suggestions about our usage of the API.
2015-10-22renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei1-2/+37
2015-09-16general: Silence some warnings when using clangLioncash1-2/+2
2015-09-11video_core: Reorganize headersLioncash1-2/+2
2015-09-11video_core: Remove unnecessary includes from headersLioncash1-3/+3
2015-08-30Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner1-2/+2
The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES.
2015-08-06OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner1-5/+0
All uses of this field where it's false can just set the texture id to 0 instead.
2015-07-13Add CiTrace recording support.Tony Wasserka1-0/+6
This is exposed in the GUI as a new "CiTrace Recording" widget. Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still).
2015-06-28Core, VideoCore: Replace or fix exit() calls.Emmanuel Gil Peyrot1-6/+9
2015-06-16VideoCore: Log the GL driver’s vendor and renderer.Emmanuel Gil Peyrot1-0/+2
2015-06-09Liberal texture unbind (clout menu)tfarley1-0/+6
2015-05-29Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot1-1/+1
2015-05-23OpenGL renderertfarley1-14/+47
2015-05-15Memmap: Re-organize memory function in two filesYuri Kunde Schlesner1-1/+1
memory.cpp/h contains definitions related to acessing memory and configuring the address space mem_map.cpp/h contains higher-level definitions related to configuring the address space accoording to the kernel and allocating memory.
2015-05-09Memory: Add GetPhysicalPointer helper functionYuri Kunde Schlesner1-4/+4
2015-05-07Common: Remove common.hYuri Kunde Schlesner1-0/+1
2015-04-04Allow the user to set the background clear color during emulationarchshift1-1/+2
The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
2015-03-09Added LCD registers, and implementation for color filling in OGL code.archshift1-10/+44
2015-03-07Set framebuffer layout from EmuWindow.bunnei1-39/+9
2015-03-02Add profiling infrastructure and widgetYuri Kunde Schlesner1-0/+12
2015-02-15video_core: Implement the remaining framebuffer formats in the OpenGL renderer.Emmanuel Gil Peyrot1-12/+62
2015-02-11Asserts: break/crash program, fit to style guide; log.h->assert.harchshift1-3/+3
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
2015-01-14GSP: Update framebuffer info on all interruptsYuri Kunde Schlesner1-3/+1
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
2015-01-08GSP: Toggle active framebuffer each framebunnei1-1/+4
2014-12-21License changepurpasmart961-1/+1
2014-12-20Clean up some warningsChin1-2/+2
2014-12-13Convert old logging calls to new logging macrosYuri Kunde Schlesner1-6/+6
2014-12-01Silence a few -Wsign-compare warnings.Rohit Nirmal1-1/+1
2014-11-30Fixed viewport error caused by roundingvaguilar1-2/+2
2014-11-19Remove tabs in all files except in skyeye imports and in generated GL codeEmmanuel Gil Peyrot1-1/+1
2014-11-18OpenGL Renderer: Cleanup viewport extent calculation.Tony Wasserka1-27/+22
2014-11-18Fixup EmuWindow interface and implementations thereof.Tony Wasserka1-3/+3
2014-11-18Viewport scaling and display density independenceKevin Hartman1-1/+35
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
2014-10-12Rework OpenGL renderer.Yuri Kunde Schlesner1-167/+141
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore.
2014-10-12OpenGL renderer: Shuffle initialization code around and rename functions.Yuri Kunde Schlesner1-17/+16
2014-09-09Moved common_types::Rect from common to Common namespacearchshift1-2/+2
2014-09-07renderer_opengl.cpp: improved alignment for readabilityarchshift1-16/+16
2014-09-01Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner1-5/+3
This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows.
2014-08-28Downgrade GLSL version to 1.50 (compatible with GL 3.2)Yuri Kunde Schlesner1-6/+8
2014-08-26VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.bunnei1-4/+10
2014-08-26Rewrite of OpenGL renderer, including OS X supportKevin Hartman1-176/+146
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads. Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk.
2014-08-12Pica/GPU: Change hardware registers to use physical addresses rather than virtual ones.Tony Wasserka1-7/+7
This cleans up the mess that address reading/writing had become and makes the code a *lot* more sensible. This adds a physical<->virtual address converter to mem_map.h. For further accuracy, we will want to properly extend this to support a wider range of address regions. For now, this makes simply homebrew applications work in a good manner though.
2014-08-12Remove the fancy RegisterSet class introduced in 4c2bff61e.Tony Wasserka1-2/+2
While it was some nice and fancy template usage, it ultimately had many practical issues regarding length of involved expressions under regular usage as well as common code completion tools not being able to handle the structures. Instead, we now use a more conventional approach which is a lot more clean to use.
2014-07-23Use uniform formatting when printing hexadecimal numbers.Tony Wasserka1-1/+1
2014-07-23RegisterSet: Simplify code by using structs for register definition instead of unions.Tony Wasserka1-9/+9
2014-07-23GPU: Make use of RegisterSet.Tony Wasserka1-26/+28
2014-07-23Renderer: Fix component order in bottom framebuffer.Tony Wasserka1-1/+1
2014-07-23Renderer: Respect the active_fb GPU register.Tony Wasserka1-2/+9
2014-07-23Renderer: Add a few TODOs.Tony Wasserka1-3/+10
2014-06-12Rename LCD to GPU.Tony Wasserka1-3/+3
2014-05-20common_types: Changed BasicRect back to Rect, in the common namespacearchshift1-2/+2
Only Rect is in the namespace for now; the rest of common should be added in the future
2014-05-08Update FlipFramebufferSethpaien1-7/+6
Less calculations + fix
2014-05-01Reverse debugging changesarchshift1-2/+0
2014-05-01TGA dumps work, courtesy of @bunneiarchshift1-0/+2
2014-04-28Rect to BasicRectarchshift1-2/+2
Somewhere along the line an OSX header had already taken the name Rect.
2014-04-27fixed renderer to use correct framebuffer locationbunnei1-6/+5
2014-04-22fixed GL context acquire (applies to Qt GUI only)bunnei1-0/+2
2014-04-18renamed hw_lcd module to just lcdbunnei1-1/+1
2014-04-17fixed framebuffer color orderbunnei1-1/+1
2014-04-17removed hard-coded framebuffer addresses from renderer_opengl.cppbunnei1-2/+4
2014-04-09fixed project includes to use new directory structurebunnei1-3/+4
2014-04-09got rid of 'src' folders in each sub-projectbunnei1-0/+0
2014-04-09fixed license header in video_corebunnei1-23/+3
2014-04-09- removed lots of unused code from gekkobunnei1-236/+74
- updated code style/naming conventions
2014-04-07added support for renderering the external framebuffersbunnei1-19/+140
2014-04-06added initial renderer codebunnei1-0/+340