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path: root/src/video_core/renderer_opengl/renderer_opengl.cpp (follow)
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* OpenGl: Implement Channels.Fernando Sahmkow2022-10-061-1/+1
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* video_core: support framebuffer crop rect top not zerovonchenplus2022-08-201-6/+13
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+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
* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-141-2/+2
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* OpenGL: fix croppingLiam2022-04-041-1/+6
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* hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-251-4/+4
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* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-251-4/+4
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* video_core: Reduce unused includesameerj2022-03-191-3/+0
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* renderer_opengl: Minor refactoring of filter selectionameerj2021-12-051-30/+20
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* Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror2021-11-161-2/+3
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* OpenGL: fix FXAA with scalingMarshall Mohror2021-11-161-9/+30
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* OpenGL: Implement FXAAMarshall Mohror2021-11-161-34/+75
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* QtGUI: Add buttton to toggle the filter.FernandoS272021-11-161-0/+1
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* VideoCore: Add gaussian filtering.FernandoS272021-11-161-0/+5
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* Presentation: add Nearest Neighbor filter.Fernando Sahmkow2021-11-161-1/+18
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* Renderers: Unify post processing filter shadersameerj2021-11-161-5/+4
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* Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2021-11-161-2/+25
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* OpenGL: set linear mag filter when blitting a downscaled image.Fernando Sahmkow2021-11-161-0/+1
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* renderers: Add explicit invert_y bool to screenshot callbackameerj2021-07-291-1/+1
| | | | OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
* Merge pull request #6696 from ameerj/speed-limit-renamebunnei2021-07-271-6/+4
|\ | | | | general: Rename "Frame Limit" references to "Speed Limit"
| * renderer_base: Removed redundant settingsameerj2021-07-241-6/+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.
* | shader: Fix disabled attribute default valuesameerj2021-07-231-1/+1
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* | renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp2021-07-231-6/+5
| | | | | | | | | | Ensures that states set for a particular stage are not attached to other stages which may not need them.
* | renderers: Fix clang formattingameerj2021-07-231-1/+1
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* | shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp2021-07-231-15/+20
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* | gl_shader_util: Move shader utility code to a separate fileReinUsesLisp2021-07-231-7/+5
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* | renderer_opengl: State track compute assembly programsReinUsesLisp2021-07-231-0/+1
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* | shader: Initial OpenGL implementationReinUsesLisp2021-07-231-12/+5
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* configure_graphics: Use u8 for bg_color valuesameerj2021-07-091-5/+3
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* perf_stats: Rework FPS counter to be more accurateameerj2021-05-161-0/+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.
* common: Move settings to common from core.bunnei2021-04-151-1/+1
| | | | - Removes a dependency on core and input_common from common.
* renderer_opengl: Remove interopReinUsesLisp2021-02-131-85/+3
| | | | Remove unused interop code from the OpenGL backend.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-9/+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.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-32/+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.
* renderer_opengl: Update OpenGL backend version requirement to 4.6Morph2021-02-071-1/+1
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* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-19/+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.
* video_core: Remove unnecessary enum class casting in logging messagesLioncash2020-12-071-1/+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.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-2/+2
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* Fix telemetry-related exit crash from use-after-freeFearlessTobi2020-12-051-3/+3
| | | | Co-Authored-By: xperia64 <xperia64@users.noreply.github.com>
* Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex2020-11-231-1/+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.
* renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2020-09-201-266/+22
| | | | | Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-9/+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.
* Merge pull request #4569 from ReinUsesLisp/glsl-cmakebunnei2020-08-271-42/+4
|\ | | | | video_core/host_shaders: Add CMake integration for string shaders
| * video_core/host_shaders: Add CMake integration for string shadersReinUsesLisp2020-08-241-42/+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.
* | Merge pull request #4542 from ReinUsesLisp/gpu-init-basebunnei2020-08-251-5/+6
|\ \ | |/ |/| video_core: Initialize renderer with a GPU
| * video_core: Initialize renderer with a GPUReinUsesLisp2020-08-221-5/+6
| | | | | | | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* | common/telemetry: Migrate namespace into the Common namespaceLioncash2020-08-181-3/+4
|/ | | | | Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
* video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-2/+2
| | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-4/+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>
* gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustnessReinUsesLisp2020-06-241-1/+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.
* renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabledReinUsesLisp2020-06-061-4/+2
| | | | | Avoids logging when it's not relevant. This can potentially reduce driver's internal thread overhead.
* Merge pull request #3958 from FernandoS27/gl-debugbunnei2020-05-311-0/+3
|\ | | | | OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
| * OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.Fernando Sahmkow2020-05-181-0/+3
| | | | | | | | | | This commit aims to help easing debugging of driver crashes without having to modify existing code.
* | renderer_opengl: Add assembly program code pathsReinUsesLisp2020-05-191-8/+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.
* CMakeLists: Make -Wreorder a compile-time errorLioncash2020-04-151-2/+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.
* Address review and fix broken yuzu-tester buildJames Rowe2020-03-261-2/+4
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* Frontend/GPU: Refactor context managementJames Rowe2020-03-251-43/+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
* renderer_opengl: Move some logic to an anonymous namespaceReinUsesLisp2020-03-161-151/+151
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* renderer_opengl: Detect Nvidia Nsight as a debugging toolReinUsesLisp2020-03-161-1/+22
| | | | Use getenv to detect Nsight.
* renderer_opengl: Keep presentation frames in lock-step when GPU debugging.bunnei2020-03-141-1/+32
| | | | - Fixes renderdoc with OpenGL renderer.
* Merge pull request #3491 from ReinUsesLisp/polygon-modesbunnei2020-03-131-0/+2
|\ | | | | gl_rasterizer: Implement polygon modes and fill rectangles
| * gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp2020-03-101-0/+2
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* | gl_shader_manager: Fix interaction between graphics and computeReinUsesLisp2020-03-111-2/+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.
* renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp2020-02-281-0/+2
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* gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for logic opReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for alpha testingReinUsesLisp2020-02-281-2/+1
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* gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement depth dirty flagsReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp2020-02-281-0/+2
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* gl_state_tracker: Implement dirty flags for blendingReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp2020-02-281-0/+2
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* gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp2020-02-281-0/+3
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* gl_state_tracker: Implement dirty flags for color masksReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp2020-02-281-0/+1
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* gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp2020-02-281-1/+4
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* renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp2020-02-281-2/+4
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* gl_state: Remove completelyReinUsesLisp2020-02-281-5/+0
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* gl_state: Remove program trackingReinUsesLisp2020-02-281-8/+29
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* gl_state: Remove framebuffer trackingReinUsesLisp2020-02-281-19/+14
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* gl_state: Remove texture and sampler trackingReinUsesLisp2020-02-281-2/+3
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* gl_state: Remove blend state trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove stencil test trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove clip control trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove rasterizer disable trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove viewport and depth range trackingReinUsesLisp2020-02-281-31/+22
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* gl_state: Remove scissor test trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove color mask trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove framebuffer sRGB trackingReinUsesLisp2020-02-281-2/+6
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* gl_state: Remove VAO cache and trackingReinUsesLisp2020-02-281-14/+8
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* gl_state: Remove depth trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove logic op trackerReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove polygon offset trackingReinUsesLisp2020-02-281-1/+2
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* gl_state: Remove alpha test trackingReinUsesLisp2020-02-281-0/+1
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* gl_state: Remove cull mode trackingReinUsesLisp2020-02-281-0/+2
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* gl_state: Remove front face trackingReinUsesLisp2020-02-281-0/+4
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-14/+0
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* renderer_opengl: Fix SRGB presentation frame tracking.bunnei2020-02-281-2/+2
| | | | - Fixes SRGB in Super Smash Bros. Ultimate.
* renderer_opengl: Reduce swap chain size to 3.bunnei2020-02-281-3/+2
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* renderer_opengl: Use more concise lock syntax.bunnei2020-02-271-4/+4
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* renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.bunnei2020-02-271-36/+37
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* renderer_opengl: Create gl_framebuffer_data if empty.bunnei2020-02-261-1/+2
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* renderer_opengl: Add texture mailbox support for presenter thread.bunnei2020-02-261-22/+247
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* renderer_opengl: Make ScreenRectVertex's constructor constexprReinUsesLisp2019-11-291-12/+7
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* renderer_opengl: Remove C castsReinUsesLisp2019-11-291-4/+5
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* renderer_opengl: Use explicit binding for presentation shadersReinUsesLisp2019-11-291-26/+20
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* renderer_opengl: Drop macros for message decorationsReinUsesLisp2019-11-291-21/+26
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* renderer_opengl: Move static definitions to anonymous namespaceReinUsesLisp2019-11-291-62/+66
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* renderer_opengl: Move commentaries to header fileReinUsesLisp2019-11-291-18/+1
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* core/memory: Migrate over GetPointer()Lioncash2019-11-271-1/+1
| | | | | With all of the interfaces ready for migration, it's trivial to migrate over GetPointer().
* video_core: Silence implicit conversion warningsReinUsesLisp2019-11-081-2/+4
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* GL_Renderer: Remove lefting snippet.Fernando Sahmkow2019-10-051-2/+0
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* Nvdrv: Do framelimiting only in the CPU ThreadFernando Sahmkow2019-10-051-3/+0
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* renderer_opengl: Fix rebase mistakeReinUsesLisp2019-09-111-1/+1
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* renderer_opengl: Fix sRGB blitsReinUsesLisp2019-09-111-9/+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.
* gl_state: Split textures and samplers into two arraysReinUsesLisp2019-09-061-2/+2
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* renderer_opengl: Implement RGB565 framebuffer formatReinUsesLisp2019-08-211-1/+5
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* renderer_opengl: Use block linear swizzling for CPU framebuffersReinUsesLisp2019-08-211-33/+31
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* renderer_opengl: Use VideoCore pixel formatReinUsesLisp2019-08-211-6/+11
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* gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfigReinUsesLisp2019-08-211-6/+4
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* GL_State: Feedback and fixesFernando Sahmkow2019-07-171-0/+7
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* gl_buffer_cache: Implement with generic buffer cacheReinUsesLisp2019-07-061-2/+2
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* gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp2019-06-211-1/+0
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* texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp2019-06-211-1/+0
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* gl_texture_cache: Initial implementationReinUsesLisp2019-06-211-0/+1
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* core: Remove unused CiTrace source filesLioncash2019-06-181-1/+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.
* gl_shader_cache: Use shared contexts to build shaders in parallelReinUsesLisp2019-05-211-3/+3
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* video_core/renderer_opengl: Remove unnecessary includesLioncash2019-04-041-1/+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.
* gl_rasterizer: Remove unused reference member variable from RasterizerOpenGLLioncash2019-03-271-1/+1
| | | | | This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface"
* memory: Simplify rasterizer cache operations.bunnei2019-03-161-2/+1
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* video_core/morton: Use enum to describe MortonCopyPixels128 modeReinUsesLisp2019-03-131-3/+5
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* video_core/renderer_opengl: Replace direct usage of global system object accessorsLioncash2019-03-041-11/+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.
* renderer_opengl: Update pixel format trackingReinUsesLisp2019-02-261-0/+1
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* Merge pull request #2127 from FearlessTobi/fix-screenshot-srgbbunnei2019-02-161-1/+2
|\ | | | | renderer_opengl: respect the sRGB colorspace for the screenshot feature
| * renderer_opengl: respect the sRGB colorspace for the screenshot featurefearlessTobi2019-02-151-1/+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.
* | core_timing: Convert core timing into a classLioncash2019-02-161-1/+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.
* renderer_opengl: Remove reference to global system instanceLioncash2019-02-131-3/+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()
* core_timing: Rename CoreTiming namespace to Core::TimingLioncash2019-02-121-1/+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.
* gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp2019-02-071-3/+3
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* gl_rasterizer_cache: Move swizzling to textures instead of stateReinUsesLisp2019-01-301-1/+0
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* gl_rasterizer: Use DSA for texturesReinUsesLisp2019-01-301-49/+13
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* frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.bunnei2019-01-241-14/+2
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* gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp2019-01-061-15/+14
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* gl_state: Drop uniform buffer state trackingReinUsesLisp2019-01-061-1/+0
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* Merge pull request #1886 from FearlessTobi/port-4164bunnei2018-12-231-3/+38
|\ | | | | Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
| * yuzu, video_core: Screenshot functionalityzhupengfei2018-12-181-3/+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.
* | Fixed uninitialized memory due to missing returns in canaryDavid Marcec2018-12-191-0/+2
|/ | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
* video_core: Move morton functions to their own fileReinUsesLisp2018-11-251-1/+1
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* Merge pull request #1725 from FernandoS27/gl43bunnei2018-11-241-1/+1
|\ | | | | Update OpenGL's backend version from 3.3 to 4.3
| * Removed pre 4.3 ARB extensionsFernandoS272018-11-211-1/+1
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* | Use default values for unknown framebuffer pixel formatFernandoS272018-11-211-0/+6
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* global: Use std::optional instead of boost::optional (#1578)Frederic L2018-10-301-5/+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
* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-3/+11
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* Port Citra #4047 & #4052: add change background color supporttech4me2018-09-091-0/+6
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* gl_state: Keep track of texture target.bunnei2018-09-081-10/+10
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* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-0/+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.
* core: Make the main System class use the PImpl idiomLioncash2018-08-311-3/+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.
* 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.
* Merge pull request #1123 from lioncash/screenbunnei2018-08-211-8/+13
|\ | | | | rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
| * rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signatureLioncash2018-08-211-6/+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.
| * renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselvesLioncash2018-08-211-3/+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)
* | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logsLioncash2018-08-211-1/+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.
* renderer_opengl: Treat OpenGL errors as critical.bunnei2018-08-171-1/+1
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* core: Namespace EmuWindowLioncash2018-08-121-3/+5
| | | | Gets the class out of the global namespace.
* renderer_opengl: Use trace log in a few places.bunnei2018-08-081-1/+1
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* renderer_base: Make Rasterizer() return the rasterizer by referenceLioncash2018-08-041-2/+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().
* video_core: Eliminate the g_renderer global variableLioncash2018-08-041-1/+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.
* video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-021-17/+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.
* vi: Partially implement buffer crop parameters.bunnei2018-07-181-4/+18
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* OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei2018-07-141-1/+14
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* Update clang formatJames Rowe2018-07-031-1/+1
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* Rename logging macro back to LOG_*James Rowe2018-07-031-7/+7
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* gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei2018-06-271-1/+0
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* GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv2018-06-071-0/+1
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* renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalentsLioncash2018-04-271-6/+7
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* video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-251-5/+5
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* renderer_opengl: Use correct byte order for framebuffer pixel format ABGR8.bunnei2018-04-251-2/+1
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* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-251-1/+2
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* renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles()Lioncash2018-04-241-1/+2
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* opengl: Remove unnecessary header inclusionsLioncash2018-04-211-3/+0
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* renderer_opengl: Fix Morton copy byteswap, etc.bunnei2018-04-141-5/+5
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* renderer_opengl: Use OGLProgram instead of OGLShader.bunnei2018-04-141-1/+1
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* renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.bunnei2018-03-271-6/+6
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-271-2/+2
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* renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.bunnei2018-03-271-5/+0
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* renderer_opengl: Only draw the screen if a framebuffer is specified.bunnei2018-03-271-6/+7
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* renderer_opengl: Only invalidate the framebuffer region, not flush.bunnei2018-03-231-4/+3
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* renderer_opengl: Fixes for properly flushing & rendering the framebuffer.bunnei2018-03-231-6/+12
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* renderer_opengl: Better handling of framebuffer transform flags.bunnei2018-03-231-2/+16
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* renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.bunnei2018-03-231-31/+25
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* video_core: Move MortonCopyPixels128 to utils header.bunnei2018-03-231-111/+1
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* video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei2018-03-231-26/+30
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* gl_shader_util: Sync latest version with Citra.bunnei2018-03-201-1/+1
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* renderer_opengl: Support framebuffer flip vertical.bunnei2018-02-121-5/+9
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* memory: Replace all memory hooking with Special regionsMerryMage2018-01-271-1/+1
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* renderer_gl: Clear screen to black before rendering framebuffer.bunnei2018-01-151-3/+6
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* renderer: Render previous frame when no new one is available.bunnei2018-01-151-10/+13
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* Fix build on macOS and linuxMerryMage2018-01-131-0/+1
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-7/+0
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* renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo.bunnei2018-01-121-1/+1
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* renderer_opengl: Support rendering Switch framebuffer.bunnei2018-01-111-129/+68
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* renderer_opengl: Add MortonCopyPixels function for Switch framebuffer.bunnei2018-01-111-0/+111
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* renderer_opengl: Update DrawScreens for Switch.bunnei2018-01-111-22/+10
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* telemetry: Log performance, configuration, and system data.bunnei2017-07-181-3/+12
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* OpenGL: Remove unused RendererOpenGL fieldsYuri Kunde Schlesner2017-05-281-8/+2
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* Core: Re-write frame limiterYuri Kunde Schlesner2017-02-271-3/+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.
* Core: Make PerfStats internally lockedYuri Kunde Schlesner2017-02-271-8/+2
| | | | More ergonomic to use and will be required for upcoming changes.
* Remove built-in (non-Microprofile) profilerYuri Kunde Schlesner2017-02-271-8/+0
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* Add performance statistics to status barYuri Kunde Schlesner2017-02-271-0/+9
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* core: Move emu_window and key_map into coreMerryMage2016-12-231-1/+1
| | | | * Removes circular dependences (common should not depend on core)
* Add default hotkey to swap primary screens.James Rowe2016-11-051-3/+2
| | | | Also minor style changes
* Support additional screen layouts.James Rowe2016-11-051-6/+12
| | | | | Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
* 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 Peyrot2016-09-211-5/+1
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-191-20/+12
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-51/+71
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* gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueuemailwl2016-06-011-1/+1
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* fixup simple type conversions where possibleAlexander Laties2016-05-071-1/+1
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* Frontends, VideoCore: Move glad initialisation to the frontendEmmanuel Gil Peyrot2016-05-061-6/+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.
* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-5/+10
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* HWRasterizer: Texture forwardingtfarley2016-04-211-54/+74
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* Improve error report from Init() functionsLittleWhite2016-03-081-1/+7
| | | | Add error popup when citra initialization failed
* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei2016-02-051-2/+2
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* OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging levelYuri Kunde Schlesner2016-02-031-2/+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.
* Merge pull request #1196 from linkmauve/khr_debugbunnei2016-01-131-0/+57
|\ | | | | Add optional GL_KHR_debug support
| * OpenGL: Log GL_KHR_debug messages we receiveEmmanuel Gil Peyrot2015-10-241-0/+57
| | | | | | | | | | This allows the driver to communicate errors, warnings and improvement suggestions about our usage of the API.
* | VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner2015-12-081-12/+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.
* | FragShader: Use an UBO instead of several individual uniformsSubv2015-11-191-0/+1
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* | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-221-2/+37
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* general: Silence some warnings when using clangLioncash2015-09-161-2/+2
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* video_core: Reorganize headersLioncash2015-09-111-2/+2
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* video_core: Remove unnecessary includes from headersLioncash2015-09-111-3/+3
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* Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner2015-08-301-2/+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.
* OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner2015-08-061-5/+0
| | | | | All uses of this field where it's false can just set the texture id to 0 instead.
* Add CiTrace recording support.Tony Wasserka2015-07-131-0/+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).
* Core, VideoCore: Replace or fix exit() calls.Emmanuel Gil Peyrot2015-06-281-6/+9
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* VideoCore: Log the GL driver’s vendor and renderer.Emmanuel Gil Peyrot2015-06-161-0/+2
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* Liberal texture unbind (clout menu)tfarley2015-06-091-0/+6
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* Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot2015-05-291-1/+1
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* OpenGL renderertfarley2015-05-231-14/+47
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* Memmap: Re-organize memory function in two filesYuri Kunde Schlesner2015-05-151-1/+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.
* Memory: Add GetPhysicalPointer helper functionYuri Kunde Schlesner2015-05-091-4/+4
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* Common: Remove common.hYuri Kunde Schlesner2015-05-071-0/+1
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* Allow the user to set the background clear color during emulationarchshift2015-04-041-1/+2
| | | | The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
* Merge pull request #629 from archshift/lcdfbbunnei2015-03-101-10/+44
|\ | | | | Implement SetLcdForceBlack and add implementation for color filling in the GPU code
| * Added LCD registers, and implementation for color filling in OGL code.archshift2015-03-091-10/+44
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* | Merge pull request #636 from bunnei/refactor-screen-winbunnei2015-03-081-39/+9
|\ \ | | | | | | Set framebuffer layout from EmuWindow.
| * | Set framebuffer layout from EmuWindow.bunnei2015-03-071-39/+9
| |/
* / Add profiling infrastructure and widgetYuri Kunde Schlesner2015-03-021-0/+12
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* video_core: Implement the remaining framebuffer formats in the OpenGL renderer.Emmanuel Gil Peyrot2015-02-151-12/+62
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* Asserts: break/crash program, fit to style guide; log.h->assert.harchshift2015-02-111-3/+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.
* GSP: Update framebuffer info on all interruptsYuri Kunde Schlesner2015-01-141-3/+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.
* GSP: Toggle active framebuffer each framebunnei2015-01-081-1/+4
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* Merge pull request #291 from purpasmart96/licensebunnei2014-12-211-1/+1
|\ | | | | License change
| * License changepurpasmart962014-12-211-1/+1
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* | Clean up some warningsChin2014-12-201-2/+2
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* Convert old logging calls to new logging macrosYuri Kunde Schlesner2014-12-131-6/+6
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* Merge pull request #236 from rohit-n/sign-comparebunnei2014-12-031-1/+1
|\ | | | | Silence a few -Wsign-compare warnings.
| * Silence a few -Wsign-compare warnings.Rohit Nirmal2014-12-011-1/+1
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* | Fixed viewport error caused by roundingvaguilar2014-11-301-2/+2
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* Remove tabs in all files except in skyeye imports and in generated GL codeEmmanuel Gil Peyrot2014-11-191-1/+1
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* OpenGL Renderer: Cleanup viewport extent calculation.Tony Wasserka2014-11-181-27/+22
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* Fixup EmuWindow interface and implementations thereof.Tony Wasserka2014-11-181-3/+3
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* Viewport scaling and display density independenceKevin Hartman2014-11-181-1/+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.
* Rework OpenGL renderer.Yuri Kunde Schlesner2014-10-121-167/+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.
* OpenGL renderer: Shuffle initialization code around and rename functions.Yuri Kunde Schlesner2014-10-121-17/+16
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* Merge pull request #97 from archshift/cleanupbunnei2014-09-141-16/+16
|\ | | | | Small, general code cleanup
| * renderer_opengl.cpp: improved alignment for readabilityarchshift2014-09-071-16/+16
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* | Moved common_types::Rect from common to Common namespacearchshift2014-09-091-2/+2
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* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-011-5/+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.
* Downgrade GLSL version to 1.50 (compatible with GL 3.2)Yuri Kunde Schlesner2014-08-281-6/+8
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* VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.bunnei2014-08-261-4/+10
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* Rewrite of OpenGL renderer, including OS X supportKevin Hartman2014-08-261-176/+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.
* Pica/GPU: Change hardware registers to use physical addresses rather than virtual ones.Tony Wasserka2014-08-121-7/+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.
* Remove the fancy RegisterSet class introduced in 4c2bff61e.Tony Wasserka2014-08-121-2/+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.
* Use uniform formatting when printing hexadecimal numbers.Tony Wasserka2014-07-231-1/+1
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* RegisterSet: Simplify code by using structs for register definition instead of unions.Tony Wasserka2014-07-231-9/+9
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* GPU: Make use of RegisterSet.Tony Wasserka2014-07-231-26/+28
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* Renderer: Fix component order in bottom framebuffer.Tony Wasserka2014-07-231-1/+1
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* Renderer: Respect the active_fb GPU register.Tony Wasserka2014-07-231-2/+9
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* Renderer: Add a few TODOs.Tony Wasserka2014-07-231-3/+10
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* Rename LCD to GPU.Tony Wasserka2014-06-121-3/+3
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* common_types: Changed BasicRect back to Rect, in the common namespacearchshift2014-05-201-2/+2
| | | | Only Rect is in the namespace for now; the rest of common should be added in the future
* Merge remote-tracking branch 'upstream/master' into issue-7-fixarchshift2014-05-171-7/+6
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| * Update FlipFramebufferSethpaien2014-05-081-7/+6
| | | | | | Less calculations + fix
* | Reverse debugging changesarchshift2014-05-011-2/+0
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* | TGA dumps work, courtesy of @bunneiarchshift2014-05-011-0/+2
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* | Rect to BasicRectarchshift2014-04-281-2/+2
|/ | | | Somewhere along the line an OSX header had already taken the name Rect.
* fixed renderer to use correct framebuffer locationbunnei2014-04-271-6/+5
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* fixed GL context acquire (applies to Qt GUI only)bunnei2014-04-221-0/+2
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* renamed hw_lcd module to just lcdbunnei2014-04-181-1/+1
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* fixed framebuffer color orderbunnei2014-04-171-1/+1
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* removed hard-coded framebuffer addresses from renderer_opengl.cppbunnei2014-04-171-2/+4
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* fixed project includes to use new directory structurebunnei2014-04-091-3/+4
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* got rid of 'src' folders in each sub-projectbunnei2014-04-091-0/+279