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* gl_rasterizer: Fixup unassigned point sizesReinUsesLisp2018-10-011-1/+4
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* Merge pull request #1330 from raven02/tldsbunnei2018-10-011-7/+15
|\ | | | | TLDS: Add 1D sampler
| * Fix trailing whitespaceraven022018-09-301-1/+4
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| * Merge branch 'master' into tldsraven022018-09-1913-159/+267
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| * | Add 1D sampler for TLDS - TexelFetch (Mario Rabbids)raven022018-09-171-7/+12
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* | | gl_rasterizer_cache: Fixes to how we do render to cubemap.bunnei2018-09-302-32/+5
| | | | | | | | | | | | - Fixes issues with Splatoon 2.
* | | gl_rasterizer_cache: Add check for array rendering to cubemap texture.bunnei2018-09-301-0/+8
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* | | gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-302-119/+216
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* | | gl_shader_decompiler: TEXS: Implement TextureType::TextureCube.bunnei2018-09-301-0/+8
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* | | gl_rasterizer_cache: Add support for SurfaceTarget::TextureCubemap.bunnei2018-09-302-1/+36
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* | | gl_rasterizer_cache: Implement LoadGLBuffer for Texture2DArray.bunnei2018-09-301-0/+8
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* | | gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.bunnei2018-09-301-23/+88
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* | | gl_rasterizer_cache: Track texture target and depth in the cache.bunnei2018-09-301-2/+3
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* | | gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario.bunnei2018-09-303-6/+21
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* | | gl_rasterizer_cache: Keep track of surface 2D size separately from total size.bunnei2018-09-302-32/+46
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* | | Merge pull request #1411 from ReinUsesLisp/point-sizebunnei2018-09-294-0/+21
|\ \ \ | | | | | | | | video_core: Implement point_size and add point state sync
| * | | video_core: Implement point_size and add point state syncReinUsesLisp2018-09-284-0/+21
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* | | | gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp2018-09-284-8/+24
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* | | video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp2018-09-262-0/+28
| | | | | | | | | | | | | | | | | | Add asserts for compute shader dispatching, transform feedback being enabled and alpha testing. These have in common that they'll probably break rendering without logging.
* | | Added glObjectLabels for renderdoc for textures and shader programs (#1384)David2018-09-233-0/+26
| | | | | | | | | | | | | | | | | | | | | | | | * Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize
* | | correct BC6Hgreggameplayer2018-09-231-2/+2
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* | | Merge pull request #1382 from lioncash/incbunnei2018-09-222-4/+1
|\ \ \ | | | | | | | | gl_state: Remove unused type alias
| * | | gl_state: Remove unused type aliasLioncash2018-09-222-4/+1
| | | | | | | | | | | | | | | | | | | | | | | | This isn't used anywhere within the header, so we can remove it, along with the include that was previously necessary. This also uncovers an indirect include in the cpp file for the assertion macros.
* | | | Merge pull request #1379 from lioncash/bitwisebunnei2018-09-211-1/+1
|\ \ \ \ | | | | | | | | | | gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
| * | | | gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()Lioncash2018-09-211-1/+1
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | This was very likely intended to be a logical OR based off the conditioning and testing of inversion in one case. Even if this was intentional, this is the kind of non-obvious thing one should be clarifying with a comment.
* / / / RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.Subv2018-09-211-1/+1
|/ / / | | | | | | | | | | | | | | | Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :)
* | / gl_rasterizer: Fix StartAddress handling with indexed draw calls.Markus Wick2018-09-191-6/+7
| |/ |/| | | | | | | We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds. Let's just offset the upload instead.
* | Merge pull request #1342 from lioncash/truncbunnei2018-09-191-4/+4
|\ \ | | | | | | gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
| * | gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A codeLioncash2018-09-181-4/+4
| | | | | | | | | | | | | | | | | | These are internally stored as u64 values, so using u32 here causes truncation warnings. Instead, we can just use u64 and preserve the bit width.
* | | Merge pull request #1279 from FernandoS27/csetpbunnei2018-09-191-21/+86
|\ \ \ | | | | | | | | shader_decompiler: Implemented (Partialy) Control Codes and CSETP
| * | | Implemented Internal FlagsFernandoS272018-09-181-13/+35
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| * | | Implemented I2I.CC on the NEU control code, used by SMOFernandoS272018-09-171-13/+17
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| * | | Implemented CSETPFernandoS272018-09-171-14/+38
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| * | | Implemented Control CodesFernandoS272018-09-171-0/+15
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* | | Merge pull request #1299 from FernandoS27/texture-sanatizebunnei2018-09-191-2/+45
|\ \ \ | | | | | | | | shader_decompiler: Asserts for Texture Instructions
| * | | Added asserts for texture misc modes to texture instructionsFernandoS272018-09-171-2/+45
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* | | Merge pull request #1290 from FernandoS27/shader-headerbunnei2018-09-181-24/+7
|\ \ \ | |/ / |/| | Implemented (Partialy) Shader Header
| * | Replace old FragmentHeader for the new HeaderFernandoS272018-09-111-22/+3
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| * | Implemented (Partialy) Shader HeaderFernandoS272018-09-111-2/+4
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* | | Merge pull request #1316 from lioncash/shadowbunnei2018-09-171-2/+0
|\ \ \ | | | | | | | | gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
| * | | gl_shader_decompiler: Get rid of variable shadowing within LEA instructionsLioncash2018-09-141-2/+0
| | | | | | | | | | | | | | | | These variables are already defined within an outer scope.
* | | | Merge pull request #1326 from FearlessTobi/port-4182bunnei2018-09-1713-100/+104
|\ \ \ \ | | | | | | | | | | Port #4182 from Citra: "Prefix all size_t with std::"
| * | | | Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-1513-100/+104
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* | | | Merge pull request #1329 from raven02/bgr5a1ubunnei2018-09-171-0/+3
|\ \ \ \ | | | | | | | | | | Implement RenderTargetFormat::BGR5A1_UNORM
| * | | | Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)raven022018-09-151-0/+3
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* | | / Implement ASTC_2D_8X8 (Bayonetta 2)raven022018-09-162-6/+18
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* | | Shaders: Implemented multiple-word loads and stores to and from attribute memory.Subv2018-09-151-6/+49
|/ / | | | | | | This seems to be an optimization performed by nouveau.
* | Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp2018-09-132-3/+23
| | | | | | | | | | | | * gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
* | gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.bunnei2018-09-131-1/+1
| | | | | | | | - Fixes a regression with Sonic Mania with ARB_texture_storage.
* | Merge pull request #1263 from FernandoS27/tex-modebunnei2018-09-121-1/+33
|\ \ | | | | | | shader_decompiler: Implemented (Partially) Texture Processing Modes
| * | Implemented Texture Processing ModesFernandoS272018-09-121-1/+33
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* | Merge pull request #1278 from tech4me/bg-color-fixbunnei2018-09-121-0/+6
|\ \ | | | | | | Port Citra #4047 & #4052: add change background color support
| * | Port Citra #4047 & #4052: add change background color supporttech4me2018-09-091-0/+6
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* | | Merge pull request #1295 from bunnei/accurate-copiesbunnei2018-09-122-18/+12
|\ \ \ | | | | | | | | gl_rasterizer_cache: Improve accuracy of caching and copies.
| * | | gl_rasterizer_cache: Always blit on recreate, regardless of format.bunnei2018-09-121-6/+10
| | | | | | | | | | | | | | | | - Fixes several rendering issues with Super Mario Odyssey.
| * | | gl_shader_cache: Remove cache_width/cache_height.bunnei2018-09-122-12/+2
| | |/ | |/| | | | | | | | | | - This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
* | | Merge pull request #1294 from degasus/optimizationsbunnei2018-09-121-11/+8
|\ \ \ | | | | | | | | gl_rasterizer: Use ARB_texture_storage.
| * | | gl_rasterizer: Use ARB_texture_storage.Markus Wick2018-09-111-11/+8
| |/ / | | | | | | | | | | | | | | | | | | | | | It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
* / / Implemented LEA and PSETFernandoS272018-09-111-0/+91
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* | Fixed renderdoc input/output textures not working due to render targetsDavid Marcec2018-09-112-2/+9
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* | Merge pull request #1286 from bunnei/multi-clearbunnei2018-09-112-50/+66
|\ \ | | | | | | gl_rasterizer: Implement clear for non-zero render targets.
| * | gl_rasterizer: Implement clear for non-zero render targets.bunnei2018-09-102-50/+66
| | | | | | | | | | | | - Several misc. changes to ConfigureFramebuffers in support of this.
* | | Merge pull request #1285 from bunnei/depth-fixbunnei2018-09-111-6/+22
|\ \ \ | | | | | | | | gl_rasterizer_cache: Only use depth for applicable texture formats.
| * | | gl_rasterizer_cache: Only use depth for applicable texture formats.bunnei2018-09-101-6/+22
| |/ / | | | | | | | | | - Fixes an issue with Octopath Traveler leaving stale data here.
* | | Merge pull request #1284 from bunnei/bgra8_srgbbunnei2018-09-111-0/+2
|\ \ \ | | | | | | | | gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
| * | | gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.bunnei2018-09-101-0/+2
| |/ / | | | | | | | | | - Used by Octopath Traveler (with multiple render targets).
* / / rasterizer: Drop unused handler.Markus Wick2018-09-102-3/+0
|/ / | | | | | | | | | | | | | | This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
* | gl_rasterizer: Implement multiple color attachments.bunnei2018-09-104-131/+74
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* | Merge pull request #1268 from FernandoS27/tmmlbunnei2018-09-101-0/+48
|\ \ | | | | | | shader_decompiler: Implemented TMML
| * | Implemented TMMLFernandoS272018-09-101-0/+48
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* | | Merge pull request #1280 from zero334/improvementsbunnei2018-09-105-89/+101
|\ \ \ | |/ / |/| | video_core: fixed arithmetic overflow warnings & improved code style
| * | video_core: fixed arithmetic overflow warnings & improved code stylePatrick Elsässer2018-09-095-89/+101
| |/ | | | | | | | | | | | | | | - Fixed all warnings, for renderer_opengl items, which were indicating a possible incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. - Added constexpr where possible.
* / Implemented TXQ dimension query type, used by SMO.FernandoS272018-09-091-0/+20
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* Merge pull request #1256 from bunnei/tex-target-supportbunnei2018-09-089-223/+412
|\ | | | | Initial support for non-2D textures
| * gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures.bunnei2018-09-082-27/+45
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| * gl_rasterizer_cache: Partially implement several non-2D texture types.bunnei2018-09-081-30/+111
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| * gl_shader_decompiler: Partially implement several non-2D texture types (Subv).bunnei2018-09-082-32/+143
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| * gl_rasterizer: Implement texture wrap mode p.bunnei2018-09-082-2/+8
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| * gl_rasterizer_cache: Track texture depth.bunnei2018-09-082-2/+5
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| * gl_rasterizer_cache: Remove impl. of FlushGLBuffer.bunnei2018-09-081-34/+1
| | | | | | | | - Will not work for non-2d textures, and was not used anyways.
| * gl_rasterizer_cache: Keep track of texture type per surface.bunnei2018-09-083-32/+84
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| * gl_rasterizer_cache: Remove unused DownloadGLTexture.bunnei2018-09-082-51/+0
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| * gl_state: Keep track of texture target.bunnei2018-09-085-26/+28
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* | gl_rasterizer: Use baseInstance instead of moving the buffer points.bunnei2018-09-081-21/+25
| | | | | | | | | | | | | | This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
* | video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)Patrick Elsässer2018-09-081-12/+14
|/ | | | | | | | | | | | | | | * video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour.
* Merge pull request #1253 from lioncash/explicitbunnei2018-09-072-8/+10
|\ | | | | video_core/gl_buffer_cache: Minor tidying changes
| * gl_buffer_cache: Default initialize member variablesLioncash2018-09-061-3/+3
| | | | | | | | Ensures that the cache always has a deterministic initial state.
| * gl_buffer_cache: Make GetHandle() a const member functionLioncash2018-09-062-2/+2
| | | | | | | | | | GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
| * gl_buffer_cache: Remove unnecessary includesLioncash2018-09-062-2/+4
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| * gl_buffer_cache: Make constructor explicitLioncash2018-09-061-1/+1
| | | | | | | | Implicit conversions during construction isn't desirable here.
* | Merge pull request #1255 from bunnei/minor-optbunnei2018-09-071-4/+2
|\ \ | | | | | | gl_rasterizer: Call state.Apply only once on SetupShaders.
| * | gl_rasterizer: Call state.Apply only once on SetupShaders.bunnei2018-09-061-4/+2
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* / gl_shader_decompiler: Implement saturate mode for IPA.bunnei2018-09-061-1/+5
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* gl_shader_gen: Initialize position.Markus Wick2018-09-061-0/+1
| | | | | IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
* Merge pull request #1243 from degasus/VAO_cachebunnei2018-09-062-51/+53
|\ | | | | gl_rasterizer: Implement a VAO cache.
| * gl_rasterizer: Implement a VAO cache.Markus Wick2018-09-052-51/+53
| | | | | | | | | | | | This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
* | Merge pull request #1244 from FernandoS27/ipabunnei2018-09-061-47/+86
|\ \ | | | | | | shader_decompiler: Implemented IPA Properly (Stage 1)
| * | Implemented IPA ProperlyFernandoS272018-09-061-47/+86
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* | | gl_rasterizer: Skip TODO log.Markus Wick2018-09-051-1/+1
| |/ |/| | | | | | | | | | | This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
* | renderer_opengl: Implement a buffer cache.Markus Wick2018-09-054-86/+181
|/ | | | | | | | | The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast.
* gl_shader_cache: Use an u32 for the binding point cache.Markus Wick2018-09-044-15/+23
| | | | | | | The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter.
* Merge pull request #1232 from lioncash/copybunnei2018-09-041-1/+1
|\ | | | | gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
| * gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()Lioncash2018-09-021-1/+1
| | | | | | | | | | Using the getter function intended for external code here makes an unnecessary copy of the already-accessible used_shaders vector.
* | Update microprofile scopes.Markus Wick2018-09-041-3/+11
|/ | | | | | Blame the subsystems which deserve the blame :) The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
* Merge pull request #1215 from ogniK5377/texs-nodep-assertbunnei2018-09-021-0/+2
|\ | | | | Added assert for TEXS nodep
| * Added assert for TEXS nodepDavid Marcec2018-09-011-0/+2
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* | Merge pull request #1214 from ogniK5377/ipa-assertbunnei2018-09-021-4/+8
|\ \ | | | | | | Added better asserts to IPA, Renamed IPA modes to match mesa
| * | Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec2018-09-011-4/+8
| |/ | | | | | | | | | | | | | | | | | | IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
* | Merge pull request #1216 from ogniK5377/ffma-assertbunnei2018-09-021-0/+6
|\ \ | | | | | | Added FFMA asserts and missing fields
| * | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | | | | | Saturate already implemented
| * | Changed tab5980_0 default from 0 -> 1David Marcec2018-09-011-2/+2
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| * | Added FFMA assertsDavid Marcec2018-09-011-0/+7
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* | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | Unneeded as we already implement it
* | Added FMUL assertsDavid Marcec2018-09-011-0/+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.
* gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.bunnei2018-08-312-73/+54
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* gl_rasterizer_cache: Also use reserve cache for RecreateSurface.bunnei2018-08-312-24/+18
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* gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.bunnei2018-08-316-93/+46
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* gl_rasterizer: Fix issues with the rasterizer cache.bunnei2018-08-312-0/+46
| | | | | - Use a single cached page map. - Fix calculation of ending page.
* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-312-31/+51
| | | | | | | | | * Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
* Merge pull request #1204 from lioncash/pimplbunnei2018-08-311-3/+4
|\ | | | | core: Make the main System class use the PImpl idiom
| * 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.
* | Merge pull request #1207 from degasus/hotfixbunnei2018-08-311-1/+1
|\ \ | | | | | | Report correct shader size.
| * | Report correct shader size.Markus Wick2018-08-311-1/+1
| | | | | | | | | | | | | | | Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924 It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
* | | Added predicate comparison GreaterEqualWithNanHexagon122018-08-311-3/+3
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* | gl_shader_decompiler: Implement POPC (#1203)Laku2018-08-311-0/+9
| | | | | | | | | | | | * Implement POPC * implement invert
* | Merge pull request #1200 from bunnei/improve-ipabunnei2018-08-301-1/+33
|\ \ | |/ |/| gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
| * gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei2018-08-291-1/+33
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* | Shaders: Implemented IADD3tech4me2018-08-291-0/+61
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* Merge pull request #1193 from lioncash/privbunnei2018-08-282-10/+10
|\ | | | | gpu: Make memory_manager private
| * gpu: Make memory_manager privateLioncash2018-08-282-10/+10
| | | | | | | | | | | | | | | | | | | | Makes the class interface consistent and provides accessors for obtaining a reference to the memory manager instance. Given we also return references, this makes our more flimsy uses of const apparent, given const doesn't propagate through pointers in the way one would typically expect. This makes our mutable state more apparent in some places.
* | Merge pull request #1192 from lioncash/unusedbunnei2018-08-281-2/+0
|\ \ | | | | | | gl_rasterizer: Remove unused variables
| * | gl_rasterizer: Remove unused variablesLioncash2018-08-281-2/+0
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* / gl_shader_cache: Remove unused program_code vector in GetShaderAddress()Lioncash2018-08-281-2/+1
|/ | | | | | | | Given std::vector is a type with a non-trivial destructor, this variable cannot be optimized away by the compiler, even if unused. Because of that, something that was intended to be fairly lightweight, was actually allocating 32KB and deallocating it at the end of the function.
* renderer_opengl: Implement a new shader cache.bunnei2018-08-288-285/+248
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* gl_rasterizer_cache: Update to use RasterizerCache base class.bunnei2018-08-283-132/+20
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* gl_rasterizer: Correct assertion condition in SyncLogicOpState()Lioncash2018-08-241-1/+2
| | | | | Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true.
* Merge pull request #1160 from bunnei/surface-reservebunnei2018-08-232-17/+91
|\ | | | | gl_rasterizer_cache: Several improvements
| * gl_rasterizer_cache: Blit when possible on RecreateSurface.bunnei2018-08-231-5/+12
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| * gl_rasterizer_cache: Reserve surfaces that have already been created for later use.bunnei2018-08-232-3/+61
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| * gl_rasterizer_cache: Remove assert for RecreateSurface type.bunnei2018-08-231-1/+0
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| * gl_rasterizer_cache: Implement compressed texture copies.bunnei2018-08-231-8/+18
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* | gl_rasterizer: Implement stencil test.bunnei2018-08-233-4/+58
| | | | | | | | - Used by Splatoon 2.
* | gl_rasterizer: Implement partial color clear and stencil clear.bunnei2018-08-231-12/+42
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* | gl_state: Update to handle stencil front/back face separately.bunnei2018-08-232-33/+38
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* Merge pull request #1157 from lioncash/vecbunnei2018-08-232-11/+16
|\ | | | | gl_shader_gen: Use a std::vector to represent program code instead of std::array
| * gl_shader_gen: Make ShaderSetup's constructor explicitLioncash2018-08-221-1/+1
| | | | | | | | Prevents implicit conversions.
| * gl_shader_gen: Use a std::vector to represent program code instead of std::arrayLioncash2018-08-222-11/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | While convenient as a std::array, it's also quite a large set of data as well (32KB). It being an array also means data cannot be std::moved. Any situation where the code is being set or relocated means that a full copy of that 32KB data must be done. If we use a std::vector we do need to allocate on the heap, however, it does allow us to std::move the data we have within the std::vector into another std::vector instance, eliminating the need to always copy the program data (as std::move in this case would just transfer the pointers and bare necessities over to the new vector instance).
* | Merge pull request #1156 from Lakumakkara/lop3bunnei2018-08-231-0/+41
|\ \ | | | | | | gl_shader_decompiler: Implement LOP3
| * | more fixesLaku2018-08-221-6/+7
| | |
| * | fixesLaku2018-08-221-6/+12
| | |
| * | remove debug loggingLaku2018-08-221-2/+0
| | |
| * | implement lop3Laku2018-08-221-0/+36
| |/
* / renderer_opengl: Namespace OpenGL codeLioncash2018-08-2220-22/+69
|/ | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
* Merge pull request #1154 from OatmealDome/topology-linesbunnei2018-08-221-0/+2
|\ | | | | maxwell_to_gl: Implement PrimitiveTopology::Lines
| * maxwell_to_gl: Implement PrimitiveTopology::LinesOatmealDome2018-08-221-0/+2
| | | | | | Used by Splatoon 2's debug menu.
* | Merge pull request #1124 from Subv/logic_opsbunnei2018-08-225-6/+80
|\ \ | |/ |/| GPU: Implemented logic ops.
| * GPU: Implemented the logic op functionality of the GPU.Subv2018-08-213-0/+61
| | | | | | | | This will ASSERT if blending is enabled at the same time as logic ops.
| * GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.Subv2018-08-212-6/+19
| |
* | Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."bunnei2018-08-222-153/+31
| | | | | | | | | | - This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8. - This commit had broken a lot of games. We really should do a full implementation of this in one change.
* | Merge pull request #1123 from lioncash/screenbunnei2018-08-214-16/+24
|\ \ | | | | | | rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
| * | rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signatureLioncash2018-08-214-14/+13
| | | | | | | | | | | | | | | | | | 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 themselvesLioncash2018-08-212-3/+12
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* | Merge pull request #1132 from Subv/gl_FragDepthbunnei2018-08-211-1/+6
|\ \ | | | | | | Shaders: Implement depth writing in fragment shaders.
| * | Shaders: Implement depth writing in fragment shaders.Subv2018-08-211-1/+6
| | | | | | | | | | | | We'll write <last color output reg + 2> to gl_FragDepth.
* | | Merge pull request #1134 from lioncash/logbunnei2018-08-211-1/+1
|\ \ \ | | | | | | | | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
| * | | 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.
* | | | Merge pull request #1121 from Subv/tex_reinterpretbunnei2018-08-214-16/+70
|\ \ \ \ | |/ / / |/| | | Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
| * | | Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.Subv2018-08-201-3/+49
| | | |
| * | | Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.Subv2018-08-204-13/+21
| | |/ | |/|
* | | Merge pull request #1133 from lioncash/guardbunnei2018-08-211-0/+2
|\ \ \ | |_|/ |/| | gl_stream_buffer: Add missing header guard
| * | gl_stream_buffer: Add missing header guardLioncash2018-08-211-0/+2
| |/ | | | | | | | | Prevents potential compilation errors from occuring due to multiple inclusions
* | Merge pull request #1131 from bunnei/impl-tex3d-texcubebunnei2018-08-211-0/+15
|\ \ | | | | | | gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
| * | gl_shader_decompiler: Implement Texture3D for TEXS.bunnei2018-08-211-0/+7
| | |
| * | gl_shader_decompiler: Implement TextureCube for TEX.bunnei2018-08-211-0/+8
| | |
* | | Merge pull request #1106 from Subv/multiple_rendertargetsbunnei2018-08-212-6/+45
|\ \ \ | |/ / |/| | Shaders: Write all the enabled color outputs when a fragment shader exits.
| * | Shaders: Write all the enabled color outputs when a fragment shader exits.Subv2018-08-212-6/+45
| | | | | | | | | | | | | | | | | | | | | We were only writing to the first render target before. Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer. Dual Source blending is not implemented and stuff that uses it might not work at all.
* | | Shaders: Fixed the coords in TEX with Texture2D.Subv2018-08-211-1/+1
| | | | | | | | | | | | | | | | | | The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania.
* | | Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction.Subv2018-08-211-5/+14
| |/ |/|
* | Merge pull request #1104 from Subv/instanced_arraysbunnei2018-08-201-3/+16
|\ \ | | | | | | GLRasterizer: Implemented instanced vertex arrays.
| * | GLRasterizer: Implemented instanced vertex arrays.Subv2018-08-181-3/+16
| |/ | | | | | | Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
* | Merge pull request #1115 from Subv/texs_maskbunnei2018-08-201-18/+18
|\ \ | | | | | | Shaders/TEXS: Write to the correct output register when swizzling.
| * | Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv2018-08-201-18/+18
| | | | | | | | | | | | Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
* | | Merge pull request #1112 from Subv/sampler_typesbunnei2018-08-202-29/+178
|\ \ \ | | | | | | | | Shaders: Use the correct shader type when sampling textures.
| * | | Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.Subv2018-08-191-0/+51
| | | | | | | | | | | | | | | | It is unknown how TLD4S determines the sampler type, more research is needed.
| * | | Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.Subv2018-08-192-29/+127
| | | | | | | | | | | | | | | | Different sampler types have their parameters in different registers.
* | | | Implemented RGBA8_UINTDavid Marcec2018-08-202-45/+56
| |/ / |/| | | | | | | | Needed by kirby
* | | Merge pull request #1089 from Subv/neg_bitsbunnei2018-08-191-16/+34
|\ \ \ | | | | | | | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
| * | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv2018-08-181-16/+34
| | | | | | | | | | | | | | | | We should definitely audit our shader generator for more errors like this.
* | | | Merge pull request #1105 from Subv/convert_negbunnei2018-08-191-2/+0
|\ \ \ \ | | | | | | | | | | Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
| * | | | Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.Subv2018-08-181-2/+0
| | |_|/ | |/| |
* | | | Merge pull request #1102 from ogniK5377/mirror-clamp-edgebunnei2018-08-191-0/+2
|\ \ \ \ | | | | | | | | | | Added WrapMode MirrorOnceClampToEdge
| * | | | Added WrapMode MirrorOnceClampToEdgeDavid Marcec2018-08-181-0/+2
| |/ / / | | | | | | | | | | | | Used by splatoon 2
* | | | Merge pull request #1101 from Subv/ssy_stackbunnei2018-08-191-3/+36
|\ \ \ \ | |_|_|/ |/| | | Shaders: Implemented a stack for the SSY/SYNC instructions.
| * | | Shaders: Implemented a stack for the SSY/SYNC instructions.Subv2018-08-181-3/+36
| |/ / | | | | | | | | | The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
* | | Merge pull request #1108 from Subv/front_facingbunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
| * | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv2018-08-191-0/+4
| |/ /
* / / Shader: Implemented the predicate and mode arguments of LOP.Subv2018-08-181-10/+33
|/ / | | | | | | | | | | The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
* | Added predcondition GreaterThanWithNanDavid Marcec2018-08-181-5/+7
| |
* | Merge pull request #1096 from bunnei/supported-blitsbunnei2018-08-181-2/+0
|\ \ | | | | | | gl_rasterizer_cache: Remove asserts for supported blits.
| * | gl_rasterizer_cache: Remove asserts for supported blits.bunnei2018-08-171-2/+0
| | |
* | | renderer_opengl: Treat OpenGL errors as critical.bunnei2018-08-171-1/+1
|/ /
* | Merge pull request #1019 from Subv/vertex_divisorbunnei2018-08-175-5/+13
|\ \ | | | | | | Rasterizer: Manually implemented instanced rendering.
| * | Rasterizer: Implemented instanced rendering.Subv2018-08-155-5/+13
| | | | | | | | | | | | | | | | | | We keep track of the current instance and update an uniform in the shaders to let them know which instance they are. Instanced vertex arrays are not yet implemented.
* | | gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.bunnei2018-08-162-16/+26
| |/ |/|
* | Shader/Conversion: Implemented the negate bit in F2F and I2I instructions.Subv2018-08-151-4/+12
| |
* | Shader/I2F: Implemented the negate I2F_C instruction variant.Subv2018-08-151-7/+23
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* | Shader/F2I: Implemented the negate bit in the I2F instructionSubv2018-08-151-0/+4
| |
* | Shader/F2I: Implemented the F2I_C instruction variant.Subv2018-08-151-2/+10
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* | Shader/F2I: Implemented the negate bit in the F2I instruction.Subv2018-08-151-0/+4
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* | Merge pull request #1077 from bunnei/rgba16ubunnei2018-08-151-1/+9
|\ \ | | | | | | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
| * | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.bunnei2018-08-151-1/+9
| |/ | | | | | | - Used by Breath of the Wild.
* / gl_rasterizer_cache: Cleanup some PixelFormat names and logging.bunnei2018-08-152-41/+71
|/
* Merge pull request #1069 from bunnei/vtx-szbunnei2018-08-151-5/+20
|\ | | | | maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
| * maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.bunnei2018-08-151-5/+20
| |
* | Merge pull request #1070 from bunnei/cbuf-szbunnei2018-08-151-3/+3
|\ \ | | | | | | gl_rasterizer: Fix upload size for constant buffers.
| * | gl_rasterizer: Fix upload size for constant buffers.bunnei2018-08-151-3/+3
| |/
* | Merge pull request #1071 from bunnei/fix-ldcbunnei2018-08-151-13/+22
|\ \ | | | | | | gl_shader_decompiler: Several fixes for indirect constant buffer loads.
| * | gl_shader_decompiler: Several fixes for indirect constant buffer loads.bunnei2018-08-151-13/+22
| |/
* | Merge pull request #1068 from bunnei/g8r8sbunnei2018-08-152-34/+49
|\ \ | | | | | | gl_rasterizer_cache: Implement G8R8S format.
| * | gl_rasterizer_cache: Implement G8R8S format.bunnei2018-08-152-34/+49
| |/ | | | | | | - Used by Super Mario Odyssey.
* / Implement Z16_UNORM in PixelFormatFromTextureFormat functiongreggameplayer2018-08-151-0/+2
|/ | | Require by Zelda Breath Of The Wild
* Merge pull request #1058 from greggameplayer/BC7U_Fixbunnei2018-08-141-1/+1
|\ | | | | Fix BC7U
| * Fix BC7Ugreggameplayer2018-08-141-1/+1
| |
* | renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei2018-08-142-37/+46
|/ | | | - Used by Breath of the Wild.
* Merge pull request #1052 from ogniK5377/xenobunnei2018-08-132-7/+41
|\ | | | | Implement RG32UI and R32UI
| * Implement RG32UI and R32UIDavid Marcec2018-08-132-7/+41
| | | | | | | | Needed for xenoblade
* | maxwell_to_gl: Implement VertexAttribute::Size::Size_8.bunnei2018-08-131-0/+1
|/ | | | - Used by Breath of the Wild.
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei2018-08-132-34/+43
| | | | - Used by Breath of the Wild.
* Merge pull request #1045 from bunnei/rg8-unormbunnei2018-08-132-26/+59
|\ | | | | renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
| * renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei2018-08-132-26/+59
| | | | | | | | - Used by Breath of the Wild.
* | maxwell_to_gl: Implement PrimitiveTopology::LineStrip.bunnei2018-08-131-0/+2
|/ | | | - Used by Breath of the Wild.
* gl_shader_decompiler: Implement XMAD instruction.bunnei2018-08-131-0/+95
|
* gl_rasterizer: Use a shared helper to upload from CPU memory.Markus Wick2018-08-122-28/+33
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* gl_state: Don't track constant buffer mappings.Markus Wick2018-08-123-41/+3
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* gl_rasterizer: Use the stream buffer for constant buffers.Markus Wick2018-08-124-29/+32
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* gl_rasterizer: Use the streaming buffer itself for the constant buffer.Markus Wick2018-08-122-33/+15
| | | | Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
* gl_rasterizer: Use a helper for aligning the buffer.Markus Wick2018-08-122-15/+22
|
* Update the stream_buffer helper from Citra.Markus Wick2018-08-124-184/+98
| | | | Please see https://github.com/citra-emu/citra/pull/3666 for more details.
* gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.bunnei2018-08-121-2/+2
|
* gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.bunnei2018-08-121-0/+8
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* Merge pull request #1020 from lioncash/namespacebunnei2018-08-124-10/+17
|\ | | | | core: Namespace EmuWindow
| * core: Namespace EmuWindowLioncash2018-08-124-10/+17
| | | | | | | | Gets the class out of the global namespace.
* | Merge pull request #1021 from lioncash/warnbunnei2018-08-121-1/+1
|\ \ | | | | | | gl_rasterizer: Silence implicit truncation warning in SetupShaders()
| * | gl_rasterizer: Silence implicit truncation warning in SetupShaders()Lioncash2018-08-121-1/+1
| |/ | | | | | | | | | | Previously this would warn of truncating a std::size_t to a u32. This is safe because we'll obviously never have more than UINT32_MAX amount of uniform buffers.
* | Merge pull request #1024 from Subv/blend_glbunnei2018-08-121-0/+19
|\ \ | | | | | | GPU/Maxwell3D: Implemented an alternative set of blend factors.
| * | GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv2018-08-121-0/+19
| |/ | | | | | | These are used by nouveau and some games like SMO.
* | Merge pull request #1023 from Subv/invalid_attribsbunnei2018-08-121-1/+6
|\ \ | | | | | | RasterizerGL: Ignore invalid/unset vertex attributes.
| * | RasterizerGL: Ignore invalid/unset vertex attributes.Subv2018-08-121-1/+6
| |/ | | | | | | This should make the es2gears example not crash anymore.
* / Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)greggameplayer2018-08-122-55/+72
|/ | | | - Used by Go Vacation
* Merge pull request #1010 from bunnei/unk-vert-attrib-shaderbunnei2018-08-121-8/+10
|\ | | | | gl_shader_decompiler: Improve handling of unknown input/output attributes.
| * gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei2018-08-121-8/+10
| |
* | Merge pull request #1009 from bunnei/rg8-rgba8-snormbunnei2018-08-122-64/+89
|\ \ | | | | | | Implement render target formats RGBA8_SNORM and RG8_SNORM.
| * | gl_rasterizer: Implement render target format RG8_SNORM.bunnei2018-08-122-8/+16
| | | | | | | | | | | | - Used by Super Mario Odyssey.
| * | gl_rasterizer: Implement render target format RGBA8_SNORM.bunnei2018-08-122-64/+81
| |/ | | | | | | - Used by Super Mario Odyssey.
* | Merge pull request #1018 from Subv/ssy_syncbunnei2018-08-121-8/+31
|\ \ | |/ |/| GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
| * GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv2018-08-111-2/+6
| |
| * GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution.Subv2018-08-111-6/+25
| | | | | | | | SSY sets the target label to jump to when the SYNC instruction is executed.
* | Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)greggameplayer2018-08-112-19/+53
|/ | | | | | | | | | | | | | | * Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
* maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-101-0/+1
| | | | - Used by Super Mario Odyssey.
* maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.bunnei2018-08-101-0/+2
| | | | - Used by Super Mario Odyssey.
* Merge pull request #1004 from lioncash/unusedbunnei2018-08-103-8/+6
|\ | | | | gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
| * gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()Lioncash2018-08-103-8/+6
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* | Merge pull request #1008 from yuzu-emu/revert-697-disable-depth-cullbunnei2018-08-101-3/+1
|\ \ | | | | | | Revert "gl_state: Temporarily disable culling and depth test."
| * | Revert "gl_state: Temporarily disable culling and depth test."bunnei2018-08-101-3/+1
| | |
* | | textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-102-96/+21
|/ /
* | Merge pull request #995 from bunnei/gl-buff-boundsbunnei2018-08-101-10/+12
|\ \ | |/ |/| gl_rasterizer_cache: Add bounds checking for gl_buffer copies.
| * gl_rasterizer_cache: Add bounds checking for gl_buffer copies.bunnei2018-08-101-10/+12
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* | Merge pull request #1001 from lioncash/reservebunnei2018-08-101-0/+2
|\ \ | |/ |/| gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
| * gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()Lioncash2018-08-091-0/+2
| | | | | | | | | | Avoids potentially perfoming multiple reallocations when we know the total amount of memory we need beforehand.
* | Implement SNORM for BC5/DXN2 (#998)Khangaroo2018-08-102-38/+55
| | | | | | | | | | | | | | | | | | | | | | * Implement BC5/DXN2 (#996) - Used by Kirby Star Allies. * Implement BC5/DXN2 SNORM UNORM for Kirby Star Allies SNORM for Super Mario Odyssey
* | gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion()Lioncash2018-08-091-2/+4
|/ | | | | A range-based for loop can't be used when the container being iterated is also being erased from.
* Merge pull request #992 from bunnei/declr-predbunnei2018-08-091-4/+5
|\ | | | | gl_shader_decompiler: Declare predicates on use.
| * gl_shader_decompiler: Declare predicates on use.bunnei2018-08-091-4/+5
| | | | | | | | - Used by Super Mario Odyssey (when going in game).
* | Merge pull request #994 from lioncash/constbunnei2018-08-091-7/+9
|\ \ | | | | | | gl_rasterizer_cache: Use std::vector::assign vs resize() then copy for the non-tiled case
| * | gl_rasterizer_cache: Invert conditional in LoadGLBuffer()Lioncash2018-08-091-5/+5
| | | | | | | | | | | | | | | | | | It's generally easier to follow code using conditionals that operate in terms of the true case followed by the false case (no chance of overlooking the exclamation mark).
| * | gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled caseLioncash2018-08-091-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | resize() causes the vector to expand and zero out the added members to the vector, however we can avoid this zeroing by using assign(). Given we have the pointer to the data we want to copy, we can calculate the end pointer and directly copy the range of data without the need to perform the resize() beforehand.
| * | gl_rasterizer_cache: Make pointer const in LoadGLBuffer()Lioncash2018-08-091-1/+1
| |/ | | | | | | | | This is only ever read from, so we can make the data it's pointing to const.
* | Merge pull request #993 from bunnei/smo-vtx-ptsbunnei2018-08-091-0/+3
|\ \ | | | | | | Implement VertexAttribute::Size::Size_16_16_16_16 and PrimitiveTopology::Points.
| * | maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.bunnei2018-08-091-0/+1
| | | | | | | | | | | | - Used by Super Mario Odyssey (in game).
| * | maxwell_to_gl: Implement PrimitiveTopology::Points.bunnei2018-08-091-0/+2
| |/ | | | | | | - Used by Super Mario Odyssey (in game).
* | Merge pull request #984 from bunnei/rt-nonebunnei2018-08-091-0/+5
|\ \ | | | | | | gl_rasterizer: Do not render when no render target is configured.
| * | gl_rasterizer: Do not render when no render target is configured.bunnei2018-08-091-0/+5
| | | | | | | | | | | | - Used by Super Mario Odyssey.
* | | Implement BC5/DXN2 (#996)Khangaroo2018-08-092-33/+42
| | | | | | | | | - Used by Kirby Star Allies.
* | | Merge pull request #977 from bunnei/bgr565bunnei2018-08-091-0/+3
|\ \ \ | |_|/ |/| | gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
| * | gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.bunnei2018-08-081-0/+3
| | | | | | | | | | | | - Used by Super Mario Odyssey.
* | | Merge pull request #982 from bunnei/stub-unk-63bunnei2018-08-091-0/+7
|\ \ \ | | | | | | | | gl_shader_decompiler: Stub input attribute Unknown_63.
| * | | gl_shader_decompiler: Stub input attribute Unknown_63.bunnei2018-08-081-0/+7
| |/ /
* | | Merge pull request #976 from bunnei/shader-immbunnei2018-08-091-2/+2
|\ \ \ | | | | | | | | gl_shader_decompiler: Let OpenGL interpret floats.
| * | | gl_shader_decompiler: Let OpenGL interpret floats.bunnei2018-08-081-2/+2
| |/ / | | | | | | | | | | | | - Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
* | | Merge pull request #981 from bunnei/cbuf-corruptbunnei2018-08-092-2/+9
|\ \ \ | |_|/ |/| | maxwell_3d: Use correct const buffer size and check bounds.
| * | maxwell_3d: Use correct const buffer size and check bounds.bunnei2018-08-082-2/+9
| |/ | | | | | | - Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
* | Merge pull request #979 from bunnei/vtx88bunnei2018-08-091-0/+1
|\ \ | | | | | | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
| * | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-081-0/+1
| |/
* / renderer_opengl: Use trace log in a few places.bunnei2018-08-082-2/+2
|/
* Fixed the sRGB pixel format (#963)Hexagon122018-08-081-1/+2
| | | | | | * Changed the sRGB pixel format return * Add a message about SRGBA -> RGBA conversion
* gl_rasterizer_cache: Avoid superfluous surface copies.bunnei2018-08-062-4/+21
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* Merge pull request #927 from bunnei/fix-texsbunnei2018-08-051-2/+5
|\ | | | | gl_shader_decompiler: Fix TEXS mask and dest.
| * gl_shader_decompiler: Fix TEXS mask and dest.bunnei2018-08-051-2/+5
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* | Merge pull request #912 from lioncash/global-varbunnei2018-08-052-4/+4
|\ \ | |/ |/| video_core: Eliminate the g_renderer global variable
| * 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 variableLioncash2018-08-042-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | added braces for conditionsDavid Marcec2018-08-051-2/+3
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* | fix the attrib format for intsDavid Marcec2018-08-051-2/+7
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* | Merge pull request #919 from lioncash/signbunnei2018-08-041-8/+9
|\ \ | |/ |/| gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()
| * gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()Lioncash2018-08-041-7/+9
| | | | | | | | | | This lets us indent the majority of the code and places the error case first.
| * gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()Lioncash2018-08-041-3/+2
| | | | | | | | | | | | | | | | Ensures both operands have the same sign in the comparison. While we're at it, we can get rid of the redundant casting of ub_size to an int. This type will always be trivial and alias a built-in type (not doing so would break backwards compatibility at a standard level).
* | Merge pull request #910 from lioncash/unusedbunnei2018-08-031-2/+0
|\ \ | |/ |/| gl_shader_decompiler: Remove unused variable in GenerateDeclarations()
| * gl_shader_decompiler: Remove unused variable in GenerateDeclarations()Lioncash2018-08-031-2/+0
| | | | | | | | | | This variable was being incremented, but we were never actually using it.
* | gl_shader_manager: Make ProgramManager's GetCurrentProgramStage() a const member functionLioncash2018-08-031-1/+1
|/ | | | This function doesn't modify class state, so it can be made const.
* Merge pull request #892 from lioncash/globalbunnei2018-08-034-32/+21
|\ | | | | video_core: Make global EmuWindow instance part of the base renderer …
| * video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-024-32/+21
| | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #901 from lioncash/refbunnei2018-08-031-2/+2
|\ \ | | | | | | gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()
| * | gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()Lioncash2018-08-021-2/+2
| |/ | | | | | | | | | | | | | | | | Avoids performing unnecessary copies of 65560 byte sized ShaderSetup instances, considering it's only used as part of lookup and not modified. Given the parameters were already const, it's likely taking these parameters by reference was intended but the ampersand was forgotten.
* | Merge pull request #902 from lioncash/arraybunnei2018-08-021-2/+3
|\ \ | | | | | | gl_state: Make texture_units a std::array
| * | gl_state: Make texture_units a std::arrayLioncash2018-08-021-2/+3
| |/ | | | | | | Gets rid of the use of a raw C array.
* / Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2018-08-022-9/+19
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* Implement R32_FLOAT RenderTargetFormatUnknown2018-08-011-0/+3
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* GPU: Allow using R16F as a render target format.Subv2018-07-261-1/+3
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* Implement R16_G16Unknown2018-07-262-19/+92
| | | | | | | | | | | | | | | | | | correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment
* Merge pull request #819 from Subv/srgbbunnei2018-07-252-9/+17
|\ | | | | GPU: Use the right texture format for sRGBA framebuffers.
| * GPU: Use the right texture format for sRGBA framebuffers.Subv2018-07-252-9/+17
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* | GPU: Allow the use of Z24S8 as a texture format.Subv2018-07-251-0/+4
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* Merge pull request #816 from Subv/z32_s8bunnei2018-07-252-1/+12
|\ | | | | GPU: Implemented the Z32_S8_X24 depth buffer format.
| * GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2018-07-252-1/+12
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* | Merge pull request #815 from Subv/z32f_texbunnei2018-07-251-0/+4
|\ \ | | | | | | GPU: Allow using Z32 as a texture format.
| * | GPU: Allow using Z32 as a texture format.Subv2018-07-251-0/+4
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* | Merge pull request #814 from Subv/rt_r8bunnei2018-07-251-0/+3
|\ \ | | | | | | GPU: Allow the usage of R8 as a render target format.
| * | GPU: Allow the usage of R8 as a render target format.Subv2018-07-251-0/+3
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* | Merge pull request #809 from lioncash/rasterizerbunnei2018-07-252-16/+13
|\ \ | |/ |/| gl_rasterizer: Minor cleanup
| * gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers()Lioncash2018-07-241-3/+5
| | | | | | | | | | This is just the named constant that OpenGL provides, so we can use that instead of using a literal -1
| * gl_rasterizer: Use std::string_view instead of std::string when checking for extensionsLioncash2018-07-241-1/+3
| | | | | | | | | | We can avoid heap allocations here by just using a std::string_view instead of performing unnecessary copying of the string data.
| * gl_rasterizer: Use in-class member initializers where applicableLioncash2018-07-242-12/+5
| | | | | | | | We can just assign to the members directly in these cases.
* | GPU: Implemented the R16 and R16F texture formats.Subv2018-07-242-5/+29
|/
* Merge pull request #799 from Subv/tex_r32fbunnei2018-07-242-6/+16
|\ | | | | GPU: Implement texture format R32F.
| * GPU: Implement texture format R32F.Subv2018-07-242-6/+16
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* | Merge pull request #796 from bunnei/gl-uintbunnei2018-07-241-0/+3
|\ \ | | | | | | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
| * | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.bunnei2018-07-241-0/+3
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* | | gl_rasterizer: Implement texture border color.bunnei2018-07-242-7/+7
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* | | maxwell_to_gl: Implement Texture::WrapMode::Border.bunnei2018-07-241-0/+2
| |/ |/|
* | Merge pull request #791 from bunnei/rg32f-rgba32f-bgra8bunnei2018-07-242-12/+62
|\ \ | |/ |/| gl_rasterizer_cache: Implement formats BGRA8_UNORM/RGBA32_FLOAT/RG32_FLOAT
| * gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-242-7/+19
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| * gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT.bunnei2018-07-242-10/+34
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| * gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM.bunnei2018-07-242-8/+20
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| * gl_rasterizer_cache: Add missing log statements.bunnei2018-07-241-0/+2
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* | Merge pull request #792 from lioncash/retvalbunnei2018-07-241-2/+2
|\ \ | | | | | | gl_shader_decompiler: Correct return value of WriteTexsInstruction()
| * | gl_shader_decompiler: Correct return value of WriteTexsInstruction()Lioncash2018-07-241-2/+2
| | | | | | | | | | | | This should be returning void, not a std::string
* | | Merge pull request #790 from bunnei/shader-print-instrbunnei2018-07-241-1/+2
|\ \ \ | | | | | | | | gl_shader_decompiler: Print instruction value in shader comments.
| * | | gl_shader_decompiler: Print instruction value in shader comments.bunnei2018-07-241-1/+2
| | |/ | |/|
* | | Merge pull request #788 from bunnei/shader-check-zerobunnei2018-07-241-0/+6
|\ \ \ | |_|/ |/| | gl_shader_decompiler: Check if SetRegister result is ZeroIndex.
| * | gl_shader_decompiler: Check if SetRegister result is ZeroIndex.bunnei2018-07-241-0/+6
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* | gl_shader_decompiler: Implement shader instruction TLDS.bunnei2018-07-241-29/+43
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* | gl_shader_decompiler: Simplify GetCommonDeclarations()Lioncash2018-07-231-5/+5
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* gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine()Lioncash2018-07-221-4/+8
| | | | | | We don't need to toss away the Subroutine instance after the find() call and reconstruct another instance with the same data right after it. Particularly give Subroutine contains a std::set.
* Merge pull request #767 from bunnei/shader-cleanupbunnei2018-07-221-78/+15
|\ | | | | gl_shader_decompiler: Remove unused state tracking and minor cleanup.
| * gl_shader_decompiler: Remove unused state tracking and minor cleanup.bunnei2018-07-221-78/+15
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* | gl_shader_decompiler: Implement SEL instruction.bunnei2018-07-221-0/+9
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* gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load.bunnei2018-07-222-2/+86
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* gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set.bunnei2018-07-223-57/+46
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* gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer.bunnei2018-07-222-11/+11
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* gl_rasterizer: Use zeta_enable register to enable depth buffer.bunnei2018-07-221-2/+2
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* Merge pull request #748 from lioncash/namespacebunnei2018-07-222-8/+4
|\ | | | | video_core: Use nested namespaces where applicable
| * video_core: Use nested namespaces where applicableLioncash2018-07-212-8/+4
| | | | | | | | Compresses a few namespace specifiers to be more compact.
* | Merge pull request #747 from lioncash/unimplementedbunnei2018-07-212-3/+3
|\ \ | | | | | | gl_shader_manager: Remove unimplemented function prototype
| * | gl_shader_manager: Replace unimplemented function prototypeLioncash2018-07-212-3/+3
| |/ | | | | | | This was just a linker error waiting to happen.
* / gpu: Rename Get3DEngine() to Maxwell3D()Lioncash2018-07-211-5/+5
|/ | | | This makes it match its const qualified equivalent.
* Merge pull request #738 from lioncash/signbunnei2018-07-201-16/+20
|\ | | | | gl_state: Get rid of mismatched sign conversions in Apply()
| * gl_state: Make references const where applicable in Apply()Lioncash2018-07-201-2/+3
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| * gl_state: Get rid of mismatched sign conversionsLioncash2018-07-201-14/+17
| | | | | | | | | | While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
* | Merge pull request #731 from lioncash/shadowbunnei2018-07-201-6/+4
|\ \ | | | | | | gl_shader_decompiler: Eliminate variable and declaration shadowing
| * | gl_shader_decompiler: Eliminate variable and declaration shadowingLioncash2018-07-201-6/+4
| |/ | | | | | | | | Ensures that no identifiers are being hidden, which also reduces compiler warnings.
* / gl_shader_decompiler: Remove unnecessary const from return valuesLioncash2018-07-201-2/+2
|/ | | | | This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO
* gl_state: Temporarily disable culling and depth test.bunnei2018-07-191-1/+3
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* core: Don't construct instance of Core::System, just to access its live instanceLioncash2018-07-193-15/+15
| | | | | | | | | This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances.
* vi: Partially implement buffer crop parameters.bunnei2018-07-182-4/+19
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* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-152-9/+37
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* Merge pull request #665 from bunnei/fix-z24-s8bunnei2018-07-151-1/+2
|\ | | | | gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
| * gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.bunnei2018-07-151-1/+2
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* | gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-152-1/+12
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* Merge pull request #598 from bunnei/makedonecurrentbunnei2018-07-153-1/+27
|\ | | | | OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
| * OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei2018-07-143-1/+27
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* | GPU: Always enable the depth write when clearing the depth buffer.Subv2018-07-141-3/+8
|/ | | | The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
* gl_rasterizer: Fix check for if a shader stage is enabled.bunnei2018-07-131-11/+3
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* gl_shader_gen: Implement dual vertex shader mode.bunnei2018-07-135-55/+139
| | | | - When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
* Merge pull request #655 from bunnei/pred-lt-nanbunnei2018-07-131-5/+6
|\ | | | | gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
| * gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei2018-07-131-5/+6
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* | gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei2018-07-131-8/+25
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* Merge pull request #652 from Subv/fadd32iSebastian Valle2018-07-131-0/+23
|\ | | | | GPU: Implement the FADD32I shader instruction.
| * GPU: Implement the FADD32I shader instruction.Subv2018-07-121-0/+23
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* | gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.bunnei2018-07-081-1/+4
| | | | | | | | - Fixes a regression with Binding of Isaac.
* | Merge pull request #625 from Subv/imnmxbunnei2018-07-081-0/+14
|\ \ | | | | | | GPU: Implemented the IMNMX shader instruction.
| * | GPU: Implemented the IMNMX shader instruction.Subv2018-07-041-0/+14
| | | | | | | | | | | | It's similar to the FMNMX instruction but it works on integers.
* | | GPU: Implemented the BC7U texture format.Subv2018-07-072-7/+18
| |/ |/| | | | | Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
* | Merge pull request #629 from Subv/depth_testbunnei2018-07-051-0/+8
|\ \ | | | | | | GPU: Allow using the old NV04 values for the depth test function.
| * | GPU: Allow using the old NV04 values for the depth test function.Subv2018-07-051-0/+8
| | | | | | | | | | | | | | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
* | | Merge pull request #626 from Subv/shader_syncbunnei2018-07-051-0/+7
|\ \ \ | |/ / |/| | GPU: Stub the shader SYNC and DEPBAR instructions.
| * | GPU: Stub the shader SYNC and DEPBAR instructions.Subv2018-07-041-0/+7
| |/ | | | | | | It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
* | Merge pull request #624 from Subv/f2f_roundbunnei2018-07-051-0/+3
|\ \ | | | | | | GPU: Implemented the F2F 'round' rounding mode.
| * | GPU: Implemented the F2F 'round' rounding mode.Subv2018-07-041-0/+3
| |/ | | | | | | It's implemented via the GLSL 'roundEven()' function.
* | Merge pull request #623 from Subv/vertex_typesbunnei2018-07-051-0/+8
|\ \ | | | | | | GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
| * | GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.Subv2018-07-041-0/+8
| |/ | | | | | | Both signed and unsigned variants.
* | Merge pull request #622 from Subv/unused_texbunnei2018-07-051-1/+4
|\ \ | | | | | | GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
| * | GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.Subv2018-07-041-1/+4
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* | Merge pull request #621 from Subv/psetp_bunnei2018-07-051-0/+30
|\ \ | | | | | | GPU: Implemented the PSETP shader instruction.
| * | GPU: Implemented the PSETP shader instruction.Subv2018-07-041-0/+30
| |/ | | | | | | It's similar to the isetp and fsetp instructions but it works on predicates instead.
* | Merge pull request #620 from Subv/depth_z32fbunnei2018-07-052-2/+13
|\ \ | | | | | | GPU: Implemented the 32 bit float depth buffer format.
| * | GPU: Implemented the 32 bit float depth buffer format.Subv2018-07-042-2/+13
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* / GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv2018-07-041-0/+10
|/ | | | | | OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen.
* GPU: Only configure the used framebuffers during clear.Subv2018-07-044-17/+48
| | | | Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
* Merge pull request #609 from Subv/clear_buffersbunnei2018-07-042-14/+63
|\ | | | | GPU: Implemented the CLEAR_BUFFERS register.
| * GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.Subv2018-07-032-72/+39
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| * GPU: Support clears that don't clear the color buffer.Subv2018-07-031-4/+14
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| * GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv2018-07-032-0/+72
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* | gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2018-07-032-11/+81
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* | Merge pull request #607 from jroweboy/loggingbunnei2018-07-038-74/+73
|\ \ | | | | | | Logging - Customizable backends
| * | Update clang formatJames Rowe2018-07-034-15/+14
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| * | Rename logging macro back to LOG_*James Rowe2018-07-038-61/+61
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* | Merge pull request #612 from bunnei/fix-cullbunnei2018-07-031-2/+5
|\ \ | | | | | | gl_rasterizer: Only set cull mode and front face if enabled.
| * | gl_rasterizer: Only set cull mode and front face if enabled.bunnei2018-07-031-2/+5
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* | Merge pull request #611 from Subv/enabled_depth_testbunnei2018-07-031-0/+4
|\ \ | | | | | | GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
| * | GPU: Don't try to parse the depth test function if the depth test is disabled.Subv2018-07-031-0/+4
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* | Merge pull request #610 from Subv/mufu_8bunnei2018-07-031-0/+4
|\ \ | |/ |/| GPU: Implemented MUFU suboperation 8, sqrt.
| * GPU: Implemented MUFU suboperation 8, sqrt.Subv2018-07-031-0/+4
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* | Merge pull request #608 from Subv/depthbunnei2018-07-035-28/+148
|\ \ | | | | | | GPU: Implemented the depth buffer and depth test + culling
| * | GPU: Set up the culling configuration on each draw.Subv2018-07-031-6/+8
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| * | GPU: Set up the depth test state on every draw.Subv2018-07-022-0/+14
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| * | MaxwellToGL: Added conversion functions for depth test and cull mode.Subv2018-07-021-0/+50
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| * | GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-023-23/+77
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* | Merge pull request #606 from Subv/base_vertexSebastian Valle2018-07-021-7/+9
|\ \ | | | | | | GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
| * | GPU: Implement offsetted rendering when using non-indexed drawing.Subv2018-07-021-1/+1
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| * | GPU: Fixed the index offset rendering, and implemented the base vertex functionality.Subv2018-07-021-6/+8
| |/ | | | | | | This fixes Stardew Valley.
* | Merge pull request #604 from Subv/invalid_texturesbunnei2018-07-022-1/+10
|\ \ | |/ |/| GPU: Ignore invalid and disabled textures when drawing.
| * GPU: Ignore disabled textures and textures with an invalid address.Subv2018-07-022-1/+10
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* | Merge pull request #602 from Subv/mufu_subopbunnei2018-07-011-4/+0
|\ \ | | | | | | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
| * | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv2018-06-301-4/+0
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* | Merge pull request #601 from Subv/rgba32_uibunnei2018-07-012-25/+43
|\ \ | | | | | | GPU: Implement the RGBA32_UINT rendertarget format.
| * | GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-302-9/+23
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| * | GLCache: Specify the component type along the texture type in the format tuple.Subv2018-06-301-17/+21
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* / gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei2018-06-301-17/+23
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* Merge pull request #595 from bunnei/raster-cachebunnei2018-06-296-1434/+383
|\ | | | | Rewrite the OpenGL rasterizer cache
| * gl_rasterizer_cache: Only dereference color_surface/depth_surface if valid.bunnei2018-06-291-2/+6
| |
| * gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces.bunnei2018-06-273-16/+168
| | | | | | | | | | | | gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings.
| * gl_rasterizer_cache: Various fixes for ASTC handling.bunnei2018-06-272-35/+39
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| * gl_rasterizer_cache: Use SurfaceParams as a key for surface caching.bunnei2018-06-272-43/+72
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| * gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei2018-06-275-5/+60
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| * gl_rasterizer_cache: Cache size_in_bytes as a const per surface.bunnei2018-06-272-9/+13
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| * gl_rasterizer_cache: Refactor to make SurfaceParams members const.bunnei2018-06-272-52/+37
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| * gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces.bunnei2018-06-274-1494/+210
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* | gl_shader_decompiler: Add a return path for unknown instructions.bunnei2018-06-271-0/+1
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* gl_rasterizer: Workaround for when exceeding max UBO size.bunnei2018-06-272-1/+7
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* Merge pull request #593 from bunnei/fix-swizzlebunnei2018-06-275-12/+20
|\ | | | | gl_state: Fix state management for texture swizzle.
| * gl_state: Fix state management for texture swizzle.bunnei2018-06-265-12/+20
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* | Merge pull request #592 from bunnei/cleanup-gl-statebunnei2018-06-272-94/+0
|\ \ | | | | | | gl_state: Remove unused state management from 3DS.
| * | gl_state: Remove unused state management from 3DS.bunnei2018-06-262-94/+0
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* / gl_rasterizer_cache: Fix inverted B5G6R5 format.bunnei2018-06-261-1/+1
|/
* Merge pull request #554 from Subv/constbuffer_ubobunnei2018-06-264-18/+39
|\ | | | | Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
| * Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.Subv2018-06-104-18/+39
| | | | | | | | This should help a bit with GPU performance once we're GPU-bound.
* | Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-205-8/+8
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* | Merge pull request #574 from Subv/shader_abs_negbunnei2018-06-191-7/+14
|\ \ | | | | | | GPU: Perform negation after absolute value in the float shader instructions.
| * | GPU: Perform negation after absolute value in the float shader instructions.Subv2018-06-191-7/+14
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* | | GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv2018-06-191-12/+15
|/ / | | | | | | | | Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
* | Merge pull request #570 from bunnei/astcbunnei2018-06-192-1/+43
|\ \ | | | | | | gl_rasterizer: Implement texture format ASTC_2D_4X4.
| * | gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-182-1/+43
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* | | Merge pull request #571 from Armada651/loose-blendbunnei2018-06-181-1/+1
|\ \ \ | |/ / |/| | gl_rasterizer: Get loose on independent blending.
| * | gl_rasterizer: Get loose on independent blending.Jules Blok2018-06-181-1/+1
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* | | gl_rasterizer_cache: Loosen things up a bit.bunnei2018-06-181-26/+8
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* | | gl_shader_decompiler: Implement LOP instructions.bunnei2018-06-171-6/+28
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* | | gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei2018-06-171-54/+40
|/ /
* | gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei2018-06-161-13/+41
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* | Merge pull request #564 from bunnei/lop32i_passbbunnei2018-06-161-6/+12
|\ \ | | | | | | gl_shader_decompiler: Implement LOP32I LogicOperation PassB.
| * | gl_shader_decompiler: Implement LOP32I LogicOperation PassB.bunnei2018-06-161-6/+12
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* | | gl_shader_gen: Set position.w to 1.bunnei2018-06-161-0/+4
|/ /
* | Merge pull request #558 from Subv/iadd32ibunnei2018-06-121-0/+21
|\ \ | | | | | | GPU: Implemented the iadd32i shader instruction.
| * | GPU: Implemented the iadd32i shader instruction.Subv2018-06-121-0/+21
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* | | gl_shader_decompiler: Implement saturate for float instructions.bunnei2018-06-121-37/+31
|/ /
* | GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.Subv2018-06-101-1/+1
| | | | | | | | This corrects the invalid position values in some games when doing attribute-less rendering.
* | GPU: Implement the iset family of shader instructions.Subv2018-06-091-2/+37
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* Merge pull request #550 from Subv/ssybunnei2018-06-091-0/+5
|\ | | | | GPU: Stub the SSY shader instruction.
| * GPU: Stub the SSY shader instruction.Subv2018-06-091-0/+5
| | | | | | | | This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
* | Merge pull request #551 from bunnei/shrbunnei2018-06-091-0/+13
|\ \ | | | | | | gl_shader_decompiler: Implement SHR instruction.
| * | gl_shader_decompiler: Implement SHR instruction.bunnei2018-06-091-0/+13
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* | gl_shader_decompiler: Implement IADD instruction.bunnei2018-06-091-6/+26
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* | gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei2018-06-091-7/+17
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* GPU: Synchronize the blend state on every draw call.Subv2018-06-092-16/+20
| | | | | | Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
* GPU: Added registers for normal and independent blending.Subv2018-06-091-26/+1
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* Merge pull request #547 from Subv/compressed_alignmentbunnei2018-06-081-2/+7
|\ | | | | GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
| * GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.Subv2018-06-081-2/+7
| | | | | | | | This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
* | Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.Subv2018-06-081-0/+3
|/ | | | This fixes the flip_viewport uniform having invalid values when drawing.
* Merge pull request #543 from Subv/uniformsbunnei2018-06-071-3/+4
|\ | | | | GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
| * GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.Subv2018-06-071-3/+4
| | | | | | | | This should fix the bug with the vs_config UBO being uninitialized during shader execution.
* | Merge pull request #542 from bunnei/bfe_immbunnei2018-06-071-4/+29
|\ \ | | | | | | gl_shader_decompiler: Implement BFE_IMM instruction.
| * | gl_shader_decompiler: Implement BFE_IMM instruction.bunnei2018-06-071-4/+29
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* | | Merge pull request #541 from Subv/blittexturesbunnei2018-06-071-56/+9
|\ \ \ | |/ / |/| | GLCache: Fixed copying compressed textures in the rasterizer cache.
| * | GLCache: Use the full uncompressed size when blitting from one texture to another.Subv2018-06-071-3/+6
| | | | | | | | | | | | This avoids the problem of only copying a tiny piece of the textures when they are compressed.
| * | GLCache: Simplify the logic to copy from one texture to another in BlitTextures.Subv2018-06-071-53/+3
| |/ | | | | | | | | | | We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
* | gl_shader_decompiler: F2F: Implement rounding modes.bunnei2018-06-071-7/+23
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* | Merge pull request #537 from bunnei/misc-shaderbunnei2018-06-071-8/+4
|\ \ | | | | | | gl_shader_decompiler: Additional decodings, remove unused stuff from TEX
| * | gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS.bunnei2018-06-071-8/+4
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* | Merge pull request #535 from Subv/gpu_swizzlebunnei2018-06-075-0/+49
|\ \ | | | | | | GPU: Support changing the texture swizzles for Maxwell textures.
| * | GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-072-0/+29
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| * | GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv2018-06-073-0/+20
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* / gl_shader_decompiler: Implement ISETP_IMM instruction.bunnei2018-06-071-8/+9
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* Merge pull request #534 from Subv/multitexturingbunnei2018-06-077-69/+135
|\ | | | | GPU: Implement sampling multiple textures in the generated glsl shaders.
| * GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-067-69/+135
| | | | | | | | | | | | All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
* | gl_shader_decompiler: Implement LD_C instruction.bunnei2018-06-071-0/+27
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* | gl_shader_gen: Add uniform handling for indirect const buffer access.bunnei2018-06-073-4/+40
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* | gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei2018-06-061-20/+19
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* Merge pull request #531 from bunnei/fix-shlSebastian Valle2018-06-061-1/+1
|\ | | | | gl_shader_decompiler: Fix un/signed mismatch with SHL.
| * gl_shader_decompiler: Fix un/signed mismatch with SHL.bunnei2018-06-061-1/+1
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* | Merge pull request #530 from bunnei/wrap-mirrorSebastian Valle2018-06-061-0/+2
|\ \ | | | | | | maxwell_to_gl: Implement WrapMode Mirror.
| * | maxwell_to_gl: Implement WrapMode Mirror.bunnei2018-06-061-0/+2
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* | Merge pull request #528 from Subv/rg11b10fbunnei2018-06-062-12/+27
|\ \ | |/ |/| GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
| * GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-062-11/+26
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| * GPU: Fixed the compression factor for RGBA16F textures.Subv2018-06-061-1/+1
| | | | | | | | They're not compressed.
* | Merge pull request #516 from Subv/f2i_rbunnei2018-06-061-3/+44
|\ \ | | | | | | GPU: Implemented the F2I_R shader instruction.
| * | GPU: Implemented the F2I_R shader instruction.Subv2018-06-051-3/+44
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* | | Merge pull request #520 from bunnei/shader-shlbunnei2018-06-051-2/+31
|\ \ \ | |_|/ |/| | gl_shader_decompiler: Implement SHL instruction.
| * | gl_shader_decompiler: Fix typo with ISCADD instruction.bunnei2018-06-051-1/+1
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| * | gl_shader_decompiler: Implement SHL instruction.bunnei2018-06-051-1/+30
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* | | Merge pull request #518 from Subv/incomplete_shadersbunnei2018-06-051-5/+16
|\ \ \ | |/ / |/| | GPU: Implemented predicated exit instructions in the shader programs.
| * | GPU: Implement predicated exit instructions in the shader programs.Subv2018-06-051-4/+6
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| * | GPU: Take into account predicated exits when performing shader control flow analysis.Subv2018-06-051-1/+10
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* | | gl_shader_decompiler: Implement PredCondition::NotEqual.bunnei2018-06-051-3/+3
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* | | GPU: Implement the ISCADD shader instructions.Subv2018-06-051-0/+24
| |/ |/|
* | Merge pull request #514 from Subv/lop32ibunnei2018-06-051-0/+43
|\ \ | | | | | | GPU: Implemented the LOP32I instruction.
| * | GPU: Implemented the LOP32I instruction.Subv2018-06-041-0/+43
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* | | Merge pull request #510 from Subv/isetpbunnei2018-06-051-6/+53
|\ \ \ | | | | | | | | GPU: Implemented the ISETP_R and ISETP_C instructions
| * | | GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.Subv2018-06-041-9/+18
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| * | | GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv2018-06-041-0/+38
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* | | Merge pull request #512 from Subv/fsetbunnei2018-06-051-3/+18
|\ \ \ | |_|/ |/| | GPU: Corrected the FSET and I2F instructions.
| * | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv2018-06-041-1/+6
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| * | GPU: Corrected the I2F_R implementation.Subv2018-06-041-2/+12
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* | Merge pull request #501 from Subv/shader_brabunnei2018-06-051-1/+30
|\ \ | | | | | | GPU: Partially implemented the bra shader instruction
| * | GPU: Partially implemented the shader BRA instruction.Subv2018-06-041-1/+30
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* | Merge pull request #515 from Subv/viewport_fixbunnei2018-06-051-2/+2
|\ \ | | | | | | GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
| * | GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv2018-06-041-2/+2
| |/ | | | | | | This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
* / GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface.Subv2018-06-041-1/+2
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* gl_shader_decompiler: Implement TEXS component mask.bunnei2018-06-031-7/+10
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* Merge pull request #494 from bunnei/shader-texbunnei2018-06-031-2/+43
|\ | | | | gl_shader_decompiler: Implement TEX, fixes for TEXS.
| * gl_shader_decompiler: Implement TEX instruction.bunnei2018-06-011-1/+26
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| * gl_shader_decompiler: Support multi-destination for TEXS.bunnei2018-06-011-2/+18
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* | Merge pull request #495 from bunnei/improve-rrobunnei2018-06-031-6/+11
|\ \ | | | | | | gl_shader_decompiler: Implement RRO as a register move.
| * | gl_shader_decompiler: Implement RRO as a register move.bunnei2018-06-031-6/+11
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* / GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-022-2/+11
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* gl_rasterizer_cache: Assert that component type is UNorm or format is RGBA16F.bunnei2018-05-311-1/+2
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* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-312-6/+19
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* Merge pull request #489 from Subv/vertexidbunnei2018-05-301-1/+7
|\ | | | | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
| * Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv2018-05-301-1/+7
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* | Merge pull request #483 from bunnei/sonicSebastian Valle2018-05-302-2/+13
|\ \ | | | | | | Several GPU fixes to boot Sonic Mania
| * | gl_shader_decompiler: F2F_R instruction: Implement abs.bunnei2018-05-301-1/+7
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| * | gl_shader_decompiler: Partially implement F2F_R instruction.bunnei2018-05-301-1/+6
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| * | gl_rasterize_cache: Invert order of tex format RGB565.bunnei2018-05-301-1/+1
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* / GPU: Implemented the R8 texture format (0x1D)Subv2018-05-302-5/+14
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* Merge pull request #472 from bunnei/greater-equalbunnei2018-05-271-4/+3
|\ | | | | gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.
| * gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.bunnei2018-05-261-4/+3
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* | Merge pull request #476 from Subv/a1bgr5bunnei2018-05-272-5/+17
|\ \ | | | | | | GPU: Implemented the A1B5G5R5 texture format (0x14)
| * | GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-272-5/+17
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* / shader_bytecode: Implement other variants of FMNMX.bunnei2018-05-261-1/+3
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* Shader: Implemented compound predicates in fset.Subv2018-05-251-28/+12
| | | | | | You can specify a predicate in the fset instruction: Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0;
* Shader: Implemented compound predicates in fsetp.Subv2018-05-251-19/+55
| | | | | | | You can specify three predicates in an fsetp instruction: P1 = (Value1 Comp Value2) OP P0; P2 = !(Value1 Comp Value2) OP P0;
* Merge pull request #458 from Subv/fmnmxbunnei2018-05-211-6/+21
|\ | | | | Shaders: Implemented the FMNMX shader instruction.
| * Shaders: Implemented the FMNMX shader instruction.Subv2018-05-211-6/+21
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* | Merge pull request #451 from Subv/gl_array_sizeSebastian Valle2018-05-212-13/+3
|\ \ | | | | | | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.
| * | GLRenderer: Remove unused hw_vao_enabled_attributes variable.Subv2018-05-192-4/+0
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| * | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.Subv2018-05-192-9/+3
| |/ | | | | | | The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have.
* / GLRenderer: Log the shader source code when program linking fails.Subv2018-05-191-0/+27
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* general: Make formatting of logged hex values more straightforwardLioncash2018-05-021-1/+1
| | | | | | This makes the formatting expectations more obvious (e.g. any zero padding specified is padding that's entirely dedicated to the value being printed, not any pretty-printing that also gets tacked on).
* Merge pull request #422 from bunnei/shader-movbunnei2018-04-302-0/+18
|\ | | | | Shader instructions MOV_C, MOV_R, and several minor GPU things
| * gl_shader_decompiler: Implement MOV_R.bunnei2018-04-291-1/+2
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| * maxwell_to_gl: Implement type SignedNorm, Size_8_8_8_8.bunnei2018-04-291-0/+12
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| * gl_shader_decompiler: Implement MOV_C.bunnei2018-04-291-0/+5
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* | Shaders: Implemented predicate condition 3 (LessEqual) in the fset and fsetp instructions.Subv2018-04-291-0/+7
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* gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei2018-04-291-0/+26
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* gl_shader_decompiler: More cleanups, etc. with how we handle register types.bunnei2018-04-291-44/+120
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* GLSLRegister: Simplify register declarations, etc.bunnei2018-04-291-63/+31
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* gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei2018-04-291-0/+5
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* Merge pull request #408 from bunnei/shader-ints-p2bunnei2018-04-271-154/+262
|\ | | | | gl_shader_decompiler: Add GLSLRegisterManager class to track register state.
| * gl_shader_decompiler: Add GLSLRegisterManager class to track register state.bunnei2018-04-271-154/+262
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* | renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalentsLioncash2018-04-271-6/+7
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* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-1/+1
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* gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei2018-04-261-5/+102
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* gl_shader_decompiler: Move color output to EXIT instruction.bunnei2018-04-261-6/+12
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* Merge pull request #396 from Subv/shader_opsbunnei2018-04-261-1/+54
|\ | | | | Shaders: Implemented the FSET instruction.
| * Shaders: Implemented the FSET instruction.Subv2018-04-251-0/+53
| | | | | | | | This instruction is similar to the FSETP instruction, but it doesn't set a predicate, it sets the destination register to 1.0 if the condition holds, and 0 otherwise.
| * Shaders: Added decodings for the FSET instructions.Subv2018-04-251-1/+1
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* | video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-252-8/+8
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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: Use CHAR_BIT for bpp conversions instead of 8.bunnei2018-04-252-4/+4
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* gl_rasterizer_cache: Use GPU PAGE_BITS/SIZE, not CPU.bunnei2018-04-251-5/+5
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* gl_rasterizer_cache: Use new logger.bunnei2018-04-251-4/+4
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* gl_rasterizer_cache: Add a function for finding framebuffer GPU address.bunnei2018-04-253-0/+31
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* gl_rasterizer_cache: Handle compressed texture sizes.bunnei2018-04-252-24/+65
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* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-255-46/+67
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* memory_manager: Make GpuToCpuAddress return an optional.bunnei2018-04-242-9/+9
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* memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei2018-04-242-5/+5
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* renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles()Lioncash2018-04-241-1/+2
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* Merge pull request #379 from Subv/multi_buffersbunnei2018-04-242-43/+84
|\ | | | | GPU: Support multiple enabled vertex arrays.
| * GPU: Support multiple enabled vertex arrays.Subv2018-04-232-43/+84
| | | | | | | | | | | | The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
* | GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.Subv2018-04-231-0/+2
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* | GPU: Implement the A2BGR10 texture format.Subv2018-04-222-6/+14
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* Merge pull request #376 from bunnei/shader-decoderbunnei2018-04-211-25/+30
|\ | | | | Shader opcode decoding
| * gl_shader_decompiler: Skip RRO instruction.bunnei2018-04-211-0/+4
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| * gl_shader_decompiler: Cleanup error logging.bunnei2018-04-211-14/+6
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| * shader_bytecode: Decode instructions based on bit strings.bunnei2018-04-211-20/+29
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* | Merge pull request #375 from lioncash/headerbunnei2018-04-214-11/+0
|\ \ | |/ |/| opengl: Remove unnecessary header inclusions
| * opengl: Remove unnecessary header inclusionsLioncash2018-04-214-11/+0
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* | Merge pull request #369 from Subv/shader_instr2bunnei2018-04-211-0/+131
|\ \ | | | | | | ShaderGen: Implemented fsetp/kil and predicated instruction execution.
| * | ShaderGen: Implemented the KIL instruction, which is equivalent to 'discard'.Subv2018-04-211-1/+7
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| * | ShaderGen: Implemented predicated instruction execution.Subv2018-04-211-0/+35
| | | | | | | | | | | | Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
| * | ShaderGen: Implemented the fsetp instruction.Subv2018-04-211-0/+72
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
| * | ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv2018-04-201-0/+2
| | |
| * | ShaderGen: Ignore the 'sched' instruction when generating shaders.Subv2018-04-201-0/+16
| |/ | | | | | | The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions).
* | Merge pull request #374 from lioncash/noexceptbunnei2018-04-211-20/+19
|\ \ | | | | | | gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operators
| * | gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operatorsLioncash2018-04-211-20/+19
| |/ | | | | | | | | | | | | | | Standard library containers may use std::move_if_noexcept to perform move operations. If a move cannot be performed under these circumstances, then a copy is attempted. Given we only intend for these types to be move-only this can be somewhat problematic. By defining these to be noexcept we prevent cases where copies may be attempted.
* / gl_rasterizer_cache: Make MatchFlags an enum classLioncash2018-04-211-4/+9
|/ | | | Prevents implicit conversions and scope pollution.
* Merge pull request #367 from lioncash/clampbunnei2018-04-202-16/+17
|\ | | | | math_util: Remove the Clamp() function
| * math_util: Remove the Clamp() functionLioncash2018-04-202-16/+17
| | | | | | | | | | C++17 adds clamp() to the standard library, so we can remove ours in favor of it.
* | Merge pull request #363 from lioncash/array-sizebunnei2018-04-201-2/+2
|\ \ | | | | | | common_funcs: Remove ARRAY_SIZE macro
| * | common_funcs: Remove ARRAY_SIZE macroLioncash2018-04-201-2/+2
| |/ | | | | | | C++17 has non-member size() which we can just call where necessary.
* / renderer_opengl: Add missing header guardsLioncash2018-04-202-0/+4
|/
* Merge pull request #356 from lioncash/shaderbunnei2018-04-201-12/+30
|\ | | | | glsl_shader_decompiler: Minor API changes to ShaderWriter
| * glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()Lioncash2018-04-201-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending.
| * glsl_shader_decompiler: Add AddNewLine() function to ShaderWriterLioncash2018-04-201-6/+12
| | | | | | | | Avoids constructing a std::string just to append a newline character
| * glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()Lioncash2018-04-201-4/+11
| | | | | | | | Avoids constructing a std::string just to append a character.
| * glsl_shader_decompiler: Append indentation without constructing a separate std::stringLioncash2018-04-201-1/+5
| | | | | | | | | | The interface of std::string already lets us append N copies of a character to an existing string.
* | ShaderGen: Implemented the fmul32i shader instruction.Subv2018-04-191-6/+16
| |
* | ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.Subv2018-04-191-2/+9
|/ | | | It will now save the coords before writing the outputs in a subscope.
* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2018-04-192-27/+26
|
* Merge pull request #351 from Subv/tex_formatsbunnei2018-04-192-8/+23
|\ | | | | GPU: Implemented the B5G6R5 format.
| * GPU: Implemented the B5G6R5 format.Subv2018-04-192-8/+23
| |
* | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-183-4/+19
|/ | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GLCache: Added boilerplate code to make supporting configurable texture component types.Subv2018-04-183-9/+69
| | | | For now only the UNORM type is supported.
* GLCache: Unify texture and framebuffer formats when converting to OpenGL.Subv2018-04-182-26/+13
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* GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.Subv2018-04-182-10/+10
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* GLCache: Take into account the texture's block height when caching and unswizzling.Subv2018-04-183-43/+43
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* GLCache: Added a function to convert cached PixelFormats back to texture formats.Subv2018-04-181-0/+12
| | | | TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
* GPU: Allow using a configurable block height when unswizzling textures.Subv2018-04-181-1/+10
|
* Merge pull request #346 from bunnei/misc-gpu-improvementsbunnei2018-04-181-0/+3
|\ | | | | Misc gpu improvements
| * gl_rasterizer_cache: Add missing LOG statements.bunnei2018-04-181-0/+3
| |
* | Merge pull request #344 from bunnei/shader-decompiler-p2bunnei2018-04-182-57/+146
|\ \ | | | | | | Shader decompiler changes part 2
| * | gl_shader_decompiler: Fix warnings with MarkAsUsed.bunnei2018-04-171-1/+2
| | |
| * | gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.bunnei2018-04-171-24/+22
| | |
| * | gl_shader_decompiler: Implement several MUFU subops and abs_d.bunnei2018-04-171-7/+21
| | |
| * | gl_shader_decompiler: Fix swizzle in GetRegister.bunnei2018-04-171-1/+1
| | |
| * | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei2018-04-171-12/+39
| | |
| * | gl_shader_decompiler: Allow vertex position to be used in fragment shader.bunnei2018-04-172-16/+18
| | |
| * | gl_shader_decompiler: Implement IPA instruction.bunnei2018-04-171-0/+11
| | |
| * | gl_shader_decompiler: Add support for TEXS instruction.bunnei2018-04-171-7/+29
| | |
| * | gl_shader_decompiler: Use fragment output color for GPR 0-3.bunnei2018-04-171-0/+5
| | |
| * | gl_shader_decompiler: Partially implement MUFU.bunnei2018-04-171-2/+11
| |/
* / renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2018-04-183-2/+91
|/
* Merge pull request #343 from Subv/tex_wrap_4bunnei2018-04-171-0/+7
|\ | | | | GPU: Implement some wrap modes
| * MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Subv2018-04-171-0/+2
| |
| * MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).Subv2018-04-171-0/+5
| | | | | | | | This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
* | gl_rendering: Use NGLOG* for changed code.bunnei2018-04-172-10/+11
| |
* | gl_rasterizer: Implement indexed vertex mode.bunnei2018-04-173-21/+46
|/
* GPU: Use the same buffer names in the generated GLSL and the buffer uploading code.Subv2018-04-154-17/+24
|
* GPU: Don't use explicit binding points when uploading the constbuffers to opengl.Subv2018-04-153-7/+47
| | | | The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
* GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.Subv2018-04-151-3/+4
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* GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage.Subv2018-04-153-31/+41
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* shaders: Expose hints about used const buffers.bunnei2018-04-155-31/+146
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* GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.Subv2018-04-154-14/+48
| | | | We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
* GPU: Allow configuring ssbos in the opengl state manager.Subv2018-04-154-0/+30
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* GPU: Added a function to determine whether a shader stage is enabled or not.Subv2018-04-151-3/+3
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* shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei2018-04-153-2/+5
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* shaders: Address PR review feedback.bunnei2018-04-141-6/+8
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* gl_shader_decompiler: Cleanup log statements.bunnei2018-04-141-15/+15
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* shaders: Fix GCC and clang build issues.bunnei2018-04-142-2/+2
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* gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei2018-04-141-20/+57
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* gl_shader_decompiler: Add shader stage hint.bunnei2018-04-142-5/+12
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* renderer_opengl: Fix Morton copy byteswap, etc.bunnei2018-04-141-5/+5
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* gl_shader_manager: Implement SetShaderSamplerBindings.bunnei2018-04-141-0/+8
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* gl_rasterizer: Generate shaders and upload uniforms.bunnei2018-04-142-32/+77
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* gl_shader_decompiler: Basic impl. for very simple vertex shaders.bunnei2018-04-142-16/+311
| | | | - Tested with Puyo Puyo Tetris and Cave Story+
* gl_shader_manager: Cleanup and consolidate uniform handling.bunnei2018-04-142-26/+24
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* gl_rasterizer: Use shader program manager, remove test shader.bunnei2018-04-142-196/+31
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* renderer_opengl: Add gl_shader_manager class.bunnei2018-04-142-0/+207
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* maxwell_to_gl: Add a few types, etc.bunnei2018-04-141-0/+10
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* gl_shader_gen: Add hashable setup/config structs.bunnei2018-04-142-29/+50
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* gl_shader_util: Add missing includes.bunnei2018-04-141-0/+2
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* renderer_opengl: Use OGLProgram instead of OGLShader.bunnei2018-04-146-6/+6
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* gl_shader_util: Grab latest upstream.bunnei2018-04-142-149/+74
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* gl_resource_manager: Grab latest upstream.bunnei2018-04-141-30/+86
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* gl_shader_decompiler: Add skeleton code from Citra for shader analysis.bunnei2018-04-142-44/+142
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* Fix clang format issuesJames Rowe2018-04-071-1/+1
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* GL: Set up the textures used for each draw call.Subv2018-04-072-2/+39
| | | | | Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program. This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
* GL: Bind the textures to the shaders used for drawing.Subv2018-04-071-2/+11
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* GLCache: Specialize the MortonCopy function for the DXT1 texture format.Subv2018-04-071-1/+15
| | | | It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
* GLCache: Implemented GetTextureSurface.Subv2018-04-071-3/+28
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* GLCache: Support uploading compressed textures to the GPU.Subv2018-04-071-5/+17
| | | | Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
* GL: Remove remaining references to 3DS-specific pixel formatsSubv2018-04-071-83/+22
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* RasterizerCache: Remove 3DS-specific pixel formats.Subv2018-04-072-71/+32
| | | | We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
* GL: Create the sampler objects when starting up the GL rasterizer.Subv2018-04-071-0/+6
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* GL: Ported the SamplerInfo struct from citra.Subv2018-04-072-1/+59
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* GL: Rename PicaTexture to MaxwellTexture.Subv2018-04-072-2/+2
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* GL: Added functions to convert Maxwell tex filters and wrap modes to OpenGL.Subv2018-04-071-0/+23
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* gl_rasterizer_cache.cpp: Update from citra to yuzuN00byKing2018-04-041-1/+1
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* gl_rasterizer_cache.h: Update from citra to yuzuN00byKing2018-04-041-3/+3
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* renderer_opengl.h: Update from citra to yuzuN00byKing2018-04-041-2/+2
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* renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.bunnei2018-03-272-8/+8
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* gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function.bunnei2018-03-272-22/+31
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* gl_rasterizer: Add a SyncViewport method.bunnei2018-03-272-18/+20
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* gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL.bunnei2018-03-272-11/+12
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* gl_rasterizer: Use ReadBlock instead of GetPointer for SetupVertexArray.bunnei2018-03-271-1/+1
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* gl_rasterizer: Normalize vertex array data as appropriate.bunnei2018-03-271-1/+1
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* maxwel_to_gl: Fix string formatting in log statements.bunnei2018-03-271-2/+2
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* rasterizer: Rename DrawTriangles to DrawArrays.bunnei2018-03-272-3/+3
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* gl_rasterizer: Use passthrough shader for SetupVertexShader.bunnei2018-03-271-1/+2
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-275-32/+33
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* renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.bunnei2018-03-271-5/+0
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* gl_rasterizer_cache: Implement UpdatePagesCachedCount.bunnei2018-03-272-8/+37
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* gl_rasterizer: Implement SetupVertexArray.bunnei2018-03-271-20/+38
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* gl_rasterizer_cache: Fix an ASSERT_MSG.bunnei2018-03-271-1/+1
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* maxwell_to_gl: Add module and function for decoding VertexType.bunnei2018-03-271-0/+40
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* gl_rasterizer: Use 32 texture units instead of 3.bunnei2018-03-273-2/+3
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* gl_rasterizer: Implement DrawTriangles.bunnei2018-03-271-1/+194
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* gl_rasterizer: Implement AnalyzeVertexArray.bunnei2018-03-271-1/+21
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* gl_rasterizer_cache: MortonCopy Switch-style.bunnei2018-03-271-72/+32
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* gl_rasterizer_cache: Implement GetFramebufferSurfaces.bunnei2018-03-272-4/+104
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* renderer_opengl: Only draw the screen if a framebuffer is specified.bunnei2018-03-271-6/+7
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* gl_rasterizer: Fake render in green, because it's cooler.bunnei2018-03-241-1/+1
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* gl_rasterizer: Log warning instead of sync'ing unimplemented funcs.bunnei2018-03-241-7/+1
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* gl_rasterizer_cache: Add missing include for vm_manager.bunnei2018-03-231-0/+1
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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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* RasterizerCacheOpenGL: FlushAll should flush full memory region.bunnei2018-03-231-1/+1
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* rasterizer: Flush and invalidate regions should be 64-bit.bunnei2018-03-232-6/+6
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* renderer_opengl: Add framebuffer_transform_flags member variable.bunnei2018-03-231-2/+2
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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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* gl_rasterizer: Implement AccelerateDisplay method from Citra.bunnei2018-03-232-2/+44
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* LoadGLBuffer: Use bytes_per_pixel, not bits.bunnei2018-03-231-1/+2
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* gl_rasterizer_cache: LoadGLBuffer should do a morton copy.bunnei2018-03-231-16/+5
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* video_core: Move MortonCopyPixels128 to utils header.bunnei2018-03-231-111/+1
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* video_core: Remove usage of PAddr and replace with VAddr.bunnei2018-03-234-35/+35
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* video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei2018-03-234-34/+40
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* gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT.bunnei2018-03-232-20/+20
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* gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.bunnei2018-03-232-5/+68
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* renderer: Create rasterizer and cleanup.bunnei2018-03-231-2/+2
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* renderer_gl: Port boilerplate rasterizer code over from Citra.bunnei2018-03-203-1/+431
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* gl_shader_util: Sync latest version with Citra.bunnei2018-03-203-46/+116
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* renderer_gl: Port over gl_shader_gen module from Citra.bunnei2018-03-202-0/+86
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* renderer_gl: Port over gl_shader_decompiler module from Citra.bunnei2018-03-202-0/+85
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* renderer_gl: Port over gl_rasterizer_cache module from Citra.bunnei2018-03-202-0/+1712
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* gl_resource_manager: Sync latest version with Citra.bunnei2018-03-201-8/+77
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* renderer_gl: Port over gl_stream_buffer module from Citra.bunnei2018-03-202-0/+216
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* gl_state: Sync latest version with Citra.bunnei2018-03-202-47/+111
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* renderer_opengl: Support framebuffer flip vertical.bunnei2018-02-122-5/+12
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* memory: Replace all memory hooking with Special regionsMerryMage2018-01-271-1/+1
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* Format: Run the new clang format on everythingJames Rowe2018-01-211-1/+1
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* clang-formatMerryMage2018-01-161-1/+2
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* renderer_gl: Clear screen to black before rendering framebuffer.bunnei2018-01-152-5/+8
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* renderer: Render previous frame when no new one is available.bunnei2018-01-152-15/+16
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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 Rowe2018-01-139-4676/+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.bunnei2018-01-112-136/+78
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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.bunnei2018-01-112-23/+11
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* core/video_core: Fix a bunch of u64 -> u32 warnings.bunnei2018-01-012-4/+4
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* Fixed type conversion ambiguityHuw Pascoe2017-09-301-2/+2
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* Fixed framebuffer warningHuw Pascoe2017-09-171-7/+18
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* Merge pull request #2900 from wwylele/clip-2Yuri Kunde Schlesner2017-09-163-34/+83
|\ | | | | PICA: implement custom clip plane
| * gl_rasterizer: implement custom clip planewwylele2017-08-253-34/+83
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* | Merge pull request #2914 from wwylele/fresnel-fixbunnei2017-09-051-4/+5
|\ \ | | | | | | pica/lighting: only apply Fresnel factor for the last light
| * | pica/lighting: only apply Fresnel factor for the last lightwwylele2017-09-031-4/+5
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* | | video_core: report telemetry for gas modewwylele2017-08-311-0/+6
|/ /
* | Merge pull request #2891 from wwylele/sw-bumpbunnei2017-08-311-2/+2
|\ \ | |/ |/| SwRasterizer/Lighting: implement bump mapping
| * gl_rasterizer/lighting: more accurate CP formulawwylele2017-08-221-2/+2
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* | gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shaderwwylele2017-08-211-2/+5
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* | gl_rasterizer: add clipping plane z<=0 defined in PICAwwylele2017-08-214-0/+21
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* gl_shader_gen: don't call SampleTexture when bump map is not usedwwylele2017-08-111-4/+5
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* Merge pull request #2816 from wwylele/proctex-lutlutlutSebastian Valle2017-07-235-70/+80
|\ | | | | gl_rasterizer: use texture buffer for proctex LUT
| * gl_rasterizer: use texture buffer for proctex LUTwwylele2017-07-015-70/+80
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* | Merge pull request #2834 from wwylele/depth-enable-fixSebastian Valle2017-07-231-4/+5
|\ \ | | | | | | gl_rasterizer_cache: fix using_depth_fb
| * | gl_rasterizer_cache: depth write is disabled if allow_depth_stencil_write is falsewwylele2017-06-101-4/+5
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* | | telemetry: Log performance, configuration, and system data.bunnei2017-07-182-6/+16
| |/ |/|
* | gl_rasterizer: use texture buffer for fog LUTwwylele2017-06-225-27/+23
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* | gl_rasterizer: create the texture before applying the statewwylele2017-06-221-2/+2
| | | | | | | | this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
* | gl_state: reset 1d textureswwylele2017-06-211-0/+14
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* | gl_rasterizer: fix glGetUniformLocation typewwylele2017-06-211-8/+8
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* | gl_rasterizer: manage texture ids in one placewwylele2017-06-213-31/+55
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* | gl_rasterizer/lighting: fix LUT interpolationwwylele2017-06-215-113/+91
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* | gl_rasterizer/lighting: use the formula from the paper for germetic factorwwylele2017-06-181-8/+8
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* | gl_rasterizer/lighting: implement geometric factorwwylele2017-06-152-1/+18
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* | Merge pull request #2762 from wwylele/light-cp-tangentYuri Kunde Schlesner2017-06-151-9/+37
|\ \ | | | | | | Fragment lighting: implement lut input 5 (CP) and tangent mapping
| * | gl_rasterizer/lighting: Implement tangent mappingwwylele2017-06-111-7/+12
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| * | gl_rasterizer/lighting: implement lut input 5 (CP)wwylele2017-06-111-2/+25
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* | | Merge pull request #2743 from wwylele/wrap-fixYuri Kunde Schlesner2017-06-141-0/+13
|\ \ \ | | | | | | | | pica/rasterizer: implement/stub texture wrap mode 4-7
| * | | pica/rasterizer: implement/stub texture wrap mode 4-7wwylele2017-06-041-0/+13
| | |/ | |/|
* | | Merge pull request #2767 from yuriks/quaternion-flip-commentYuri Kunde Schlesner2017-06-131-8/+11
|\ \ \ | |_|/ |/| | OpenGL: Update comment on AreQuaternionsOpposite with new information
| * | OpenGL: Update comment on AreQuaternionsOpposite with new informationYuri Kunde Schlesner2017-06-101-8/+11
| |/ | | | | | | | | | | | | While debugging the software renderer implementation, it was noticed that this is actually exactly what the hardware does, upgrading the status of this "hack" to being a proper implementation. And there was much rejoicing.
* | Merge pull request #2727 from wwylele/spot-lightSebastian Valle2017-06-114-8/+85
|\ \ | |/ |/| Fragment lighting: implement spot light
| * gl_rasterizer: implement spot lightwwylele2017-05-301-6/+24
| |
| * gl_rasterizer: sync spot light statuswwylele2017-05-304-2/+61
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* | Merge pull request #2729 from yuriks/quaternion-fixYuri Kunde Schlesner2017-05-281-3/+5
|\ \ | | | | | | OpenGL: Improve accuracy of quaternion interpolation
| * | OpenGL: Improve accuracy of quaternion interpolationYuri Kunde Schlesner2017-05-271-3/+5
| |/ | | | | | | | | | | | | Current order of operations (rotate then normalize) seems to produce a lot more distortion than normalizing and then rotating. This makes Citra results match pretty closesly with hardware, and indicates that hardware may also be using lerp instead of slerp to interpolate the quaternions.
* | Move screen size constants from video_core to coreYuri Kunde Schlesner2017-05-281-12/+8
| | | | | | | | | | video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core.
* | OpenGL: Remove unused RendererOpenGL fieldsYuri Kunde Schlesner2017-05-282-11/+2
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* | gl_shader: refactor texture sampler into its own functionwwylele2017-05-271-40/+39
|/
* gl_rasterizer: implement procedural texturewwylele2017-05-206-7/+600
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* pica: shader_dirty if texture2 coord changedwwylele2017-05-052-1/+5
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* pica: use correct coordinates for texture 2wwylele2017-05-032-3/+15
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* Merge pull request #2671 from wwylele/dot3-rgbabunnei2017-04-211-13/+20
|\ | | | | rasterizer: implement combiner operation 7 (Dot3_RGBA)
| * gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardwarewwylele2017-04-201-2/+0
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| * rasterizer: implement combiner operation 7 (Dot3_RGBA)wwylele2017-04-191-11/+20
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* | OpenGL: Pass Pica regs via parameterYuri Kunde Schlesner2017-04-173-7/+5
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* | OpenGL: Move PicaShaderConfig to gl_shader_gen.hYuri Kunde Schlesner2017-04-174-202/+206
| | | | | | | | Also move the implementation of CurrentConfig to the cpp file.
* | OpenGL: Move Attributes enum to a more appropriate fileYuri Kunde Schlesner2017-04-173-12/+11
|/
* Input: remove unused stuff & clean upwwylele2017-03-011-0/+1
| | | | | | | 1. removed zl, zr and c-stick from HID::PadState. They are handled by IR, not HID 2. removed button handling in EmuWindow 3. removed key_map 4. cleanup #include
* 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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* OpenGL: Check if uniform block exists before updating it (#2581)Jannik Vogel2017-02-181-29/+30
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* OpenGL: Remove unused duplicate of IsPassThroughTevStageYuri Kunde Schlesner2017-02-091-12/+0
| | | | | This copy was left behind when the shader generation code was moved to a separate file.
* VideoCore: Split regs.h inclusionsYuri Kunde Schlesner2017-02-095-17/+29
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* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-045-5/+5
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* VideoCore: Split lighting regs from Regs structYuri Kunde Schlesner2017-02-043-37/+45
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* VideoCore: Split framebuffer regs from Regs structYuri Kunde Schlesner2017-02-046-70/+84
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* VideoCore: Split texturing regs from Regs structYuri Kunde Schlesner2017-02-046-85/+91
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* VideoCore: Split rasterizer regs from Regs structYuri Kunde Schlesner2017-02-043-32/+37
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* Merge pull request #2476 from yuriks/shader-refactor3Yuri Kunde Schlesner2017-02-042-2/+2
|\ | | | | Oh No! More shader changes!
| * VideoCore: Change misleading register namesYuri Kunde Schlesner2017-01-302-2/+2
| | | | | | | | | | | | A few registers had names such as "count" or "number" when they actually contained the maximum (that is, count - 1). This can easily lead to hard to notice off by one errors.
* | Pica/Texture: Simplify/cleanup texture tile addressingYuri Kunde Schlesner2017-02-041-2/+1
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* | VideoCore: Move LookupTexture out of debug_utils.hYuri Kunde Schlesner2017-02-041-5/+6
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* | video_core: gl_rasterizer_cache.cpp removed unused type aliasKloen2017-01-301-1/+0
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* | video_core: gl_rasterizer.cpp removed unused type aliasKloen2017-01-301-2/+0
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* video_core: silence unused-local-typedef boost related warning on GCCKloen2017-01-291-0/+7
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* video_core: gl_rasterizer float to int warningKloen2017-01-231-1/+2
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* video_core: fix gl_rasterizer warning on MSVCKloen2017-01-231-1/+1
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* config: Add option for specifying screen resolution scale factor.bunnei2017-01-071-3/+10
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* Merge pull request #2367 from JayFoxRox/lighting-lut-quickfixbunnei2016-12-291-10/+9
|\ | | | | Lighting LUT Quickfix
| * Minor cleanup in GLSL codeJannik Vogel2016-12-251-3/+2
| |
| * Offset lighting LUT samples correctlyJannik Vogel2016-12-251-7/+7
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* | core: Move emu_window and key_map into coreMerryMage2016-12-232-2/+2
|/ | | | * Removes circular dependences (common should not depend on core)
* Merge pull request #2319 from yuriks/profile-scopesbunnei2016-12-211-0/+12
|\ | | | | VideoCore: Make profiling scope more representative
| * VideoCore: Make profiling scope more representativeYuri Kunde Schlesner2016-12-151-0/+12
| |
* | Use GL_TRUE when setting color_maskAlbin Bernhardsson2016-12-191-4/+4
|/
* OpenGL: Drop framebuffer completeness check.Markus Wick2016-12-075-47/+8
| | | | | | | This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148
* ASSERT that shader was linked successfullyJannik Vogel2016-12-051-0/+2
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* Report shader uniform block size in case of mismatchJannik Vogel2016-12-051-1/+3
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* Print broken shader code to logJannik Vogel2016-12-051-3/+9
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* OpenGL: Non-zero stride only makes sense for linear buffersYuri Kunde Schlesner2016-12-043-7/+11
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* OpenGL: Ensure framebuffer binding is restored if completion check failsYuri Kunde Schlesner2016-12-041-10/+7
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* OpenGL: Fix DisplayTransfer accel when input width != output widthYuri Kunde Schlesner2016-12-041-1/+10
| | | | Fixes #2246, #2261
* ClangFormat: Fixed the clang-format errorsSubv2016-11-301-4/+8
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* Build: Fixed a few warnings.Subv2016-11-291-4/+4
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* RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1Subv2016-11-272-4/+4
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* Rasterizer/Memfill: Set the correct stencil write mask when clearing the stencil buffer.Subv2016-11-271-1/+1
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* 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.
* Merge pull request #2103 from wwylele/gpu-reg-cleanupbunnei2016-10-042-5/+6
|\ | | | | GPU: DisplayTransfer & MemoryFill cleanup and param check
| * rasterizer: separate TextureCopy from DisplayTransferwwylele2016-09-292-5/+6
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* | OpenGL: Take cached viewport sub-rect into account for scissorYuri Kunde Schlesner2016-09-303-29/+25
|/ | | | Fixes #1938
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-216-6/+6
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-2111-42/+6
| | | | | | | 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 Schlesner2016-09-198-46/+40
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-1812-486/+789
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* OpenGL: Avoid error on unsupported lighting LUTJannik Vogel2016-08-301-0/+1
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* OpenGL: Add scaled resolution support to scissorYuri Kunde Schlesner2016-06-284-3/+16
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* PICA: Scissor fixes and cleanupsYuri Kunde Schlesner2016-06-283-21/+22
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* PICA: Implement scissor testSubv2016-06-283-1/+53
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* OpenGL: Implement fogJannik Vogel2016-06-075-7/+124
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* OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZEJannik Vogel2016-06-072-6/+8
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* gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueuemailwl2016-06-011-1/+1
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* OpenGL: Set shader_dirty on lighting changesJannik Vogel2016-05-231-0/+23
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* Pica: Name LightSrc.config registerJannik Vogel2016-05-231-2/+2
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* Pica: Name lighting.config0 and .config1 registersJannik Vogel2016-05-231-12/+12
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* OpenGL: Use uniforms for dist_atten_bias and dist_atten_scaleJannik Vogel2016-05-233-8/+84
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* Merge pull request #1786 from JayFoxRox/blend-equationbunnei2016-05-174-0/+31
|\ | | | | OpenGL: Support blend equation
| * OpenGL: Support blend equationJannik Vogel2016-05-124-0/+31
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* | OpenGL: Only update depth uniforms if the depth changedJannik Vogel2016-05-142-9/+22
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* | OpenGL: value-initialize variables which cause uninitialised access otherwiseJannik Vogel2016-05-141-2/+2
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* OpenGL: Implement texture type 3Jannik Vogel2016-05-114-35/+67
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* Merge pull request #1621 from JayFoxRox/w-bufferbunnei2016-05-113-5/+24
|\ | | | | Implement W-buffer and fix depth-mapping
| * OpenGL: Implement W-Buffers and fix depth-mappingJannik Vogel2016-05-103-4/+23
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| * Pica: Implement W-Buffer in SW rasterizerJannik Vogel2016-05-101-2/+2
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* | gl_rasterizer: Fix compilation for debug buildsLioncash2016-05-101-1/+1
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* Merge pull request #1704 from JayFoxRox/pod-configlinkmauve2016-05-103-122/+164
|\ | | | | Pica: PicaShaderConfig is TC and cleared before use
| * Pica: Use a union for PicaShaderConfigJannik Vogel2016-05-033-125/+139
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| * Pica: Add TevStageConfigRaw to PicaShaderConfig (MSVC workaround)Jannik Vogel2016-05-032-2/+23
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| * Pica: Make PicaShaderConfig trivially_copyable and clear it before useJannik Vogel2016-05-031-21/+28
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* | fixup simple type conversions where possibleAlexander Laties2016-05-072-2/+2
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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.
* OpenGL: Don't copy const_color (Reverts #1745)Jannik Vogel2016-05-031-2/+3
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* Merge pull request #1741 from linkmauve/iwyu-video_corebunnei2016-05-0112-24/+76
|\ | | | | Fix video_core includes (and dependencies) using include-what-you-use
| * VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-3012-24/+76
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* | OpenGL: Copy TevStageConfig using a loop. Fixes bug: const_color not copiedJannik Vogel2016-05-011-30/+11
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* | OpenGL: border_color was never set. Fixed. (#1740)Jannik Vogel2016-04-301-0/+1
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* Common: Remove section measurement from profiler (#1731)Yuri Kunde Schlesner2016-04-291-1/+0
| | | | This has been entirely superseded by MicroProfile. The rest of the code can go when a simpler frametime/FPS meter is added to the GUI.
* HWRasterizer: reorder declarations to match defstfarley2016-04-221-9/+9
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* HWRasterizer: sync specular uniform for new shaderstfarley2016-04-221-0/+2
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* Merge pull request #1436 from tfarley/hw-tex-forwardingbunnei2016-04-228-738/+1347
|\ | | | | Hardware Renderer Texture Forwarding
| * HWRasterizer: Texture forwardingtfarley2016-04-218-738/+1347
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* | OpenGL: Implement color combiner Operation::Dot3_RGBJannik Vogel2016-04-101-0/+3
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* OpenGL: Respect buffer-write allow registersJannik Vogel2016-04-081-6/+28
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* OpenGL: Split buffer-write mask sync into seperate functionsJannik Vogel2016-04-082-8/+39
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* OpenGL: Keep stencil-test and framebuffer.depth_format in syncJannik Vogel2016-04-081-0/+1
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* Merge pull request #1639 from linkmauve/fix-double-framebuffer-checkbunnei2016-04-081-4/+6
|\ | | | | OpenGL: Fix a double framebuffer completeness checks.
| * OpenGL: Fix a double framebuffer completeness checks.Emmanuel Gil Peyrot2016-04-031-4/+6
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* | Merge pull request #1643 from MerryMage/make_uniqueMathew Maidment2016-04-062-4/+4
|\ \ | |/ |/| Common: Remove Common::make_unique, use std::make_unique
| * Common: Remove Common::make_unique, use std::make_uniqueMerryMage2016-04-052-4/+4
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* | OpenGL: Check for framebuffer completenessJannik Vogel2016-04-031-0/+3
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* | Avoid warnings by casting to size_t for ARRAY_SIZE() comparisonsJannik Vogel2016-04-011-6/+6
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* | OpenGL: Don't attempt to draw empty triangle batchesYuri Kunde Schlesner2016-03-241-0/+3
|/ | | | | Our code did not handle this well, causing random crashes in some situations.
* Merge pull request #1344 from LittleWhite-tb/error-outputbunnei2016-03-092-2/+8
|\ | | | | Output errors in GUI
| * Improve error report from Init() functionsLittleWhite2016-03-082-2/+8
| | | | | | | | Add error popup when citra initialization failed
* | Pica: Write depth value even when depth test is disabledYuri Kunde Schlesner2016-03-061-2/+4
|/ | | | This has been confirmed on hardware. Fixes Etrian Odyssey IV.
* Add immediate mode vertex submissionDwayne Slater2016-03-032-0/+2
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* renderer_opengl: Initalise fragment shader LUT texturesMerryMage2016-02-261-0/+4
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* pica: Cleanup lighting register definitions and documentation.bunnei2016-02-051-15/+15
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* gl_rasterizer: Use alignas(16) instead of explicit padding.bunnei2016-02-051-13/+6
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* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei2016-02-054-14/+18
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* gl_rasterizer: Fix issue with interpolation of opposite quaternions.bunnei2016-02-052-4/+32
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* pica_types: Replace float24/20/16 with a template class.bunnei2016-02-052-9/+9
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* gl_rasterizer: Remove unnecessary casts.bunnei2016-02-051-6/+6
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* gl_rasterizer: Fix PicaShaderConfig on GCC.bunnei2016-02-051-29/+27
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* gl_rasterizer: Initial implementation of bump mapping.bunnei2016-02-052-5/+33
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* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).bunnei2016-02-051-3/+3
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* gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2016-02-052-18/+62
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* gl_shader_gen: View should be normalized.bunnei2016-02-051-2/+2
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* gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2016-02-052-9/+33
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* gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2016-02-052-3/+22
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* gl_shader_gen: Add support for D0 LUT scaling.bunnei2016-02-052-2/+4
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* gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2016-02-052-42/+48
| | | | - Also implement D0 LUT enable.
* pica: Cleanup and add some comments to lighting registers.bunnei2016-02-051-1/+1
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* gl_rasterizer: Minor naming refactor on Pica register naming.bunnei2016-02-051-5/+5
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* gl_shader_gen: Reorganize and cleanup lighting code.bunnei2016-02-051-100/+107
| | | | - No functional difference.
* gl_shader_gen: Fix directional lights.bunnei2016-02-051-1/+1
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* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.bunnei2016-02-051-6/+6
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* gl_shader_gen: View vector needs to be normalized when computing half angle vector.bunnei2016-02-051-3/+4
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* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-055-27/+64
| | | | | - Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.bunnei2016-02-053-12/+158
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* renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2016-02-052-17/+38
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* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei2016-02-053-15/+66
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* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-055-5/+259
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* hwrasterizer: Use proper cached fb addr/sizetfarley2016-02-032-42/+34
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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.
* hwrasterizer: Use depth offsettfarley2016-01-213-2/+24
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* 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.
* | Merge pull request #1267 from yuriks/flipped-framebufferYuri Kunde Schlesner2015-12-104-12/+17
|\ \ | | | | | | OpenGL: Flip framebuffers during transfer rather than when rendering
| * | OpenGL: Flip framebuffers during transfer rather than when renderingYuri Kunde Schlesner2015-12-052-12/+11
| | |
| * | OpenGL: Add support for glFrontFace in the state trackerYuri Kunde Schlesner2015-12-052-0/+6
| | |
* | | VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner2015-12-083-38/+5
| | | | | | | | | | | | | | | | | | 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.
* | | VideoCore: Rename HWRasterizer methods to be less confusingYuri Kunde Schlesner2015-12-072-6/+6
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* | | OpenGL: Rename cache functions to better match what they actually doYuri Kunde Schlesner2015-12-073-12/+11
|/ /
* | PICA: Properly emulate 1-stage delay in the combiner bufferYuri Kunde Schlesner2015-12-011-7/+11
| | | | | | | | | | | | | | | | | | This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
* | renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location.bunnei2015-11-262-6/+8
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* | Use regular uniform locationPierre de La Morinerie2015-11-253-15/+5
| | | | | | | | | | | | The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222).
* | FragShader: Use an UBO instead of several individual uniformsSubv2015-11-196-13/+67
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* | gl_shader_gen: Use explicit locations for vertex shader attributes.bunnei2015-10-222-15/+9
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* | gl_shader_gen: Optimize code for AppendAlphaTestCondition.bunnei2015-10-221-16/+11
| | | | | | | | - Also add a comment to AppendColorCombiner.
* | gl_rasterizer: Define enum types for each vertex texcoord attribute.bunnei2015-10-223-12/+14
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* | gl_shader_gen: Various cleanups to shader generation.bunnei2015-10-223-48/+52
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* | gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei2015-10-224-83/+63
| | | | | | | | - Includes a check to confirm no hash collisions.
* | gl_shader_gen: Require explicit uniform locations.bunnei2015-10-223-56/+34
| | | | | | | | - Fixes uniform issue on AMD.
* | gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.bunnei2015-10-221-11/+11
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* | gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0).bunnei2015-10-221-1/+1
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* | gl_shader_gen: Fix bug where TEV stage outputs should be clamped.bunnei2015-10-221-3/+3
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* | gl_rasterizer: Add documentation to ShaderCacheKey.bunnei2015-10-221-0/+16
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* | gl_shader_gen: Add additional function documentation.bunnei2015-10-222-0/+18
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* | gl_shader_util: Cleanup header file + add docstring.bunnei2015-10-221-1/+7
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* | gl_shader_gen: Various cleanups + moved TEV stage generation to its own function.bunnei2015-10-221-161/+170
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* | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-229-787/+507
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* | gl_rasterizer: Move logic for creating ShaderCacheKey to a static function.bunnei2015-10-222-18/+46
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* | gl_shader_util: Use vec3 constants for AppendColorCombiner.bunnei2015-10-221-6/+6
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* | gl_rasterizer: Fix typo in uploading TEV const color uniforms.bunnei2015-10-221-5/+5
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* | gl_shader_util: Fix precision bug with alpha testing.bunnei2015-10-222-9/+9
| | | | | | | | - Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
* | Initial implementation of fragment shader generation with caching.Subv2015-10-226-261/+564
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* Silence -Wsign-compare warnings.Rohit Nirmal2015-10-071-3/+3
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* fix some xcode 7.0 warningsMartin Lindhe2015-09-291-1/+0
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* general: Silence some warnings when using clangLioncash2015-09-161-2/+2
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* video_core: Reorganize headersLioncash2015-09-117-18/+17
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* video_core: Remove unnecessary includes from headersLioncash2015-09-112-6/+3
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* Merge pull request #1133 from lioncash/emplace-backbunnei2015-09-101-3/+3
|\ | | | | gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle
| * gl_rasterizer: Replace push_back calls with emplace_back in AddTriangleLioncash2015-09-101-3/+3
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* | renderer_opengl: Remove unimplemented function declarationLioncash2015-09-101-3/+0
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* OpenGL: Use Sampler Objects to decouple sampler config from texturesYuri Kunde Schlesner2015-09-034-21/+76
| | | | Fixes #978
* OpenGL: Remove ugly and endian-unsafe color pointer castsYuri Kunde Schlesner2015-09-033-9/+9
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* OpenGL: Add support for Sampler Objects to state trackerYuri Kunde Schlesner2015-09-033-4/+42
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* Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner2015-08-3010-2810/+11
| | | | | | 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.
* Merge pull request #1049 from Subv/stencilbunnei2015-08-304-4/+55
|\ | | | | Rasterizer: Corrected the stencil implementation.
| * HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer.Subv2015-08-241-2/+9
| | | | | | | | Reported here https://communities.intel.com/message/324464
| * HWRasterizer: Implemented stencil ops 6 and 7.Subv2015-08-211-1/+3
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| * HWRasterizer: Implemented stencil op 1 (GL_ZERO)Subv2015-08-211-1/+1
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| * GLRasterizer: Implemented stencil testing in the hw renderer.Subv2015-08-204-2/+44
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* | gl_rasterizer_cache: Detect and ignore unnecessary texture flushes.bunnei2015-08-283-8/+18
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* | Integrate the MicroProfile profiling libraryYuri Kunde Schlesner2015-08-252-0/+15
|/ | | | | This brings goodies such as a configurable user interface and multi-threaded timeline view.
* Shader: Move shader code to its own subdirectory, "shader".bunnei2015-08-151-1/+1
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* GPU: Refactor "VertexShader" namespace to "Shader".bunnei2015-08-152-8/+8
| | | | - Also renames "vertex_shader.*" to "shader_interpreter.*"
* OpenGL: Fix state tracking in situations with reused object handlesYuri Kunde Schlesner2015-08-064-0/+45
| | | | | | | | | | | | If an OpenGL object is created, bound to a binding using the state tracker, and then destroyed, a newly created object can be assigned the same numeric handle by OpenGL. However, even though it is a new object, and thus needs to be bound to the binding again, the state tracker compared the current and previous handles and concluded that no change needed to be made, leading to failure to bind objects in certain cases. This manifested as broken text in VVVVVV, which this commit fixes along with similar texturing problems in other games.
* OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner2015-08-064-26/+3
| | | | | All uses of this field where it's false can just set the texture id to 0 instead.
* OpenGL: Add a profiler category measuring framebuffer readbackYuri Kunde Schlesner2015-07-281-0/+7
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* OpenGL: Make OpenGL object resource wrappers fully inlineYuri Kunde Schlesner2015-07-262-142/+79
| | | | | The functions are so simple that having them separate only bloats the code and hinders optimization.
* Merge pull request #977 from yuriks/glenable-tex2dbunnei2015-07-231-8/+5
|\ | | | | GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
| * GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) callsYuri Kunde Schlesner2015-07-221-8/+5
| | | | | | | | | | | | | | In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit.
* | Rasterizer/GL: Set the border color when binding a texture.Subv2015-07-231-2/+9
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* | GPU: Added registers for min and mag texture filters and implemented them in the hw renderer.Subv2015-07-212-3/+29
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* GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist.Subv2015-07-191-3/+7
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* 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).
* Merge pull request #907 from Lectem/clamp_to_borderTony Wasserka2015-07-121-1/+1
|\ | | | | Add GL_CLAMP_TO_BORDER support.
| * Added GL_CLAMP_TO_BORDER supportLectem2015-07-091-1/+1
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* | Core: Cleanup hw includes.Emmanuel Gil Peyrot2015-06-282-0/+2
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* | Core, VideoCore: Replace or fix exit() calls.Emmanuel Gil Peyrot2015-06-281-6/+9
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* | Common: Cleanup key_map includes.Emmanuel Gil Peyrot2015-06-282-3/+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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* Renderer formatting editstfarley2015-06-092-26/+29
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* Render-to-texture flush, interval math fixtfarley2015-06-091-1/+13
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* Liberal texture unbind (clout menu)tfarley2015-06-092-4/+40
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* Depth format fix (crush3d intro/black screens)tfarley2015-06-091-46/+46
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* Implemented glColorMasktfarley2015-06-093-0/+24
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* Merge pull request #811 from archshift/commonifyarchshift2015-05-312-2/+3
|\ | | | | Commonify video_core utility headers
| * Move video_core/color.h to common/color.harchshift2015-05-301-1/+2
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| * Move video_core/math.h to common/vector_math.harchshift2015-05-301-1/+1
| | | | | | | | The file only contained vector manipulation code, and such widely-useable code doesn't belong in video_core.
* | Pica: Use zero for the SecondaryFragmentColor source.bunnei2015-05-311-10/+14
| | | | | | | | - This is a workaround until we support fragment lighting.
* | Pica: Implement LogicOp function.bunnei2015-05-315-0/+57
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* Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot2015-05-295-12/+12
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* gl_state: Remove unnecessary const specifier on ApplyLioncash2015-05-232-2/+2
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* Pica: Create 'State' structure and move state memory there.bunnei2015-05-232-114/+132
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* gl_state: Fix a condition typo in ApplyLioncash2015-05-231-1/+1
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* OpenGL renderertfarley2015-05-2312-20/+2069
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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/lcdfbbunnei2015-03-102-11/+48
|\ | | | | Implement SetLcdForceBlack and add implementation for color filling in the GPU code
| * Added LCD registers, and implementation for color filling in OGL code.archshift2015-03-092-11/+48
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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
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* / 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 Peyrot2015-02-152-12/+67
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* Asserts: break/crash program, fit to style guide; log.h->assert.harchshift2015-02-112-4/+4
| | | | | | | 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/licensebunnei2014-12-215-5/+5
|\ | | | | License change
| * License changepurpasmart962014-12-215-5/+5
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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 Schlesner2014-12-132-12/+24
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* Change NULLs to nullptrs.Rohit Nirmal2014-12-031-5/+5
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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 Wasserka2014-11-182-44/+29
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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 Hartman2014-11-182-1/+50
| | | | | 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.
* Add `override` keyword through the code.Yuri Kunde Schlesner2014-10-261-4/+4
| | | | This was automated using `clang-modernize`.
* Only check OpenGL shader log if size is >1.Yuri Kunde Schlesner2014-10-211-9/+6
| | | | | | | | This prevents a crash when the buffer size returned by the driver is 0, in which case no space is allocated to store even the NULL byte and glGetShaderInfoLog errors out. Thanks to @Relys for the bug report.
* Rework OpenGL renderer.Yuri Kunde Schlesner2014-10-123-233/+189
| | | | | | | | | 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 Schlesner2014-10-122-25/+18
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* Remove virtual inheritance from RendererOpenGLYuri Kunde Schlesner2014-10-121-2/+2
| | | | Also make destructor virtual so that instances are properly destructed.
* 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 namespacearchshift2014-09-092-3/+3
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* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-016-7/+2805
| | | | | | | | | 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 Schlesner2014-08-283-10/+15
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* VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.bunnei2014-08-262-4/+11
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* Rewrite of OpenGL renderer, including OS X supportKevin Hartman2014-08-265-203/+315
| | | | | | 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 Wasserka2014-07-232-5/+4
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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 namespacearchshift2014-05-202-3/+3
| | | | 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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* | Xcode complains that the class name is redundant.archshift2014-04-281-1/+1
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* | Rect to BasicRectarchshift2014-04-282-3/+3
|/ | | | Somewhere along the line an OSX header had already taken the name Rect.
* removed DISALLOW_COPY_AND_ASSIGN in favor of NonCopyable classbunnei2014-04-281-1/+0
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* fixed renderer to use correct framebuffer locationbunnei2014-04-272-8/+7
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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 structurebunnei2014-04-092-6/+7
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* got rid of 'src' folders in each sub-projectbunnei2014-04-092-0/+370