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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: eliminate constant ternaryValeri2021-08-191-1/+1
| | | `via_header_index` is already checked above, so it would never be true in this branch
* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-0/+9
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* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-108/+131
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-1/+1
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-26/+23
| | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* video_core: Add MSAA registers in 3D engine and TICReinUsesLisp2020-04-121-0/+15
| | | | | This adds the registers used for multisampling. It doesn't implement anything for now.
* video_core/textures: Move GetMaxAnisotropy to cpp fileReinUsesLisp2020-04-081-19/+1
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* video_core/texture: Use a LUT to convert sRGB texture bordersReinUsesLisp2020-04-081-9/+2
| | | | | | | | | | | | | | | | | | This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
* textures: Fix anisotropy hackReinUsesLisp2020-03-081-14/+16
| | | | Previous code could generate an anisotropy value way higher than x16.
* Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph2020-02-281-1/+23
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* video_core: Silence implicit conversion warningsReinUsesLisp2019-11-081-3/+4
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* shader/node: Unpack bindless texture encodingReinUsesLisp2019-10-301-0/+2
| | | | | | | | | Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images.
* video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp2019-10-281-1/+0
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* textures: Fix texture buffer size calculationReinUsesLisp2019-07-181-1/+1
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* surface: Correct format S8Z24Fernando Sahmkow2019-06-211-2/+2
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* maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp2019-06-211-1/+17
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* video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp2019-06-211-6/+3
| | | | | | | | | | | | Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
* maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp2019-05-301-1/+1
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* video_core/texures/texture: Remove unnecessary includesLioncash2019-04-061-2/+0
| | | | | | Nothing in this header relies on common_funcs or the memory manager. This gets rid of reliance on indirect inclusions in the OpenGL caches.
* Merge pull request #2229 from ReinUsesLisp/vk-sampler-cachebunnei2019-03-151-24/+29
|\ | | | | vk_sampler_cache: Implement a sampler cache
| * vk_sampler_cache: Implement a sampler cacheReinUsesLisp2019-03-131-1/+1
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| * video_core/texture: Add a raw representation of TSCEntryReinUsesLisp2019-03-121-24/+29
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* | video_core/texture: Fix up sampler lod biasReinUsesLisp2019-03-131-1/+1
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* gl_rasterizer: Encapsulate sampler queries into methodsReinUsesLisp2019-03-091-5/+29
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* Merge pull request #2042 from ReinUsesLisp/nouveau-texbunnei2019-02-071-1/+0
|\ | | | | maxwell_3d: Allow texture handles with TIC id zero
| * maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp2019-02-031-1/+0
| | | | | | | | | | Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
* | video_core/texture: Fix BitField size for depth_minus_oneReinUsesLisp2019-02-051-1/+1
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* Implemented Tile Width SpacingFernandoS272018-11-261-0/+2
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* fix sampler configuration, thanks to Marcos for his investigationRodolfo Bogado2018-11-171-1/+14
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* set sampler max lod, min lod, lod bias and max anisotropyRodolfo Bogado2018-11-111-2/+11
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* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-0/+5
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* Propagate depth and depth_block on modules using decodersFernandoS272018-10-131-0/+1
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* Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-101-2/+15
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* Implemented Depth Compare and Shadow SamplersFernandoS272018-10-061-1/+12
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* gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-301-0/+2
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* gl_rasterizer_cache: Track texture depth.bunnei2018-09-081-2/+10
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* gl_rasterizer: Implement texture border color.bunnei2018-07-241-4/+4
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* video_core: Use nested namespaces where applicableLioncash2018-07-211-4/+2
| | | | Compresses a few namespace specifiers to be more compact.
* GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-071-0/+16
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* add all the known TextureFormat (#474)greggameplayer2018-05-291-2/+71
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* GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-271-0/+1
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* GPU: Implement the A2BGR10 texture format.Subv2018-04-221-0/+1
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* GPU: Implemented the B5G6R5 format.Subv2018-04-191-0/+1
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* GPU: Allow using a configurable block height when unswizzling textures.Subv2018-04-181-0/+7
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* GPU/TIC: Added the pitch and block height fields to the TIC structure.Subv2018-04-181-1/+16
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* texture: Add missing formats.bunnei2018-04-181-1/+3
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* GPU: Assert when finding a texture with a format type other than UNORM.Subv2018-04-071-4/+14
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* Textures: Added a helper function to know if a texture is blocklinear or pitch.Subv2018-04-071-0/+5
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* GPU: Added the TSC structure. It contains information about the sampler.Subv2018-03-261-0/+50
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* GPU: Added more fields to the TIC structure.Subv2018-03-261-4/+30
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* GPU: Added a method to unswizzle a texture without decoding it.Subv2018-03-241-0/+4
| | | | Allow unswizzling of DXT1 textures.
* GPU: Preliminary work for texture decoding.Subv2018-03-241-0/+57