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path: root/src/video_core/renderer_opengl/gl_state.h
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2020-02-28gl_state: Remove completelyReinUsesLisp
2020-02-28gl_state: Remove program trackingReinUsesLisp
2020-02-28gl_state: Remove framebuffer trackingReinUsesLisp
2020-02-28gl_state: Remove image trackingReinUsesLisp
2020-02-28gl_state: Remove texture and sampler trackingReinUsesLisp
2020-02-28gl_state: Remove blend state trackingReinUsesLisp
2020-02-28gl_state: Remove stencil test trackingReinUsesLisp
2020-02-28gl_state: Remove clip control trackingReinUsesLisp
2020-02-28gl_state: Remove clip distances trackingReinUsesLisp
2020-02-28gl_state: Remove rasterizer disable trackingReinUsesLisp
2020-02-28gl_state: Remove viewport and depth range trackingReinUsesLisp
2020-02-28gl_state: Remove scissor test trackingReinUsesLisp
2020-02-28gl_state: Remove color mask trackingReinUsesLisp
2020-02-28gl_state: Remove clamp framebuffer color trackingReinUsesLisp
This commit doesn't reset it for screen draws because clamping doesn't change anything there.
2020-02-28gl_state: Remove multisample trackingReinUsesLisp
2020-02-28gl_state: Remove framebuffer sRGB trackingReinUsesLisp
2020-02-28gl_state: Remove VAO cache and trackingReinUsesLisp
2020-02-28gl_state: Remove depth clamp trackingReinUsesLisp
2020-02-28gl_state: Remove depth trackingReinUsesLisp
2020-02-28gl_state: Remove primitive restart trackingReinUsesLisp
2020-02-28gl_state: Remove logic op trackerReinUsesLisp
2020-02-28gl_state: Remove blend color trackingReinUsesLisp
2020-02-28gl_state: Remove polygon offset trackingReinUsesLisp
2020-02-28gl_state: Remove alpha test trackingReinUsesLisp
2020-02-28gl_state: Remove cull mode trackingReinUsesLisp
2020-02-28gl_state: Remove front face trackingReinUsesLisp
2020-02-28gl_state: Remove point size trackingReinUsesLisp
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp
2020-02-25renderer_opengl: Add OGLRenderbuffer to resource/state management.bunnei
2020-02-04gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
2020-01-18gl_state: Use bool instead of GLbooleanReinUsesLisp
This fixes template resolution considering GLboolean an integer instead of a bool.
2020-01-15gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
2019-12-18gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
2019-12-10Maxwell3D: Implement Depth Mode.Fernando Sahmkow
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
2019-11-22gl_shader_decompiler: Normalize image bindingsReinUsesLisp
2019-11-22gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp
2019-11-07gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp
Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
2019-10-29gl_state: Move dirty checks to individual apply calls instead of ApplyReinUsesLisp
This requires removing constness from some methods, but for consistency it's removed in all methods.
2019-10-29gl_state: Remove ApplyDefaultStateReinUsesLisp
OpenGL has defaults values we can trust. Remove these.
2019-10-29gl_state: Remove unused Citra TextureUnitsReinUsesLisp
2019-10-29gl_state: Move initializers from constructor to class declarationReinUsesLisp
2019-09-10renderer_opengl: Fix sRGB blitsReinUsesLisp
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
2019-09-05gl_state: Split textures and samplers into two arraysReinUsesLisp
2019-09-05gl_state: Add support for glBindImageTexturesReinUsesLisp
2019-07-17GL_State: Feedback and fixesFernando Sahmkow
2019-07-17Maxwell3D: Address FeedbackFernando Sahmkow
2019-07-17GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow
2019-07-17Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow
2019-05-30gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp
Removes the alpha testing code from each fragment shader invocation.
2019-04-03gl_state: Rework to enable individual appliesReinUsesLisp