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gpu: Make memory_manager private
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gl_rasterizer: Remove unused variables
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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.
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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.
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shader_bytecode: fix SEL_IMM bitstring
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debug_utils: Minor individual interface changes
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maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
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gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
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Avoids implicit conversions.
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Ensures that all class members are initialized.
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The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
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gl_rasterizer_cache: Several improvements
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later use.
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- Used by Splatoon 2.
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
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gl_shader_decompiler: Implement LOP3
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Prevents implicit conversions.
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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).
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
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maxwell_to_gl: Implement PrimitiveTopology::Lines
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GPU: Implemented logic ops.
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Used by Splatoon 2's debug menu.
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instructions."
- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
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Resolves a -Wlogical-op-parentheses warning.
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rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
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Shaders: Implement depth writing in fragment shaders.
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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GL_DEBUG_SEVERITY_LOW logs
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.
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gl_stream_buffer: Add missing header guard
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Prevents potential compilation errors from occuring due to multiple
inclusions
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