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2018-08-27gl_rasterizer_cache: Update to use RasterizerCache base class.bunnei
2018-08-27video_core: Add RasterizerCache class for common cache management code.bunnei
2018-08-27Merge pull request #1169 from Lakumakkara/selbunnei
shader_bytecode: fix SEL_IMM bitstring
2018-08-27Merge pull request #1174 from lioncash/debugbunnei
debug_utils: Minor individual interface changes
2018-08-25Merge pull request #1173 from lioncash/batchbunnei
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25Merge pull request #1167 from lioncash/assertbunnei
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-24debug_utils: Remove unused includesLioncash
Quite a bit of these aren't necessary directly within the debug_utils header and can be removed or included where actually necessary.
2018-08-24debug_utils: Make BreakpointObserver class' constructor explicitLioncash
Avoids implicit conversions.
2018-08-24debug_utils: Initialize active_breakpoint member of DebugContextLioncash
Ensures that all class members are initialized.
2018-08-24maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash
The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
2018-08-24fix SEL_IMM bitstringLaku
2018-08-23gl_rasterizer: Correct assertion condition in SyncLogicOpState()Lioncash
Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true.
2018-08-23Shaders: Added decodings for IADD3 instructionstech4me
2018-08-23Merge pull request #1160 from bunnei/surface-reservebunnei
gl_rasterizer_cache: Several improvements
2018-08-23gl_rasterizer_cache: Blit when possible on RecreateSurface.bunnei
2018-08-23gl_rasterizer_cache: Reserve surfaces that have already been created for ↵bunnei
later use.
2018-08-23gl_rasterizer_cache: Remove assert for RecreateSurface type.bunnei
2018-08-23gl_rasterizer_cache: Implement compressed texture copies.bunnei
2018-08-23gl_rasterizer: Implement stencil test.bunnei
- Used by Splatoon 2.
2018-08-23gl_rasterizer: Implement partial color clear and stencil clear.bunnei
2018-08-23maxwell_3d: Update to include additional stencil registers.bunnei
2018-08-23gl_state: Update to handle stencil front/back face separately.bunnei
2018-08-23Merge pull request #1157 from lioncash/vecbunnei
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23Merge pull request #1156 from Lakumakkara/lop3bunnei
gl_shader_decompiler: Implement LOP3
2018-08-22gl_shader_gen: Make ShaderSetup's constructor explicitLioncash
Prevents implicit conversions.
2018-08-22gl_shader_gen: Use a std::vector to represent program code instead of std::arrayLioncash
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).
2018-08-23more fixesLaku
2018-08-22fixesLaku
2018-08-22renderer_opengl: Namespace OpenGL codeLioncash
Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
2018-08-22remove debug loggingLaku
2018-08-22implement lop3Laku
2018-08-22Merge pull request #840 from FearlessTobi/port-3353bunnei
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22Merge pull request #1154 from OatmealDome/topology-linesbunnei
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22Merge pull request #1124 from Subv/logic_opsbunnei
GPU: Implemented logic ops.
2018-08-22maxwell_to_gl: Implement PrimitiveTopology::LinesOatmealDome
Used by Splatoon 2's debug menu.
2018-08-21Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS ↵bunnei
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.
2018-08-21shader_bytecode: Parenthesize conditional expression within GetTextureType()Lioncash
Resolves a -Wlogical-op-parentheses warning.
2018-08-21Merge pull request #1123 from lioncash/screenbunnei
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21Merge pull request #1132 from Subv/gl_FragDepthbunnei
Shaders: Implement depth writing in fragment shaders.
2018-08-21Merge pull request #1134 from lioncash/logbunnei
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21Merge pull request #1121 from Subv/tex_reinterpretbunnei
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and ↵Lioncash
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.
2018-08-20Merge pull request #1133 from lioncash/guardbunnei
gl_stream_buffer: Add missing header guard
2018-08-20gl_stream_buffer: Add missing header guardLioncash
Prevents potential compilation errors from occuring due to multiple inclusions
2018-08-20Shaders: Implement depth writing in fragment shaders.Subv
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20Merge pull request #1131 from bunnei/impl-tex3d-texcubebunnei
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20Merge pull request #1106 from Subv/multiple_rendertargetsbunnei
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20shader_bytecode: Replace some UNIMPLEMENTED logs.bunnei
2018-08-20gl_shader_decompiler: Implement Texture3D for TEXS.bunnei
2018-08-20gl_shader_decompiler: Implement TextureCube for TEX.bunnei