| Commit message (Collapse) | Author | Files | Lines |
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These types are within the common library, so they should be within the
Common namespace.
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Avoids shadowing the members of the struct itself, which results in a
-Wshadow warning.
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- This is a blit, use the blit registers.
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Cubemaps are considered layered and to create a texture view the texture
mustn't be a layered texture, resulting in cubemaps being bound as
cubemap arrays. To fix this issue this commit introduces an extra
surface parameter called "is_array" and uses this to query for texture
view creation.
Now that texture views for cubemaps are actually being created, this
also fixes the number of layers created for the texture view (since they
have to be 6 to create a texture view of cubemaps).
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When a shader samples a texture array but that texture in OpenGL is
created without layers, use a texture view to increase the texture
hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a
GL_TEXTURE_2D_ARRAY view.
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Rather than have a transparent dependency, we can make it explicit in
the interface. This also gets rid of the need to put the core include in
a header.
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- This does not really have anything to do with OpenGL.
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- Fixes issues with Splatoon 2.
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* Added glObjectLabels for renderdoc for textures and shader programs
* Changed hardcoded "Texture" name to reflect the texture type instead
* Removed string initialize
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- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
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- Used by Octopath Traveler (with multiple render targets).
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* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
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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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Needed by kirby
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- Used by Breath of the Wild.
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Require by Zelda Breath Of The Wild
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- Used by Super Mario Odyssey.
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- Used by Breath of the Wild.
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Needed for xenoblade
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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- Used by Go Vacation
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- Used by Super Mario Odyssey.
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- Used by Super Mario Odyssey.
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* 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
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* Implement BC5/DXN2 (#996)
- Used by Kirby Star Allies.
* Implement BC5/DXN2 SNORM
UNORM for Kirby Star Allies
SNORM for Super Mario Odyssey
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- Used by Kirby Star Allies.
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- Used by Super Mario Odyssey.
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* Changed the sRGB pixel format return
* Add a message about SRGBA -> RGBA conversion
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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
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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.
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Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
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gl_rasterizer_cache: Improved cache management based on Citra's implementation.
gl_surface_cache: Add some docstrings.
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They're not compressed.
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For now only the UNORM type is supported.
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TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
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We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
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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
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
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Fixes #978
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