Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Port #4182 from Citra: "Prefix all size_t with std::" | fearlessTobi | 2018-09-15 | 1 | -9/+9 |
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* | gl_shader_decompiler: Partially implement several non-2D texture types (Subv). | bunnei | 2018-09-08 | 1 | -6/+44 |
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* | gl_shader_cache: Use an u32 for the binding point cache. | Markus Wick | 2018-09-04 | 1 | -0/+8 |
| | | | | | | | The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter. | ||||
* | renderer_opengl: Implement a new shader cache. | bunnei | 2018-08-28 | 1 | -71/+4 |
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* | Merge pull request #1157 from lioncash/vec | bunnei | 2018-08-23 | 1 | -10/+15 |
|\ | | | | | gl_shader_gen: Use a std::vector to represent program code instead of std::array | ||||
| * | gl_shader_gen: Make ShaderSetup's constructor explicit | Lioncash | 2018-08-22 | 1 | -1/+1 |
| | | | | | | | | Prevents implicit conversions. | ||||
| * | gl_shader_gen: Use a std::vector to represent program code instead of std::array | Lioncash | 2018-08-22 | 1 | -10/+15 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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). | ||||
* | | renderer_opengl: Namespace OpenGL code | Lioncash | 2018-08-22 | 1 | -6/+6 |
|/ | | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future. | ||||
* | Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions." | bunnei | 2018-08-22 | 1 | -44/+6 |
| | | | | | - This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8. - This commit had broken a lot of games. We really should do a full implementation of this in one change. | ||||
* | Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions. | Subv | 2018-08-19 | 1 | -6/+44 |
| | | | | Different sampler types have their parameters in different registers. | ||||
* | gl_shader_gen: Implement dual vertex shader mode. | bunnei | 2018-07-13 | 1 | -3/+30 |
| | | | | - When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage. | ||||
* | Merge pull request #534 from Subv/multitexturing | bunnei | 2018-06-07 | 1 | -0/+40 |
|\ | | | | | GPU: Implement sampling multiple textures in the generated glsl shaders. | ||||
| * | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 2018-06-06 | 1 | -0/+40 |
| | | | | | | | | | | | | All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible. | ||||
* | | gl_shader_gen: Add uniform handling for indirect const buffer access. | bunnei | 2018-06-07 | 1 | -3/+15 |
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* | GPU: Use the same buffer names in the generated GLSL and the buffer uploading code. | Subv | 2018-04-15 | 1 | -1/+13 |
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* | shaders: Expose hints about used const buffers. | bunnei | 2018-04-15 | 1 | -2/+36 |
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* | gl_shader_gen: Add hashable setup/config structs. | bunnei | 2018-04-14 | 1 | -27/+48 |
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* | renderer_gl: Port over gl_shader_gen module from Citra. | bunnei | 2018-03-20 | 1 | -0/+66 |
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* | Remove references to PICA and rasterizers in video_core | James Rowe | 2018-01-13 | 1 | -162/+0 |
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* | gl_rasterizer/lighting: implement geometric factor | wwylele | 2017-06-15 | 1 | -0/+2 |
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* | gl_rasterizer: sync spot light status | wwylele | 2017-05-30 | 1 | -1/+2 |
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* | gl_rasterizer: implement procedural texture | wwylele | 2017-05-20 | 1 | -0/+13 |
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* | pica: use correct coordinates for texture 2 | wwylele | 2017-05-03 | 1 | -0/+1 |
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* | OpenGL: Pass Pica regs via parameter | Yuri Kunde Schlesner | 2017-04-17 | 1 | -3/+3 |
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* | OpenGL: Move PicaShaderConfig to gl_shader_gen.h | Yuri Kunde Schlesner | 2017-04-17 | 1 | -2/+109 |
| | | | | Also move the implementation of CurrentConfig to the cpp file. | ||||
* | OpenGL: Move Attributes enum to a more appropriate file | Yuri Kunde Schlesner | 2017-04-17 | 1 | -0/+11 |
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* | Pica: Use a union for PicaShaderConfig | Jannik Vogel | 2016-05-03 | 1 | -1/+1 |
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* | VideoCore: Run include-what-you-use and fix most includes. | Emmanuel Gil Peyrot | 2016-04-30 | 1 | -1/+1 |
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* | gl_rasterizer: Use MMH3 hash for shader cache hey. | bunnei | 2015-10-22 | 1 | -1/+1 |
| | | | | - Includes a check to confirm no hash collisions. | ||||
* | gl_shader_gen: Add additional function documentation. | bunnei | 2015-10-22 | 1 | -0/+10 |
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* | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups. | bunnei | 2015-10-22 | 1 | -0/+17 |