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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* video_core: Reduce unused includesameerj2022-03-191-4/+0
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* renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp2021-07-231-4/+2
| | | | | Ensures that states set for a particular stage are not attached to other stages which may not need them.
* gl_shader_util: Move shader utility code to a separate fileReinUsesLisp2021-07-231-78/+11
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* gl_shader_util: Use std::string_view instead of star pointerReinUsesLisp2020-08-241-1/+1
| | | | | This allows us passing any type of string and hinting the length of the string to the OpenGL driver.
* gl_shader_util: Add parameter to handle retrievable programsReinUsesLisp2019-02-071-1/+4
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* renderer_opengl: Namespace OpenGL codeLioncash2018-08-221-2/+2
| | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
* Rename logging macro back to LOG_*James Rowe2018-07-031-4/+4
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* GLRenderer: Log the shader source code when program linking fails.Subv2018-05-191-0/+27
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* gl_shader_util: Add missing includes.bunnei2018-04-141-0/+2
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* gl_shader_util: Grab latest upstream.bunnei2018-04-141-7/+47
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* gl_shader_util: Sync latest version with Citra.bunnei2018-03-201-1/+5
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* Format: Run the new clang format on everythingJames Rowe2018-01-211-1/+1
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* OpenGL: Move Attributes enum to a more appropriate fileYuri Kunde Schlesner2017-04-171-11/+0
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* OpenGL: Implement texture type 3Jannik Vogel2016-05-111-0/+1
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* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-051-0/+2
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* gl_rasterizer: Define enum types for each vertex texcoord attribute.bunnei2015-10-221-3/+5
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* gl_shader_util: Cleanup header file + add docstring.bunnei2015-10-221-1/+7
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* renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-221-3/+3
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* Initial implementation of fragment shader generation with caching.Subv2015-10-221-0/+6
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* Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner2015-08-301-1/+1
| | | | | | The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES.
* License changepurpasmart962014-12-211-1/+1
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* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-011-1/+1
| | | | | | | | | This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows.
* Rewrite of OpenGL renderer, including OS X supportKevin Hartman2014-08-261-0/+13
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads. Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk.