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2022-10-06state_tracker: workaround channel setup for homebrewLiam1-0/+1
2022-10-06OpenGl: Implement Channels.Fernando Sahmkow1-34/+48
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-18general: Reduce core.h includesameerj1-1/+0
2021-07-23shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp1-1/+0
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-8/+24
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-2/+13
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-24/+4
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
2020-04-13gl_rasterizer: Implement line widths and smooth linesReinUsesLisp1-0/+1
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
2020-03-10gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp1-0/+11
2020-02-28renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp1-0/+5
2020-02-28gl_state_tracker: Implement dirty flags for depth clamp enablingReinUsesLisp1-0/+1
2020-02-28gl_rasterizer: Notify depth mask changes on clearReinUsesLisp1-0/+5
2020-02-28gl_state_tracker: Track state of index buffersReinUsesLisp1-0/+13
2020-02-28gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp1-0/+6
2020-02-28gl_state_tracker: Implement dirty flags for point sizesReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for fragment color clampReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for logic opReinUsesLisp1-0/+6
2020-02-28gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp1-0/+6
2020-02-28gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp1-0/+6
2020-02-28gl_state_tracker: Implement dirty flags for multisampleReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for alpha testingReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp1-0/+5
2020-02-28gl_state_tracker: Implement dirty flags for primitive restartReinUsesLisp1-2/+2
2020-02-28gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp1-0/+5
2020-02-28gl_state_tracker: Implement depth dirty flagsReinUsesLisp1-1/+7
2020-02-28gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp1-2/+11
2020-02-28gl_state_tracker: Implement dirty flags for blendingReinUsesLisp1-1/+13
2020-02-28gl_state_tracker: Implement dirty flags for clip distances and shadersReinUsesLisp1-0/+1
2020-02-28gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp1-0/+4
2020-02-28maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp1-1/+3
2020-02-28gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp1-0/+12
2020-02-28gl_state_tracker: Implement dirty flags for color masksReinUsesLisp1-0/+11
2020-02-28gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp1-6/+27
2020-02-28gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp1-1/+9
2020-02-28renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp1-0/+56
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-0/+0