Commit graph

9 commits

Author SHA1 Message Date
Weiyi Wang
b5f2318ae7 gl_rasterizer: change shadow_texture_bias from shader config var to shader uniform
Games can frequently change this register. Using it as shader config var would generates a lot of shaders
2019-02-02 20:40:08 -05:00
Markus Wick
392547a97c gl_resource_manager: Split implementations in .cpp file
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
2018-11-17 15:01:40 +01:00
Tobias
46e8237e7e Port yuzu-emu/yuzu#1137: "renderer_opengl: Namespace OpenGL code" (#4423)
* renderer_opengl: Namespace OpenGL code

Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.

* Also namespace TextureCubeConfig
2018-11-16 23:29:10 -08:00
wwylele
266f2b6242 gl_rasterizer: only apply AMD hack when the vendor is AMD 2018-07-31 22:58:17 +03:00
wwylele
2927c88fd3 gl_rasterizer: implement mipmap for proctex 2018-07-06 01:13:02 +03:00
Markus Wick
10fba63b94 gl_rasterizer: Provide texture buffer offsets.
This allows us to move all data into one TBO.
2018-06-22 17:03:38 +02:00
wwylele
781912e854 gl_rasterize: implement shadow mapping using image load/store 2018-06-01 14:26:44 +03:00
wwylele
191b29e402 gl_shader_gen: generate programmable vs/gs and fixed gs 2018-04-24 20:39:10 +03:00
wwylele
8dc75598a4 gl_rasterizer: isolate shader management into its own class 2018-04-11 14:52:37 +03:00