Commit graph

37 commits

Author SHA1 Message Date
Markus Wick
c4ff0ba137 renderer_opengl: Renumber all texture units.
We spend lots of texture units for our texture buffers. As they are now feed from
one buffer, there is no need to have the big gap in the list of IDs.
2018-06-22 17:21:28 +02:00
Markus Wick
831d4f9aeb gl_rasterizer: Use the shared texture buffer for the proctex lut. 2018-06-22 17:20:55 +02:00
Markus Wick
1ca6d2ea8d gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map. 2018-06-22 17:20:55 +02:00
Markus Wick
63fb7dcc1b gl_rasterizer: Use the shared texture buffer for the fog lut. 2018-06-22 17:20:55 +02:00
Markus Wick
4679487640 gl_rasterizer: Use the shared texture buffer for the lighting lut. 2018-06-22 17:20:54 +02:00
Markus Wick
a8396cdbed renderer_opengl: Create shared texture buffer. 2018-06-22 17:05:40 +02:00
wwylele
781912e854 gl_rasterize: implement shadow mapping using image load/store 2018-06-01 14:26:44 +03:00
wwylele
4f9b9c4b80 gl_state: add pipeline state 2018-04-11 14:41:43 +03:00
wwylele
15e8664ef7 gl_rasterizer: implement texture cube 2018-03-10 01:15:06 +02:00
James Rowe
3e1cbb7d14 OpenGL Cache: Split CachedSurface
Breaks CachedSurface into two classes, the parameters used to create or
find a cached surface, and the actual cached surface. This also adds a
few helper methods for getting surfaces from cache
2017-12-23 16:10:27 -07:00
James Rowe
160ac25527 OpenGL State: Change setters so they don't directly write to curstate 2017-12-23 16:10:25 -07:00
wwylele
1eca380886 gl_rasterizer: add clipping plane z<=0 defined in PICA 2017-08-21 08:03:07 +03:00
wwylele
8482933db8 gl_rasterizer: use texture buffer for proctex LUT 2017-07-01 11:02:48 +03:00
wwylele
8978ecb09c gl_rasterizer: use texture buffer for fog LUT 2017-06-22 20:41:00 +03:00
wwylele
be9e952bdc gl_rasterizer: manage texture ids in one place 2017-06-21 23:13:06 +03:00
wwylele
ab60414122 gl_rasterizer/lighting: fix LUT interpolation 2017-06-21 23:13:06 +03:00
wwylele
4d62e75fb2 gl_rasterizer: implement procedural texture 2017-05-20 13:50:50 +03:00
Markus Wick
d0d49bb951 OpenGL: Drop framebuffer completeness check.
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
2016-12-07 22:09:13 +01:00
Emmanuel Gil Peyrot
dc8479928c Sources: Run clang-format on everything. 2016-09-18 09:38:01 +09:00
Jannik Vogel
a12571c709 OpenGL: Implement fog 2016-06-07 00:06:28 +02:00
Jannik Vogel
5864cb7e00 OpenGL: Support blend equation 2016-05-12 22:57:40 +02:00
Emmanuel Gil Peyrot
691a42fe98 VideoCore: Run include-what-you-use and fix most includes. 2016-04-30 17:02:41 +01:00
tfarley
22f3a7e94c HWRasterizer: Texture forwarding 2016-04-21 17:27:56 -04:00
bunnei
021cb0bced renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
2016-02-05 17:17:31 -05:00
Yuri Kunde Schlesner
95dbc6eb0e OpenGL: Add support for glFrontFace in the state tracker 2015-12-04 21:58:26 -08:00
Subv
823ce62f2f FragShader: Use an UBO instead of several individual uniforms 2015-11-18 21:03:56 -05:00
Subv
e3f4233cef Initial implementation of fragment shader generation with caching. 2015-10-21 21:51:23 -04:00
Yuri Kunde Schlesner
ec28f037e6 OpenGL: Add support for Sampler Objects to state tracker 2015-09-03 15:09:50 -03:00
Yuri Kunde Schlesner
a1a5570e97 Replace the previous OpenGL loader with a glad-generated 3.3 one
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.
2015-08-30 08:45:56 -03:00
Subv
46f660a789 GLRasterizer: Implemented stencil testing in the hw renderer. 2015-08-20 10:11:09 -05:00
Yuri Kunde Schlesner
254582aa35 OpenGL: Fix state tracking in situations with reused object handles
If an OpenGL object is created, bound to a binding using the state
tracker, and then destroyed, a newly created object can be assigned the
same numeric handle by OpenGL. However, even though it is a new object,
and thus needs to be bound to the binding again, the state tracker
compared the current and previous handles and concluded that no change
needed to be made, leading to failure to bind objects in certain cases.

This manifested as broken text in VVVVVV, which this commit fixes along
with similar texturing problems in other games.
2015-08-06 00:59:37 -03:00
Yuri Kunde Schlesner
ff68db61bc OpenGL: Remove redundant texture.enable_2d field from OpenGLState
All uses of this field where it's false can just set the texture id to 0
instead.
2015-08-05 22:55:22 -03:00
tfarley
d42275f11c Implemented glColorMask 2015-06-08 19:18:17 -04:00
bunnei
e6ace38815 Pica: Implement LogicOp function. 2015-05-31 01:52:41 -04:00
Emmanuel Gil Peyrot
b1503b2020 Remove every trailing whitespace from the project (but externals). 2015-05-29 21:59:29 +01:00
Lioncash
951353558e gl_state: Remove unnecessary const specifier on Apply 2015-05-23 00:58:32 -04:00
tfarley
05dc633a8c OpenGL renderer 2015-05-22 15:51:18 -07:00