bunnei
66f4fd4c81
Merge pull request #2172 from lioncash/reorder
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gl_rasterizer/vk_memory_manager: Silence -Wreorder warnings
2019-02-27 21:14:20 -05:00
Fernando Sahmkow
3558c88442
Remove certain optimizations that caused texception to fail in certain scenarios.
2019-02-27 21:58:45 -04:00
Fernando Sahmkow
5bc82d124c
rasterizer_cache_gl: Implement Texception Pass
2019-02-27 21:58:43 -04:00
bunnei
f15e2dd881
Merge pull request #2163 from ReinUsesLisp/bitset-dirty
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maxwell_3d: Use std::bitset to manage dirty flags
2019-02-27 20:50:08 -05:00
ReinUsesLisp
27ddbeb01c
gl_rasterizer_cache: Create texture views for array discrepancies
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When a texture is sampled in a shader with a different array mode than
the cached state, create a texture view and bind that to the shader
instead.
2019-02-27 14:41:06 -03:00
Lioncash
a6a783b3dc
gl_rasterizer: Reorder constructor initializer list in terms of member declaration order
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Orders the members in the order they would actually be initialized in.
Silences a -Wreorder warning.
2019-02-27 11:08:19 -05:00
Lioncash
b9238edd0d
common/math_util: Move contents into the Common namespace
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These types are within the common library, so they should be within the
Common namespace.
2019-02-27 03:38:39 -05:00
ReinUsesLisp
5219edd715
maxwell_3d: Use std::bitset to manage dirty flags
2019-02-26 03:01:48 -03:00
bunnei
dd1aab5446
gl_rasterizer: Implement a more accurate fermi 2D copy.
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- This is a blit, use the blit registers.
2019-02-06 21:54:21 -05:00
ReinUsesLisp
eb73247433
gl_shader_cache: Link loading screen with disk shader cache load
2019-02-06 22:23:40 -03:00
ReinUsesLisp
7fefec585c
gl_shader_disk_cache: Pass core system as argument and guard against games without title ids
2019-02-06 22:23:40 -03:00
ReinUsesLisp
cfb20c4c9d
gl_shader_disk_cache: Save GLSL and entries into the precompiled file
2019-02-06 22:23:39 -03:00
ReinUsesLisp
0ed5d728ca
rasterizer_interface: Add disk cache entry for the rasterizer
2019-02-06 22:20:57 -03:00
bunnei
10ab714fe0
Merge pull request #2042 from ReinUsesLisp/nouveau-tex
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maxwell_3d: Allow texture handles with TIC id zero
2019-02-06 20:19:20 -05:00
bunnei
40ac058557
Merge pull request #2071 from ReinUsesLisp/dsa-texture
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gl_rasterizer: Use DSA for textures and move swizzling to texture state
2019-02-06 20:17:59 -05:00
ReinUsesLisp
390721a561
maxwell_3d: Allow texture handles with TIC id zero
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Also remove "enabled" field from Tegra::Texture::FullTextureInfo because
it would become unused.
2019-02-03 04:58:24 -03:00
bunnei
eceab45dac
Merge pull request #2074 from ReinUsesLisp/shader-ir-unify-offset
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shader_ir: Unify constant buffer offset values
2019-02-01 13:24:04 -05:00
bunnei
2d226ff8ac
Merge pull request #2067 from ReinUsesLisp/workaround-fb
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gl_rasterizer: Workaround invalid zeta clears
2019-02-01 12:50:09 -05:00
ReinUsesLisp
26f8a700a7
rasterizer_interface: Remove unused AccelerateFill operation
2019-02-01 03:02:22 -03:00
ReinUsesLisp
220df45b7d
gl_state: Remove texture target tracking
2019-01-30 19:10:35 -03:00
ReinUsesLisp
704744bb72
gl_rasterizer_cache: Move swizzling to textures instead of state
2019-01-30 19:10:35 -03:00
ReinUsesLisp
477d616f7d
shader_ir: Unify constant buffer offset values
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Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
2019-01-30 02:45:50 -03:00
ReinUsesLisp
52c326c301
gl_shader_cache: Use explicit bindings
2019-01-30 00:11:02 -03:00
ReinUsesLisp
9f803299de
gl_rasterizer: Implement global memory management
2019-01-30 00:00:15 -03:00
ReinUsesLisp
07692230ca
gl_rasterizer: Workaround invalid zeta clears
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Some games (like Xenoblade Chronicles 2) clear both depth and stencil
buffers while there's a depth-only texture attached (e.g. D16 Unorm).
This commit reads the zeta format of the bound surface on
ConfigureFramebuffers and returns if depth and/or stencil attachments
were set. This is ignored on DrawArrays but on Clear it's used to just
clear those attachments, bypassing an OpenGL error.
2019-01-29 23:47:33 -03:00
bunnei
1f4ca1e841
Merge pull request #1927 from ReinUsesLisp/shader-ir
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video_core: Replace gl_shader_decompiler with an IR based decompiler
2019-01-25 23:42:14 -05:00
bunnei
045b0b70b6
frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
2019-01-23 19:19:23 -05:00
ReinUsesLisp
9a82dec74a
maxwell_3d: Set rt_separate_frag_data to 1 by default
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Commercial games assume that this value is 1 but they never set it. On
the other hand nouveau manually sets this register. On
ConfigureFramebuffers we were asserting for what we are actually
implementing (according to envytools).
2019-01-22 04:14:29 -03:00
bunnei
197d0d9d24
Merge pull request #2008 from ReinUsesLisp/dirty-framebuffers
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gl_rasterizer_cache: Use dirty flags for framebuffers
2019-01-20 14:06:26 -05:00
bunnei
cbf8bea9d5
Merge pull request #2002 from ReinUsesLisp/dsa-vao-buffer
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gl_rasterizer: Use DSA for VAOs and buffers
2019-01-20 14:06:01 -05:00
ReinUsesLisp
a1b1ea47ed
gl_rasterizer: Silent unsafe mix warning
2019-01-18 03:25:28 -03:00
ReinUsesLisp
a4f052f6b3
video_core: Replace gl_shader_decompiler
2019-01-15 17:54:50 -03:00
ReinUsesLisp
877a978a22
gl_rasterizer: Workaround Intel VAO DSA bug
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There is a bug on Intel's blob driver where it fails to properly build a
vertex array object if it's not bound even after creating it with
glCreateVertexArrays. This workaround binds it after creating it to
bypass the issue.
2019-01-09 02:40:19 -03:00
ReinUsesLisp
3121408a90
gl_global_cache: Add dummy global cache manager
2019-01-08 17:47:45 -03:00
ReinUsesLisp
19cf995225
gl_rasterizer: Skip framebuffer configuration if rendertargets have not been changed
2019-01-07 16:23:23 -03:00
ReinUsesLisp
0ab17ab406
gl_shader_cache: Use dirty flags for shaders
2019-01-07 16:13:12 -03:00
ReinUsesLisp
35c095898b
gl_rasterizer: Use DSA for vertex array objects
2019-01-06 16:49:24 -03:00
ReinUsesLisp
97fb6179b9
gl_rasterizer_cache: Texture view if shader samples array but OGL is not
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When a shader samples a texture array but that texture in OpenGL is
created without layers, use a texture view to increase the texture
hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a
GL_TEXTURE_2D_ARRAY view.
2018-12-29 23:49:12 -03:00
bunnei
9390452195
Merge pull request #1824 from ReinUsesLisp/fbcache
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gl_rasterizer: Implement a framebuffer cache
2018-12-06 11:56:59 -05:00
bunnei
7ce17b2cf6
Merge pull request #1827 from ReinUsesLisp/clip-and-shader
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gl_rasterizer: Enable clip distances when set in register and in shader
2018-12-01 23:51:47 -05:00
ReinUsesLisp
2908d30274
gl_rasterizer: Enable clip distances when set in register and in shader
2018-11-29 16:58:20 -03:00
ReinUsesLisp
1a2bb596db
gl_rasterizer: Implement a framebuffer cache
2018-11-29 16:34:46 -03:00
ReinUsesLisp
037449668e
gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zero
2018-11-28 21:26:22 -03:00
ReinUsesLisp
22c7c710b4
gl_rasterizer: Remove extension booleans
2018-11-28 21:18:13 -03:00
bunnei
5a9a84994a
Merge pull request #1808 from Tinob/master
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Fix clip distance and viewport
2018-11-28 17:47:28 -05:00
bunnei
3fe8ab0d99
Merge pull request #1786 from Tinob/DepthClamp
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Add Depth Clamp Support
2018-11-28 17:46:55 -05:00
Markus Wick
8747f5fc0d
gl_rasterizer: Fixup for #1723 .
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On invalidating the streaming buffer, we need to reupload all vertex buffers.
But we don't need to reconfigure the vertex format.
This was a (silly) misstake in #1723 .
Thanks at Rodrigo for discovering the issue.
Fun fact, as configuring the vertex format also invalidate the vertex buffer,
this misstake had no affect on the behavior.
2018-11-27 10:32:41 +01:00
Rodolfo Bogado
6710eb4892
remove viewport_transform_enabled as it seems to be inactive when valid transforms are used.
2018-11-27 00:04:33 -03:00
Rodolfo Bogado
dfdbfa69e5
Implement depth clamp
2018-11-26 20:56:32 -03:00
Rodolfo Bogado
8e971f5062
Add support for Clip Distance enabled register
2018-11-26 20:45:21 -03:00
bunnei
1856d0ee8a
Merge pull request #1794 from Tinob/master
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Add support for viewport_transfom_enable register
2018-11-26 18:34:09 -05:00
bunnei
67a154e23d
Merge pull request #1723 from degasus/dirty_flags
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gl_rasterizer: Skip VB upload if the state is clean.
2018-11-26 18:33:22 -05:00
Marcos
cb8d51e37e
GPU States: Implement Polygon Offset. This is used in SMO all the time. ( #1784 )
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* GPU States: Implement Polygon Offset. This is used in SMO all the time.
* Clang Format fixes.
* Initialize polygon_offset in the constructor.
2018-11-26 18:31:44 -05:00
Rodolfo Bogado
415e8383ba
Limit the amount of viewports tested for state changes only to the usable ones
2018-11-25 12:18:29 -03:00
Rodolfo Bogado
13f6a603c2
Add support for viewport_transfom_enable register
2018-11-24 13:17:48 -03:00
bunnei
d01bf170c4
Merge pull request #1725 from FernandoS27/gl43
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Update OpenGL's backend version from 3.3 to 4.3
2018-11-23 23:56:57 -05:00
Rodolfo Bogado
54c2a4cafc
Add support for clear_flags register
2018-11-24 00:16:33 -03:00
FernandoS27
0368260c99
Removed pre 4.3 ARB extensions
2018-11-21 11:43:17 -04:00
bunnei
6dc33fb812
Merge pull request #1693 from Tinob/master
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Missing ogl states
2018-11-18 19:59:10 -08:00
ReinUsesLisp
29e7c76d66
gl_rasterizer: Remove default clip distance
2018-11-18 23:57:52 -03:00
Rodolfo Bogado
4d1a0a24cc
drop support for non separate alpha as it seems to cause issues in some games
2018-11-18 03:44:48 -03:00
Rodolfo Bogado
81a9c5fe6f
fix sampler configuration, thanks to Marcos for his investigation
2018-11-17 19:59:34 -03:00
Rodolfo Bogado
b312cca756
small type fix
2018-11-17 19:59:34 -03:00
Rodolfo Bogado
53b4a1af0f
add AlphaToCoverage and AlphaToOne
2018-11-17 19:59:34 -03:00
Rodolfo Bogado
8ed7e1af2c
add support for fragment_color_clamp
2018-11-17 19:59:33 -03:00
Rodolfo Bogado
1d60bb6544
set border color not depending on the wrap mode
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only enable color mask for the first framebuffer id independent blending is disabled
2018-11-17 19:59:33 -03:00
Rodolfo Bogado
6a2aa6dbdb
set default value for point size register
2018-11-17 19:59:33 -03:00
Rodolfo Bogado
1881e86c43
fix viewport and scissor behavior
2018-11-17 19:59:32 -03:00
Markus Wick
97f5c4ffd3
gl_rasterizer: Skip VB upload if the state is clean.
2018-11-17 14:28:54 +01:00
bunnei
2c6efda235
Merge pull request #1660 from Tinob/master
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Map more missing opengl states
2018-11-11 19:58:16 -08:00
bunnei
a264fac943
Merge pull request #1664 from FreddyFunk/cast2
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gl_rasterizer: Fix compiler warnings
2018-11-11 12:18:29 -08:00
Rodolfo Bogado
72b1fae984
Use core extensions when available to set max anisotropic filtering level
2018-11-11 16:36:53 -03:00
Rodolfo Bogado
4e6c64bf8d
Improve state management by splitting some of the states id separated function to avoid a full apply overhead
2018-11-11 16:36:53 -03:00
Rodolfo Bogado
4a6eff3b7b
Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.
2018-11-11 16:31:00 -03:00
Rodolfo Bogado
e9610ec0dd
set sampler max lod, min lod, lod bias and max anisotropy
2018-11-11 16:31:00 -03:00
bunnei
c82bccab56
Merge pull request #1663 from lioncash/raster
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rasterizer_cache: Remove reliance on the System singleton
2018-11-11 08:20:27 -08:00
bunnei
8ea6261547
Merge pull request #1654 from degasus/dirty_flags
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gl_rasterizer: Skip VAO binding if the state is clean.
2018-11-11 08:17:57 -08:00
Frederic Laing
1d36aec267
gl_rasterizer: Fix compiler warnings
2018-11-08 13:33:30 +01:00
Lioncash
9046f764bf
rasterizer_cache: Remove reliance on the System singleton
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Rather than have a transparent dependency, we can make it explicit in
the interface. This also gets rid of the need to put the core include in
a header.
2018-11-08 06:16:38 -05:00
Markus Wick
359db6a673
gl_rasterizer: Skip VAO binding if the state is clean.
2018-11-06 22:31:33 +01:00
Markus Wick
0590dd2971
gl_rasterizer: Split VAO and VB setup functions.
2018-11-06 22:31:33 +01:00
Rodolfo Bogado
19038db489
Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.
2018-11-05 00:24:19 -03:00
Rodolfo Bogado
145ae36963
Implement multi-target viewports and blending
2018-11-04 20:49:48 -03:00
bunnei
cc1fe93297
Merge pull request #1623 from Tinob/master
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Improve OpenGL state handling
2018-11-01 15:53:33 -04:00
Rodolfo Bogado
aca218aea0
Improve OpenGL state handling
2018-10-30 21:19:04 -03:00
ReinUsesLisp
76754f5705
video_core: Move surface declarations out of gl_rasterizer_cache
2018-10-30 16:07:20 -03:00
Frederic L
7a5eda5914
global: Use std::optional instead of boost::optional ( #1578 )
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
2018-10-30 00:03:25 -04:00
FernandoS27
258f0f5c31
Implement Mip Filter
2018-10-28 19:00:01 -04:00
Rodolfo Bogado
0287b2be6d
Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support
2018-10-28 01:13:55 -03:00
bunnei
58444a0376
gl_rasterizer: Implement primitive restart.
2018-10-26 00:42:57 -04:00
bunnei
8cea598158
gl_rasterizer: Implement depth range.
2018-10-25 21:53:24 -04:00
FernandoS27
8e1239fbc5
Assert that multiple render targets are not set while alpha testing
2018-10-22 15:35:45 -04:00
FernandoS27
59a004f915
Use standard UBO and fix/stylize the code
2018-10-22 15:07:33 -04:00
FernandoS27
17315cee16
Cache uniform locations and restructure the implementation
2018-10-22 15:07:32 -04:00
FernandoS27
bcb5b924fd
Remove SyncAlphaTest and clang format
2018-10-22 15:07:31 -04:00
FernandoS27
7b39107e3a
Added Alpha Func
2018-10-22 15:07:30 -04:00
FernandoS27
aa620c14af
Implemented Alpha Testing
2018-10-22 15:07:30 -04:00
bunnei
6b333d862b
fermi_2d: Add support for more accurate surface copies.
2018-10-18 22:41:12 -04:00
bunnei
ee7c2dbf5a
config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.
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- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
2018-10-16 17:02:29 -04:00
bunnei
91602de7f2
rasterizer_cache: Refactor to support in-order flushing.
2018-10-16 16:51:53 -04:00
bunnei
949d7832fa
gl_rasterizer_cache: Only flush when use_accurate_framebuffers is enabled.
2018-10-16 11:31:02 -04:00
bunnei
3afdfd7bfa
gl_rasterizer: Implement flushing.
2018-10-16 11:31:01 -04:00
ReinUsesLisp
27916764b1
gl_rasterizer: Silence implicit cast warning in glBindBufferRange
2018-10-15 15:26:50 -03:00
bunnei
03ec936ca0
Merge pull request #1460 from FernandoS27/scissor_test
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Implemented Scissor Testing
2018-10-10 12:04:10 -04:00
FernandoS27
be97fc884d
Implement Scissor Test
2018-10-08 21:36:23 -04:00
FernandoS27
30ff42b8cc
Assert Scissor tests
2018-10-08 20:49:36 -04:00
ReinUsesLisp
ee4d538850
gl_shader_decompiler: Implement geometry shaders
2018-10-07 17:36:00 -03:00
bunnei
2c0b0ad50d
Merge pull request #1446 from bunnei/fast_fermi_copy
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gl_rasterizer: Implement accelerated Fermi2D copies.
2018-10-06 23:18:52 -04:00
bunnei
1cc5e6e9bc
Merge pull request #1437 from FernandoS27/tex-mode2
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Implemented Depth Compare, Shadow Samplers and Texture Processing Modes for TEXS and TLDS
2018-10-06 23:14:27 -04:00
ReinUsesLisp
0ecd181cca
gl_rasterizer: Fixup undefined behaviour in SetupDraw
2018-10-06 23:22:48 -03:00
FernandoS27
752faff2bc
Implemented Depth Compare and Shadow Samplers
2018-10-06 11:27:54 -04:00
bunnei
011cf77796
gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies.
2018-10-06 03:20:04 -04:00
ReinUsesLisp
3e2380327a
gl_rasterizer: Implement quads topology
2018-10-04 00:03:44 -03:00
ReinUsesLisp
1835911425
gl_rasterizer: Fixup unassigned point sizes
2018-10-01 01:18:24 -03:00
bunnei
fefb003b23
gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario.
2018-09-30 14:31:56 -04:00
ReinUsesLisp
e3e51d3ddb
video_core: Implement point_size and add point state sync
2018-09-28 02:13:29 -03:00
ReinUsesLisp
ab65fde9f4
video_core: Add asserts for CS, TFB and alpha testing
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Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
2018-09-25 21:07:00 -03:00
Subv
9cd5c61fcf
RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.
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Previously we were clearing the default backbuffer framebuffer.
Found thanks to a Piglit test :)
2018-09-20 22:31:53 -05:00
Markus Wick
f465e4aaf2
gl_rasterizer: Fix StartAddress handling with indexed draw calls.
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We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds.
Let's just offset the upload instead.
2018-09-19 09:22:30 +02:00
fearlessTobi
63c2e32e20
Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-15 15:21:06 +02:00
ReinUsesLisp
a42376dfad
Use ARB_multi_bind for uniform buffers ( #1287 )
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
2018-09-12 20:27:43 -04:00
bunnei
d6e8e16a66
Merge pull request #1286 from bunnei/multi-clear
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gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10 20:30:14 -04:00
Markus Wick
c560043581
rasterizer: Drop unused handler.
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This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei
035e6bd407
gl_rasterizer: Implement clear for non-zero render targets.
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- Several misc. changes to ConfigureFramebuffers in support of this.
2018-09-10 00:41:20 -04:00
bunnei
49b15af054
gl_rasterizer: Implement multiple color attachments.
2018-09-09 22:48:28 -04:00
bunnei
af074ee422
Merge pull request #1256 from bunnei/tex-target-support
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Initial support for non-2D textures
2018-09-08 16:14:46 -04:00
bunnei
8b08cb925b
gl_rasterizer: Use baseInstance instead of moving the buffer points.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-08 04:05:56 -04:00
Patrick Elsässer
a8974f0556
video_core: Arithmetic overflow warning fix for gl_rasterizer ( #1262 )
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* video_core: Arithmetic overflow fix for gl_rasterizer
- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.
- Added const for variables where possible and meaningful.
* Changed the casts from C to C++ style
Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
2018-09-08 02:59:59 -04:00
bunnei
05f6f59ffb
gl_rasterizer: Implement texture wrap mode p.
2018-09-08 02:53:38 -04:00
bunnei
030676b95d
gl_rasterizer_cache: Keep track of texture type per surface.
2018-09-08 02:53:37 -04:00
bunnei
b56e5edafc
gl_state: Keep track of texture target.
2018-09-08 02:53:37 -04:00
bunnei
820f646458
gl_rasterizer: Call state.Apply only once on SetupShaders.
2018-09-06 17:41:53 -04:00
Markus Wick
d3ad9469a1
gl_rasterizer: Implement a VAO cache.
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This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
Markus Wick
50a806ea67
renderer_opengl: Implement a buffer cache.
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The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
2018-09-05 08:03:50 +02:00
Markus Wick
99a71580c4
gl_shader_cache: Use an u32 for the binding point cache.
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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.
2018-09-04 21:04:41 +02:00
Markus Wick
10bc725944
Update microprofile scopes.
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Blame the subsystems which deserve the blame :)
The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
2018-09-04 11:04:26 +02:00
bunnei
7f7eb29323
gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.
2018-08-31 13:07:28 -04:00
bunnei
d647d9550c
gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.
2018-08-31 13:07:27 -04:00
bunnei
16d65182f9
gl_rasterizer: Fix issues with the rasterizer cache.
...
- Use a single cached page map.
- Fix calculation of ending page.
2018-08-31 13:07:27 -04:00
bunnei
4d7e1662c8
Merge pull request #1193 from lioncash/priv
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gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
Lioncash
45fb74d262
gpu: Make memory_manager private
...
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash
6771a18c6c
gl_rasterizer: Remove unused variables
2018-08-28 10:46:29 -04:00
bunnei
b55d8111e6
renderer_opengl: Implement a new shader cache.
2018-08-27 18:26:46 -04:00
bunnei
a0e1566dc5
gl_rasterizer_cache: Update to use RasterizerCache base class.
2018-08-27 18:26:46 -04:00
Lioncash
8fd9eb71b4
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
bunnei
a4ac3bed6c
gl_rasterizer: Implement stencil test.
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- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei
da3da6be90
gl_rasterizer: Implement partial color clear and stencil clear.
2018-08-23 11:08:48 -04:00
bunnei
c7f2fb2151
Merge pull request #1157 from lioncash/vec
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
Lioncash
1fd979f50a
gl_shader_gen: Use a std::vector to represent program code instead of std::array
...
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).
2018-08-22 17:04:44 -04:00
Lioncash
dd35b4b18a
renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00