Stenzek
052d78bcb1
OGL: Log warnings from shader compiles, even if it compiled successfully
2018-02-22 19:08:54 +10:00
Stenzek
3fd4142f36
OGL: Track state of last bound vertex array object
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This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
2018-02-22 19:08:52 +10:00
Jonathan Hamilton
c709f3c2d1
Standardise some enums from ALL_CAPS to CamelCase
2018-01-05 10:03:58 -08:00
Jonathan Hamilton
8d68adcaf3
Workaround qualcomm driver bug
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It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
2018-01-05 09:56:46 -08:00
Jonathan Hamilton
29a9ed043b
Implement dual-source blending in shader
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For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
84f8ebd95f
VideoBackends: Clear uid bits that are unused for the current backend
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Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
2017-09-05 23:49:42 +10:00
Stenzek
6d91c1b079
ProgramShaderCache: Call glTexImage3D after glTexParameter
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Was missed before merge.
2017-08-05 18:18:30 +10:00
Stenzek
67997529b8
ProgramShaderCache: Create a FBO for shared contexts to draw into
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This way it allows us to use surfaceless contexts in EGL/GLX. It also
ensures that the shared context shares a similar setup to the main
context's framebuffer, potentially reducing the number of variants a
driver needs to generate.
2017-08-02 20:12:28 +10:00
Stenzek
d62dcd397d
VideoConfig: Drop force vertex/pixel ubershader settings
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This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00
Stenzek
e968c191ff
Ubershaders: Support per-pixel lighting
2017-07-30 17:43:59 +10:00
Stenzek
c8f31656cb
VideoBackends: Support a different number of threads for precompiling
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00
Stenzek
e17efb1d8d
ShaderGen: Use consistent variable names for texture coordinates
2017-07-30 17:43:59 +10:00
Stenzek
cd502990fa
OGL: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
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Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
62a901508b
OGL: Reload shader cache when relevant video config changes
2017-07-20 17:46:59 +10:00
shuffle2
e63c337830
Merge pull request #5305 from iwubcode/abstract_texture
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Abstract Texture
2017-06-18 12:57:05 -07:00
JosJuice
cf94ce6305
Add a namespace to OpenFStream
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For consistency with the other functions in FileUtil.h.
2017-06-15 21:34:04 +02:00
JosJuice
f09ceaa735
Move IOFile to a separate file
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Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
abc662d69c
OGL: Support compute shaders and emitting GLSL 4.3
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This also changes bSupportsEarlyFragmentTests to
bSupportsImageLoadStore, as it is used for both.
2017-04-01 12:31:41 +10:00
Michael Maltese
de940a5fd6
VideoConfig: add bSupportsFragmentStoresAndAtomics
2017-03-15 17:20:47 -07:00
JosJuice
ced1614cac
Unify the way of setting game ID, title ID, revision
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The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00