Commit graph

4506 commits

Author SHA1 Message Date
archshift
93312fa722 byte_swap.h: fix platform define checks to use #if defined(xyz) 2015-11-28 09:18:04 -08:00
James Benton
67ffeee49b Remove unused Loader::getUnimplementedData. 2015-11-28 17:16:40 +00:00
James Benton
c43011f089 Remove windows dependencies in gx2_debug. 2015-11-28 17:12:09 +00:00
James Benton
16f91f7b38 Cleanup platform includes. 2015-11-28 17:11:22 +00:00
James Benton
210e25e091 Cross platform memory mapping. 2015-11-28 16:55:21 +00:00
James Benton
b98dc47a70 Rename set_thread_name to setThreadName. 2015-11-28 15:59:41 +00:00
James Benton
cd4480917e Introduce platform_fiber for cross platform fibers. 2015-11-28 15:58:34 +00:00
James Benton
7a91f5777a Use GLFW for window+context creation and input.
Yay crossplatform.
In future will probably move away from GLFW for input - it doesn't give us
much control over processing game pads.
2015-11-28 13:03:50 +00:00
James Benton
7ae2990405 Only dump if a dump of same name does not already exist. 2015-11-26 21:39:43 +00:00
James Benton
1a6aedd0ae Re-enable shader dumping. 2015-11-26 21:39:38 +00:00
James Benton
eb99b2194f First pass at 3D textures. 2015-11-26 21:39:33 +00:00
James Benton
eb14a6c57c Implement texture swizzle. 2015-11-26 01:41:17 +00:00
James Benton
20b99fdd6d Implement CB_TARGET_MASK. 2015-11-26 01:41:12 +00:00
James Benton
dcd4d2bd71 Implement pixel shader samplers. 2015-11-26 01:18:41 +00:00
James Benton
92e6a0a608 Fix register offset for GX2Set{Pixel,Vertex}UniformReg. 2015-11-26 01:16:41 +00:00
James Benton
4b86dc109b Disable scissor test for CopyColorBufferToScanBuffer 2015-11-26 01:16:36 +00:00
James Benton
8b7727a280 Fix GLSL recip. 2015-11-26 00:38:59 +00:00
James Benton
4fbc8f324d Fail shader compilation on uniform blocks. 2015-11-26 00:38:54 +00:00
James Benton
11baf0381e Fix active shader check.
Let's pretend this didn't happen...
2015-11-26 00:38:49 +00:00
James Benton
9373e09f43 Add GX2SetDefaultState. 2015-11-26 00:30:31 +00:00
James Benton
2d6d6a726e Add GX2AlphaToMaskReg. 2015-11-26 00:30:26 +00:00
James Benton
ed9dcc16ea Mess with texture pitch. 2015-11-25 23:32:27 +00:00
James Benton
30d261eaa8 Implement context state shadowing. 2015-11-25 23:11:11 +00:00
James Benton
d1a274d5a7 Correct endian swap for uniform register values. 2015-11-25 01:16:29 +00:00
James Benton
def5bedc32 Fix uniform count. 2015-11-25 01:16:10 +00:00
James Benton
d03ab88cc1 Fix texture pitch. 2015-11-25 00:17:12 +00:00
James Benton
ff28f9f253 Fix OpenGL uninitialised warning caused by PV = PVo. 2015-11-25 00:17:07 +00:00
James Benton
bcb5caf24d Fix GLSL c-style cast. 2015-11-25 00:17:01 +00:00
James Benton
ac25f2fb28 Fix active depth & color buffers.
Turns out games can use color buffers with different settings but the same
buffer address. So we must track all the relevant registers for indicating
which buffer is active.
2015-11-23 20:58:57 +00:00
James Benton
434ae5752f Initialise SQ_CONFIG.DX9_CONSTS to use Uniform Registers as default. 2015-11-23 20:58:51 +00:00
James Benton
42e83cf544 Implement depth/stencil clear. 2015-11-22 22:20:07 +00:00
James Benton
794b8e4382 Implement alpha, blend, color, cull, depth registers. 2015-11-22 22:20:02 +00:00
James Benton
053a1aab91 Implement viewport and scissor register. 2015-11-22 22:19:57 +00:00
James Benton
4cebf69423 Fix uniform register/block names. 2015-11-22 22:19:48 +00:00
James Benton
8055c346ce Cleanup some latte registers. 2015-11-22 22:19:42 +00:00
James Benton
bf72c7dd3b Basic texture implementation. 2015-11-22 18:03:59 +00:00
James Benton
0fb4a4f180 Change color buffer and depth buffer generation to use DSA. 2015-11-22 18:03:54 +00:00
Brett Lawson
36be1f66a9 Implement drawing modes more thoroughly.
This includes support for decomposing QUAD's to their
triangles since OpenGL does not support these anymore.
2015-11-20 20:34:16 -04:00
Brett Lawson
3acc9e9446 Started working on indexed drawing support. 2015-11-20 01:31:41 -04:00
Brett Lawson
f74c6f9226 Added missing PERSISTENT specification for buffer mapping. 2015-11-20 01:07:45 -04:00
Brett Lawson
405bc3d2f6 Don't spam about JIT max instruction limit. 2015-11-20 00:47:02 -04:00
Brett Lawson
863e0a7b88 Improve JIT performance by reducing maximum instructions. 2015-11-20 00:33:31 -04:00
Brett Lawson
1f1702f56a Fix issue causing command buffers to be skipped or ran twice. 2015-11-20 00:28:31 -04:00
James Benton
15fc2309b7 Start drawIndexedAuto implementation. 2015-11-20 01:12:16 +00:00
James Benton
de6b99c4fd Setup vertex attribute buffers. 2015-11-20 00:50:27 +00:00
Brett Lawson
2d9d67d0c2 Properly render TV/DRC splitscreen. 2015-11-19 23:53:27 -04:00
Brett Lawson
87ac881a1b Correct issue with missing semicolon in shader recompilation. 2015-11-19 22:02:20 -04:00
Brett Lawson
687c11333b Add better error information to shader compilation. 2015-11-19 22:02:02 -04:00
Brett Lawson
c6cf3b7a55 Improve buffer allocation and management. 2015-11-19 21:48:55 -04:00
James Benton
beb5b54fc0 Remove some c-style casts in GLSL compiler. 2015-11-20 00:15:15 +00:00