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path: root/src/video_core/renderer_opengl/gl_state.cpp
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* gl_state: Remove completelyReinUsesLisp2020-02-281-90/+0
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* gl_state: Remove program trackingReinUsesLisp2020-02-281-31/+1
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* gl_state: Remove framebuffer trackingReinUsesLisp2020-02-281-35/+0
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* gl_state: Remove image trackingReinUsesLisp2020-02-281-7/+0
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* gl_state: Remove texture and sampler trackingReinUsesLisp2020-02-281-42/+0
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* gl_state: Remove blend state trackingReinUsesLisp2020-02-281-61/+0
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* gl_state: Remove stencil test trackingReinUsesLisp2020-02-281-30/+0
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* gl_state: Remove clip control trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove clip distances trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove rasterizer disable trackingReinUsesLisp2020-02-281-5/+0
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* gl_state: Remove viewport and depth range trackingReinUsesLisp2020-02-281-29/+0
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* gl_state: Remove scissor test trackingReinUsesLisp2020-02-281-35/+0
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* gl_state: Remove color mask trackingReinUsesLisp2020-02-281-16/+0
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* gl_state: Remove clamp framebuffer color trackingReinUsesLisp2020-02-281-8/+0
| | | | | This commit doesn't reset it for screen draws because clamping doesn't change anything there.
* gl_state: Remove multisample trackingReinUsesLisp2020-02-281-8/+0
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* gl_state: Remove framebuffer sRGB trackingReinUsesLisp2020-02-281-12/+0
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* gl_state: Remove VAO cache and trackingReinUsesLisp2020-02-281-14/+0
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* gl_state: Remove depth clamp trackingReinUsesLisp2020-02-281-17/+0
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* gl_state: Remove depth trackingReinUsesLisp2020-02-281-15/+0
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* gl_state: Remove primitive restart trackingReinUsesLisp2020-02-281-10/+0
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* gl_state: Remove logic op trackerReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove blend color trackingReinUsesLisp2020-02-281-7/+0
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* gl_state: Remove polygon offset trackingReinUsesLisp2020-02-281-22/+0
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* gl_state: Remove alpha test trackingReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove cull mode trackingReinUsesLisp2020-02-281-9/+0
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* gl_state: Remove front face trackingReinUsesLisp2020-02-281-4/+0
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* gl_state: Remove point size trackingReinUsesLisp2020-02-281-9/+0
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-20/+0
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* renderer_opengl: Add OGLRenderbuffer to resource/state management.bunnei2020-02-251-0/+15
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* gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp2020-02-041-0/+1
| | | | | | OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
* gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp2020-01-151-0/+1
| | | | | For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
* gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp2019-12-181-0/+5
| | | | | | | | RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
* Maxwell3D: Implement Depth Mode.Fernando Sahmkow2019-12-101-2/+3
| | | | | This commit finishes adding depth mode that was reverted before due to other unresolved issues.
* gl_state: Skip null texture bindsReinUsesLisp2019-11-221-1/+5
| | | | glBindTextureUnit doesn't support null textures. Skip binding these.
* gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2019-11-221-4/+10
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* gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp2019-11-071-0/+7
| | | | | | | Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
* gl_state: Use std::array::fill instead of std::fillRodrigo Locatti2019-10-301-1/+1
| | | Co-Authored-By: Mat M. <mathew1800@gmail.com>
* gl_state: Move dirty checks to individual apply calls instead of ApplyReinUsesLisp2019-10-291-41/+49
| | | | | This requires removing constness from some methods, but for consistency it's removed in all methods.
* gl_state: Remove ApplyDefaultStateReinUsesLisp2019-10-291-11/+0
| | | | OpenGL has defaults values we can trust. Remove these.
* gl_state: Change SetDefaultViewports to use default constructorReinUsesLisp2019-10-291-13/+2
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* gl_state: Minor style changesReinUsesLisp2019-10-291-3/+5
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* gl_state: Move initializers from constructor to class declarationReinUsesLisp2019-10-291-98/+1
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* renderer_opengl: Fix sRGB blitsReinUsesLisp2019-09-101-3/+0
| | | | | | | | | Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
* gl_state: Split textures and samplers into two arraysReinUsesLisp2019-09-051-68/+31
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* gl_state: Add support for glBindImageTexturesReinUsesLisp2019-09-051-0/+21
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* Maxwell3D: Address FeedbackFernando Sahmkow2019-07-171-2/+1
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* GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow2019-07-171-0/+20
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* Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow2019-07-171-5/+17
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* GL_State: Add a microprofile timer to OpenGL state.Fernando Sahmkow2019-07-141-0/+4
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* gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp2019-05-301-0/+13
| | | | Removes the alpha testing code from each fragment shader invocation.