Commit Graph

30069 Commits

Author SHA1 Message Date
Jannik Vogel 6acc7e2d13 GLX version for GL 3.3 Core 2015-07-12 12:50:48 +02:00
espes be5a78e918 actually do the sse4.2 compile check for fast_hash 2015-07-12 01:58:24 +10:00
espes c47148e63d the simple changes that might fix linux 2015-07-12 01:37:22 +10:00
espes 1a4664a9f8 a bunch of trailing whitespace has accumulated 2015-07-12 01:34:03 +10:00
espes 537b05b838 fix fixed-function, and cleanups 2015-07-12 01:26:48 +10:00
espes 0a9ad10583 this is maybe less silly 2015-07-11 23:50:47 +10:00
espes c31498a236 not even necessary 2015-07-11 13:49:08 +10:00
espes 04eba3b3a2 wip gl3 2015-07-10 11:43:22 +10:00
espes ba428582f5 fix multi-level compressed textures 2015-07-09 12:00:34 +10:00
espes 0aa97bf57d seemingly broken alpha test, and some other fixes 2015-07-08 22:11:32 +10:00
espes c36d60100f masks must be reset for clear 2015-07-08 04:35:35 +10:00
espes 3a35fc06b1 im bad at git add --patch 2015-07-08 04:05:51 +10:00
espes 8c5e15f2d9 fix sphinx 2015-07-08 04:03:02 +10:00
espes 614a22b49b not obviously less broken 2015-07-08 03:35:50 +10:00
espes ba45e5249f probably broken stenciling 2015-07-08 02:52:08 +10:00
espes e80aca79f1 still confused 2015-07-07 23:49:45 +10:00
espes 1d8adc942f im confused about when to do a framebuffer update 2015-07-07 21:07:36 +10:00
espes 0a2d1ef9e4 don't update unmodified uniforms. makes apitrace faster 2015-07-07 21:06:17 +10:00
espes 49abc9afae depth test. this is broken 2015-07-07 19:39:19 +10:00
espes 29d7473484 start on doing framebuffers properly 2015-07-07 19:02:55 +10:00
espes 694cedb8e0 TextureState -> TextureShape 2015-07-07 16:54:09 +10:00
espes 0b6291b46f lock even less... 2015-07-07 15:35:03 +10:00
espes 5a7e1e6532 who needs this lock 2015-07-07 15:19:07 +10:00
espes dd34dda3c6 less ridiculously inefficient puller 2015-07-07 15:06:21 +10:00
espes cf84c27491 get rid of some pfifo shadow 2015-07-07 14:45:35 +10:00
espes a290a7fae6 move texture data hash out of texture state 2015-07-07 02:15:07 +10:00
espes c14aa2e038 yeah alright, don't use magic numbers for blend factors 2015-07-06 22:59:28 +10:00
espes a71d2433dc put texture cache behind flag 2015-07-06 17:51:13 +10:00
espes 228dc80ef3 make the texture cache smaller again 2015-07-06 17:21:33 +10:00
espes 9d9c29bd34 minor psh memory leak 2015-07-06 17:20:56 +10:00
espes bd2e03b5ba add g-lru-cache -_- 2015-07-06 14:25:12 +10:00
espes da30a91d6f make the texture cache bigger 2015-07-06 14:23:34 +10:00
espes 1e026f54d6 dont crash when setting mipmap filters on linear textures... 2015-07-06 14:22:55 +10:00
espes 5f83b50954 lru 2015-07-06 14:04:33 +10:00
espes 033157be3c texture caching again 2015-07-06 13:17:12 +10:00
espes d83e0307ec minor cleanups to swizzle 2015-07-06 03:07:24 +10:00
espes 6cb87ee1e5 minor mcpx changes 2015-07-06 01:53:10 +10:00
espes b2d970b7b3 stub YUV2 texture format 2015-07-06 01:36:42 +10:00
espes 452d048b2c cache shader constant locations 2015-07-06 01:35:54 +10:00
espes 12f2f5f668 field gpio hack 2015-07-05 22:58:01 +10:00
espes c2ba186cbb kinda wire apu ep up 2015-07-05 13:29:49 +10:00
espes cfd7431c21 blending -_- 2015-07-04 23:02:40 +10:00
espes 79e8643d16 a couple more dsp instructions 2015-07-04 21:32:02 +10:00
espes b21312d8ac this glFinish is useless 2015-07-03 16:05:28 +10:00
espes 3afc4facd3 probably don't divide by zero when normalizing vsh output depth 2015-07-03 15:55:45 +10:00
espes 60c0d7e433 use more specific internal formats, like wine 2015-07-03 02:08:39 +10:00
espes 60eab9e4f4 new texutre format 2015-07-03 01:42:16 +10:00
espes f49702010c fix handling of inline array strides 2015-07-02 23:19:30 +10:00
espes a1872ce97e fix inline UB_D3D attributes; call frame terminator for debugging 2015-07-02 22:03:30 +10:00
espes fa4abd286b set gl context once only in puller thread 2015-07-02 21:56:56 +10:00