| Commit message (Collapse) | Author | Age |
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OpenGL: Add a profiler category measuring framebuffer readback
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Misc. GPU vertex loading fixes
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OpenGL: Make OpenGL object resource wrappers fully inline
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VideoCore: #ifdef out some debugging routines
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The functions are so simple that having them separate only bloats the
code and hinders optimization.
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Videocore: Don't reinitialize register name map on every query.
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This greatly speeds up the command list debug widget.
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Simplifies the code and gives a tiny speed-up.
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Shaves off 1/3rd of the vertex shader time in Fire Emblem
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Some disabled debugging functionality was being called from rendering
routines in VideoCore. Although disabled, many of them still allocated
memory or did some extra work that was enough to show up in a profiler.
Gives a slight (~2ms) speedup.
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Yet More Warning Fixes
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Qt/GPU Breakpoints: Added three more breakpoint types.
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If an input attribute array had a field with less than 4 components, the
remaining components were left unset if not specified by a default
vertex attribute. If neither mechanism would set a component, it would
assume a garbage value.
It has been verified that the hardware behavior is to instead to set the
missing components from the fixed default of (0 0 0 1). The default
vertex attribute values aren't used at all if a vertex array is
specified for that attribute.
Fixes UI graphics on Fire Emblem: Awakening, a small texturing glitch
when selecting a character in Cubic Ninja, as well as eliminating the
unset-W hack which was required for Ocarina of Time to not have
garbled triangles.
This change has been tested against hardware.
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During testing, it was discovered that hardware does not interpolate
colors output by the vertex shader as-is. Rather, it drops the sign and
saturates the value to 1.0. This is done before interpolation, such that
(e.g.) interpolating outputs 1.5 and -0.5 is equivalent to as if the
shader had output the values 1.0 and 0.5 instead, with the interpolated
value never crossing 0.0.
This change has been tested against hardware.
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* IncomingDisplayTransfer: Triggered just before a display transfer is performed.
* GSPCommandProcessed: Triggered right after a GSP command is processed.
* BufferSwapped: Triggered when the frames flip
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GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
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In OpenGL 3, texturing is always enabled, and this call is invalid.
While it produced no effect in the rest of the execution, it wouldn't
have the intended effect of disabling texturing for that unit. Instead
bind a null texture to the unit.
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GPU: Added registers for min and mag texture filters
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the hw renderer.
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Pica/Shader: Add geometry shader definitions.
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GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist.
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This was found and hwtested by Lectem
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exist.
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real stride.
Also added its name to the texture viewer widget
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This really should be universalized, I keep getting errors creating
commits because lines I've edited use tabs instead of spaces(and yes I
did read the contributing guide and i know they are supposed to be
spaces)
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Pica/CommandProcessor: Move default attribute setup to the proper position.
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This is exposed in the GUI as a new "CiTrace Recording" widget.
Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still).
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Add GL_CLAMP_TO_BORDER support.
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