summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/OGL/SamplerCache.cpp
AgeCommit message (Collapse)Author
2025-03-17Enable anisotropic filtering when the game requests itPokechu22
2025-03-09VideoCommon: Move backend_info out of VideoConfig struct.Jordan Woyak
2023-01-31Implement AbstractGfx for OpenGLScott Mansell
Mostly involves moving contents of OGLRender to OGLGfx and OGLConfig
2021-12-25SamplerCache: Check for bSupportsLodBiasInSampler instead of IsGLESOatmealDome
2021-12-10Treewide: Adjust order of includesPokechu22
2021-11-17VideoCommon: Expose SamplerState to shadersPokechu22
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17Eliminate SamplerCommonPokechu22
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
2021-01-27normalize common filenames in VideoBackends/OGLShawn Hoffman
2018-10-20GLContext: Remove global context pointerStenzek
2018-10-20Refactoring and cleanup of GLInterface (now GLContext)Stenzek
2017-10-27Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher ↵Tommaso Checchi
IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-09-11VideoBackends: Move SamplerState to commonStenzek
2017-03-03Common: Move byte swapping utilities into their own headerLioncash
This moves all the byte swapping utilities into a header named Swap.h. A dedicated header is much more preferable here due to the size of the code itself. In general usage throughout the codebase, CommonFuncs.h was generally only included for these functions anyway. These being in their own header avoids dumping the lesser used utilities into scope. As well as providing a localized area for more utilities related to byte swapping in the future (should they be needed). This also makes it nicer to identify which files depend on the byte swapping utilities in particular. Since this is a completely new header, moving the code uncovered a few indirect includes, as well as making some other inclusions unnecessary.
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-03-24VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper functionEmptyChaos
2016-03-24VideoBackends: Do not use Anisotropy on Point filtered textures.EmptyChaos
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-01-17VideoCommon: Header cleanupLioncash
Also remedies places where the video backends and core rely on things being indirectly included.
2015-12-20VideoBackends: Simplify initialization and deinitialization of resourcesLioncash
Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null
2015-11-19Enable Anisotropic filtering in ES.Ryan Houdek
This adds a check to make sure the vendor supports anisotropic filtering. Pretty much all vendors support this, even the mobile ones.
2015-09-22Move GL interface code out of the OpenGL video backend.Scott Mansell
2015-05-29OGL: Always use sampler objects.degasus
We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-03-02TextureCache: load all mipmap levels from custom texturesdegasus
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
2014-10-14Remove another auto .. -> declaration.comex
2014-08-02Move GLInterface around to remove VideoBackends dependency on DolphinWXPierre Bourdon
2014-02-18Convert all includes to relative paths.Lioncash
2014-01-17[GLExtensions] Initial code drop for GLExtensions. This drops GLEW entirely ↵Ryan Houdek
from the codebase. This has been tested on Android and Linux+ATI. Of course untested on Windows and Apple. Also untested with Linux + EGL but should be fine there. There are most likely a couple of extensions I'm missing which would result in null pointer runs but not bad for the initial commit. Conflicts: CMakeLists.txt Externals/GLew/glew.vcxproj Externals/GLew/glew.vcxproj.filters Source/Core/VideoBackends/OGL/CMakeLists.txt Source/Core/VideoBackends/OGL/GLFunctions.cpp Source/Core/VideoBackends/OGL/GLFunctions.h Source/Core/VideoBackends/OGL/GLUtil.h Source/Core/VideoBackends/OGL/Render.cpp Source/VSProps/Base.props
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre