bunnei
27fe8159c5
Merge pull request #1316 from lioncash/shadow
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gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
2018-09-17 12:27:35 -04:00
raven02
b91f7d5d67
Add 1D sampler for TLDS - TexelFetch (Mario Rabbids)
2018-09-17 23:25:18 +08:00
bunnei
076add4ccd
Merge pull request #1326 from FearlessTobi/port-4182
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Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-17 09:51:47 -04:00
bunnei
3be048e50a
Merge pull request #1329 from raven02/bgr5a1u
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Implement RenderTargetFormat::BGR5A1_UNORM
2018-09-17 09:49:00 -04:00
raven02
2845348608
Implement ASTC_2D_8X8 (Bayonetta 2)
2018-09-17 01:04:27 +08:00
bunnei
ba480ea2fb
Merge pull request #1273 from Subv/ld_sizes
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Shaders: Implemented multiple-word loads and stores to and from attribute memory.
2018-09-15 15:27:12 -04:00
bunnei
daee15b058
Merge pull request #1271 from Subv/kepler_engine
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GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
2018-09-15 13:27:07 -04:00
raven02
0019a36b41
Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)
2018-09-16 00:21:42 +08:00
Subv
c878a819d7
Shaders: Implemented multiple-word loads and stores to and from attribute memory.
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This seems to be an optimization performed by nouveau.
2018-09-15 11:21:21 -05:00
fearlessTobi
63c2e32e20
Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-15 15:21:06 +02:00
FernandoS27
f8e994354f
Optimized Texture Swizzling
2018-09-14 12:45:49 -04:00
Lioncash
ae128f0375
gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
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These variables are already defined within an outer scope.
2018-09-13 21:53:23 -04:00
ReinUsesLisp
a42376dfad
Use ARB_multi_bind for uniform buffers ( #1287 )
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
2018-09-12 20:27:43 -04:00
bunnei
4a43fb7e1d
gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
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- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12 18:09:31 -04:00
bunnei
cc50857460
Merge pull request #1263 from FernandoS27/tex-mode
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shader_decompiler: Implemented (Partially) Texture Processing Modes
2018-09-12 16:03:34 -04:00
Subv
bb5eb4f20a
GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
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This engine writes data from a FIFO register into the configured address.
2018-09-12 13:57:08 -05:00
FernandoS27
a99d9db32f
Implemented Texture Processing Modes
2018-09-12 12:28:22 -04:00
bunnei
89825766ee
Merge pull request #1278 from tech4me/bg-color-fix
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Port Citra #4047 & #4052 : add change background color support
2018-09-11 23:13:11 -04:00
bunnei
522a11a11f
Merge pull request #1295 from bunnei/accurate-copies
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gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11 23:12:15 -04:00
bunnei
4a9acc87f9
Merge pull request #1294 from degasus/optimizations
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gl_rasterizer: Use ARB_texture_storage.
2018-09-11 23:11:36 -04:00
bunnei
7bb226f22d
gl_rasterizer_cache: Always blit on recreate, regardless of format.
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- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11 22:54:46 -04:00
bunnei
cdddd71d08
gl_shader_cache: Remove cache_width/cache_height.
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- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
2018-09-11 20:12:29 -04:00
Markus Wick
3e973bc4c6
gl_rasterizer: Use ARB_texture_storage.
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11 22:18:46 +02:00
FernandoS27
5c676dc884
Implemented LEA and PSET
2018-09-11 12:50:52 -04:00
FernandoS27
3f0922715a
Implemented encodings for LEA and PSET
2018-09-11 12:50:25 -04:00
FernandoS27
2b48cfd44b
Replace old FragmentHeader for the new Header
2018-09-11 12:48:19 -04:00
FernandoS27
e926757c8f
Implemented (Partialy) Shader Header
2018-09-11 12:34:27 -04:00
David Marcec
4c3bd33be2
Fixed renderdoc input/output textures not working due to render targets
2018-09-11 13:31:20 +10:00
bunnei
d6e8e16a66
Merge pull request #1286 from bunnei/multi-clear
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gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10 20:30:14 -04:00
bunnei
12445b476d
Merge pull request #1285 from bunnei/depth-fix
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gl_rasterizer_cache: Only use depth for applicable texture formats.
2018-09-10 20:28:40 -04:00
bunnei
d884e805c5
Merge pull request #1284 from bunnei/bgra8_srgb
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gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
2018-09-10 20:28:00 -04:00
Markus Wick
c1b8cd9058
video_core: Refactor command_processor.
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Inline the WriteReg helper as it is called ~20k times per frame.
2018-09-10 22:06:16 +02:00
Markus Wick
0cfb0bacb2
video_core: Move command buffer loop.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
2018-09-10 22:06:13 +02:00
Markus Wick
c560043581
rasterizer: Drop unused handler.
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This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei
4c0b1cc1ae
gl_rasterizer_cache: Only use depth for applicable texture formats.
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- Fixes an issue with Octopath Traveler leaving stale data here.
2018-09-10 00:50:38 -04:00
bunnei
035e6bd407
gl_rasterizer: Implement clear for non-zero render targets.
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- Several misc. changes to ConfigureFramebuffers in support of this.
2018-09-10 00:41:20 -04:00
bunnei
1c34498368
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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- Used by Octopath Traveler (with multiple render targets).
2018-09-10 00:37:52 -04:00
bunnei
49b15af054
gl_rasterizer: Implement multiple color attachments.
2018-09-09 22:48:28 -04:00
bunnei
e58855c7a4
Merge pull request #1268 from FernandoS27/tmml
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shader_decompiler: Implemented TMML
2018-09-09 21:39:39 -04:00
FernandoS27
00131e752d
Implemented TMML
2018-09-09 20:46:31 -04:00
bunnei
223ddb2008
Merge pull request #1272 from Subv/dma_2d
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GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
2018-09-09 19:53:17 -04:00
bunnei
fcf81147e7
Merge pull request #1280 from zero334/improvements
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video_core: fixed arithmetic overflow warnings & improved code style
2018-09-09 19:51:46 -04:00
FernandoS27
073a21ac0b
Implemented TXQ dimension query type, used by SMO.
2018-09-09 11:59:01 -04:00
Patrick Elsässer
64e45b04e0
video_core: fixed arithmetic overflow warnings & improved code style
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- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
2018-09-09 17:51:43 +02:00
tech4me
3dcedb36b4
Port Citra #4047 & #4052 : add change background color support
2018-09-08 17:00:21 -07:00
FernandoS27
82a313a14c
Change name of TEXQ to TXQ, in order to match NVIDIA's naming
2018-09-08 18:08:57 -04:00
Subv
fdb199290b
GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
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When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.
This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
2018-09-08 16:02:16 -05:00
bunnei
af074ee422
Merge pull request #1256 from bunnei/tex-target-support
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Initial support for non-2D textures
2018-09-08 16:14:46 -04:00
bunnei
8b08cb925b
gl_rasterizer: Use baseInstance instead of moving the buffer points.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-08 04:05:56 -04:00
Patrick Elsässer
a8974f0556
video_core: Arithmetic overflow warning fix for gl_rasterizer ( #1262 )
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* video_core: Arithmetic overflow fix for gl_rasterizer
- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.
- Added const for variables where possible and meaningful.
* Changed the casts from C to C++ style
Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
2018-09-08 02:59:59 -04:00
bunnei
23ae7cf9db
gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures.
2018-09-08 02:53:39 -04:00
bunnei
fdd5c97a14
maxwell_3d: Remove assert that no longer applies.
2018-09-08 02:53:39 -04:00
bunnei
f165a85398
gl_rasterizer_cache: Partially implement several non-2D texture types.
2018-09-08 02:53:38 -04:00
bunnei
0731383124
gl_shader_decompiler: Partially implement several non-2D texture types (Subv).
2018-09-08 02:53:38 -04:00
bunnei
05f6f59ffb
gl_rasterizer: Implement texture wrap mode p.
2018-09-08 02:53:38 -04:00
bunnei
ce8291f6c5
gl_rasterizer_cache: Track texture depth.
2018-09-08 02:53:38 -04:00
bunnei
9dccf7e1fa
gl_rasterizer_cache: Remove impl. of FlushGLBuffer.
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- Will not work for non-2d textures, and was not used anyways.
2018-09-08 02:53:37 -04:00
bunnei
030676b95d
gl_rasterizer_cache: Keep track of texture type per surface.
2018-09-08 02:53:37 -04:00
bunnei
a439f7b6e1
gl_rasterizer_cache: Remove unused DownloadGLTexture.
2018-09-08 02:53:37 -04:00
bunnei
b56e5edafc
gl_state: Keep track of texture target.
2018-09-08 02:53:37 -04:00
bunnei
9947c6ad59
Merge pull request #1252 from lioncash/header
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video_core/CMakeLists: Add missing gl_buffer_cache.h
2018-09-06 19:19:43 -04:00
bunnei
9b50dca2bb
Merge pull request #1253 from lioncash/explicit
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video_core/gl_buffer_cache: Minor tidying changes
2018-09-06 19:19:35 -04:00
bunnei
009a2cc9cc
Merge pull request #1255 from bunnei/minor-opt
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gl_rasterizer: Call state.Apply only once on SetupShaders.
2018-09-06 19:19:16 -04:00
bunnei
820f646458
gl_rasterizer: Call state.Apply only once on SetupShaders.
2018-09-06 17:41:53 -04:00
bunnei
948f6c0738
gl_shader_decompiler: Implement saturate mode for IPA.
2018-09-06 17:40:03 -04:00
Lioncash
ddcdbce067
gl_buffer_cache: Default initialize member variables
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Ensures that the cache always has a deterministic initial state.
2018-09-06 15:07:15 -04:00
Lioncash
8d685a29bc
gl_buffer_cache: Make GetHandle() a const member function
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GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
2018-09-06 15:07:15 -04:00
Lioncash
14230fe2af
gl_buffer_cache: Remove unnecessary includes
2018-09-06 15:05:52 -04:00
Lioncash
68296d9474
gl_buffer_cache: Make constructor explicit
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Implicit conversions during construction isn't desirable here.
2018-09-06 14:54:49 -04:00
Lioncash
8f4e09ba07
video_core/CMakeLists: Add missing gl_buffer_cache.h
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Without this, the header file won't show up by default within IDEs such
as Visual Studio.
2018-09-06 14:49:51 -04:00
Markus Wick
a781042700
gl_shader_gen: Initialize position.
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IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
2018-09-06 13:37:50 +02:00
bunnei
77554ac773
Merge pull request #1243 from degasus/VAO_cache
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gl_rasterizer: Implement a VAO cache.
2018-09-05 22:50:52 -04:00
bunnei
6f09c5b128
Merge pull request #1244 from FernandoS27/ipa
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shader_decompiler: Implemented IPA Properly (Stage 1)
2018-09-05 21:20:40 -04:00
FernandoS27
e63b229f4a
Implemented IPA Properly
2018-09-05 20:15:47 -04:00
Markus Wick
7f15306f78
gl_rasterizer: Skip TODO log.
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This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.
Let's just stop printing this kind of redundant information.
2018-09-05 20:20:20 +02:00
Markus Wick
d3ad9469a1
gl_rasterizer: Implement a VAO cache.
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This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
Markus Wick
50a806ea67
renderer_opengl: Implement a buffer cache.
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The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
2018-09-05 08:03:50 +02:00
Markus Wick
99a71580c4
gl_shader_cache: Use an u32 for the binding point cache.
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The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
2018-09-04 21:04:41 +02:00
bunnei
9a07e9f805
Merge pull request #1237 from degasus/optimizations
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Optimizations
2018-09-04 12:16:06 -04:00
bunnei
26e96d16d0
Merge pull request #1232 from lioncash/copy
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gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
2018-09-04 11:52:25 -04:00
Markus Wick
2081ed7db2
command_processor: Use std::array for bound_engines.
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subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
2018-09-04 14:10:05 +02:00
Markus Wick
10bc725944
Update microprofile scopes.
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Blame the subsystems which deserve the blame :)
The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
2018-09-04 11:04:26 +02:00
Lioncash
18a89931a9
gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
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Using the getter function intended for external code here makes an
unnecessary copy of the already-accessible used_shaders vector.
2018-09-02 13:10:11 -04:00
bunnei
325f3e0693
Merge pull request #1213 from DarkLordZach/octopath-fs
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filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
2018-09-02 10:49:18 -04:00
bunnei
89be49d2f3
Merge pull request #1215 from ogniK5377/texs-nodep-assert
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Added assert for TEXS nodep
2018-09-02 10:48:27 -04:00
bunnei
177c45e97d
Merge pull request #1214 from ogniK5377/ipa-assert
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Added better asserts to IPA, Renamed IPA modes to match mesa
2018-09-02 10:44:43 -04:00
bunnei
9c206fe94d
Merge pull request #1216 from ogniK5377/ffma-assert
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Added FFMA asserts and missing fields
2018-09-02 10:44:13 -04:00
David Marcec
60754b4728
Removed saturate assert
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Unneeded as we already implement it
2018-09-01 19:33:32 +10:00
David Marcec
2edab4e840
Removed saturate assert
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Saturate already implemented
2018-09-01 19:29:20 +10:00
David Marcec
2bc6abb9a1
Changed tab5980_0 default from 0 -> 1
2018-09-01 19:15:03 +10:00
David Marcec
6f8ed9508d
Added FMUL asserts
2018-09-01 19:05:10 +10:00
David Marcec
b89fc407d7
Added FFMA asserts
2018-09-01 18:45:14 +10:00
David Marcec
948bc87a59
Added assert for TEXS nodep
2018-09-01 17:00:01 +10:00
David Marcec
ad3dca7e62
Added better asserts to IPA, Renamed IPA modes to match mesa
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IpaMode is changed to IpaInterpMode
IpaMode is suppose to be 2 bits not 3
Added IpaSampleMode
Added Saturate
Renamed modes based on
d27c791891/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp (L2530)
2018-09-01 16:34:27 +10:00
Zach Hilman
f32e28c7b8
maxwell_3d: Use CoreTiming for query timestamp
2018-08-31 23:25:18 -04:00
Lioncash
4a587b81b2
core/core: Replace includes with forward declarations where applicable
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The follow-up to e2457418da
, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
2018-08-31 16:30:14 -04:00
bunnei
7f7eb29323
gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.
2018-08-31 13:07:28 -04:00
bunnei
123c065086
gl_rasterizer_cache: Also use reserve cache for RecreateSurface.
2018-08-31 13:07:28 -04:00
bunnei
9bc71fcc5f
rasterizer_cache: Use boost::interval_map for a more accurate cache.
2018-08-31 13:07:28 -04:00
bunnei
d647d9550c
gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.
2018-08-31 13:07:27 -04:00