* Initial non 2D textures support
- Shaders still need to be changed
- Some types aren't yet implemented
* Start implementing texture instructions suffixes
Fix wrong texture type with cube and TEXS
Also support array textures in TEX and TEX.B
Clean up TEX and TEXS coords managment
Fix TEXS.LL with non-2d textures
Implement TEX.AOFFI
Get the right arguments for TEX, TEXS and TLDS
Also, store suffix operands in appropriate values to support multiple
suffix combinaisons
* Support depth in read/writeTexture
Also support WrapR and detect mipmap
* Proper cube map textures support + fix TEXS.LZ
* Implement depth compare
* some code clean up
* Implement CubeMap textures in OGLTexture.Create
* Implement TLD4 and TLD4S
* Add Texture 1D support
* updates comments
* fix some code style issues
* Fix some nits + rename some things to be less confusing
* Remove GetSuffix local functions
* AOFFI => AOffI
* TextureType => GalTextureTarget
* finish renaming TextureType to TextureTarget
* Disable LL, LZ and LB support in the decompiler
This needs more work at the GL level (GLSL implementation should be
right)
* Revert "Disable LL, LZ and LB support in the decompiler"
This reverts commit 64536c3d9f673645faff3152838d1413c3203395.
* Fix TEXS ARRAY_2D index
* ImageFormat depth should be 1 for all image format
* Fix shader build issues with sampler1DShadow and texture
* Fix DC & AOFFI combinaison with TEX/TEXS
* Support AOFFI with TLD4 and TLD4S
* Fix shader compilation error for TLD4.AOFFI with no DC
* Fix binding isuses on the 2d copy engine
TODO: support 2d array copy
* Support 2D array copy operation in the 2D engine
This make every copy right in the GPU side.
Thie CPU copy probably needs to be updated
* Implement GetGpuSize + fix somes issues with 2d engine copies
TODO: mipmap level in it
* Don't throw an exception in the layer handling
* Fix because of rebase
* Reject 2d layers of non textures in 2d copy engine
* Add 3D textures and mipmap support on BlockLinearSwizzle
* Fix naming on new BitUtils methods
* gpu cache: Make sure to invalidate textures that doesn't have the same target
* Add the concept of layer count for array instead of using depth
Also cleanup GetGpuSize as Swizzle can compute the size with mipmap
* Support multi layer with mip map in ReadTexture
* Add more check for cache invalidation & remove cubemap and cubemap array code for now
Also fix compressed 2d array
* Fix texelFetchOffset shader build error
* Start looking into cube map again
Also add some way to log write in register in engines
* fix write register log levles
* Remove debug logs in WriteRegister
* Disable AOFFI support on non NVIDIA drivers
* Fix code align
* Handle negative viewport coordinates
* Disable scissor before framebuffer blit
* Comment to explain scissor disable will be reenabled if needed
* Comma and spelling mistake
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine
* Break into multiple lines
* Read fractions for source/step values on the 2d copy engine aswell
* Use fixed point math for more speed
* Fix reinterpret when texture sizes are different
* Better implementation of the DMA pusher, misc fixes
* Remove some debug code
* Correct RGBX8 format
* Add support for linked Texture Sampler Control
* Attempt to fix upside down screen issue
* Quads, QuadStrip and const attributes support
* Add support for half float attributes and fix texture pitch alignment
* Throw when an unsupported float type is used as const attribute aswell
* Simplify render target bindings
* Implement multiple viewports
* Pack glViewportIndexed calls into a single glViewportArray
* Use ARB_viewport_array when available
* Cache framebuffer attachments
* Use get accessors in OGLExtension
* Address feedback
* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback