| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-04-04 | Implement primitive restart draw arrays properly on OpenGL (#3256) | gdkchan | |
| 2022-01-11 | Fix render target clear when sizes mismatch (#2994) | gdkchan | |
| 2021-12-19 | Fix for texture pool not being updated when it should + buffer texture ↵ | gdkchan | |
| related fixes (#2911) | |||
| 2021-11-10 | Implement DrawTexture functionality (#2747) | gdkchan | |
| * Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback | |||
| 2021-10-18 | Initial tessellation shader support (#2534) | gdkchan | |
| * Initial tessellation shader support * Nits * Re-arrange built-in table * This is not needed anymore * PR feedback | |||
| 2021-07-11 | Separate GPU engines (part 2/2) (#2440) | gdkchan | |
| * 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more | |||
