| Age | Commit message (Collapse) | Author |
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* Initial transform feedback support
* Some nits and fixes
* Update ReportCounterType and Write method
* Can't change shader or TFB bindings while TFB is active
* Fix geometry shader input names with new naming
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* Implement Logical Operation registers and functionality.
* Address Feedback 1
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* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
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* Spanify Graphics Abstraction Layer
* Be explicit about BufferHandle size
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* Implementation of query queue and host conditional rendering
* Resolve some comments.
* Use overloads instead of passing object.
* Wake the consumer threads when incrementing syncpoints.
Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.
* Ensure there's a command between begin and end query.
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Verified with deko3d and opengl driver code.
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* Implement texture buffers
* Throw NotSupportedException where appropriate
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* Implement Constant Color blends and init blend states
* Address gdkchan's comments
Also adds Set methods to GpuState
* Fix descriptions of QueryModified
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* Implement Depth Clamping and add misc enums
* Fix formatting
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* Implement RasterizeEnable
* Match viewport count to hardware
* Simplify ScissorTest tracking around Blits
* Disable RasterizerDiscard around Blits and track its state
* Read RasterizeEnable reg as bool and add doc
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* Workaround for Intel view format bug
* Dispose of the intermmediate texture aswell
* Apply workaround on AMD aswell
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* Implement GPU scissors
* Remove unused using
* Add missing changes for Clear
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Add TODO comment for GL_EXT_polygon_offset_clamp
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as a workaround for compiler bugs (?)
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render support, do not delete textures with existing views created from them
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tracking, other fixes
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