| Age | Commit message (Collapse) | Author |
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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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* 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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* Implement GPU scissors
* Remove unused using
* Add missing changes for Clear
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* Some fixes for the new GLRenderer
Changelog:
- Fix transparency of the window on some games on Windows.
- Fix escape key not being able to exit emulation.
- Fix inverted logic in fullscreen event handling.
- Fix a race condition when stoping emulation causing a hang.
- Fix a memory leak of the OpenGL context when stoping emulation (saving ~200MB of RAM when stoping emulation).
- Simplify and document behaviours when exiting the emulator while the
emulation is running.
* Make sure to clear alpha channel when presenting Texture
This fix once and for all the transparency issue on Windows.
* Enforce footer bar size to avoid gl widget to get resized to 1280x724
* Fix full screen inversion in MainWindow and make sure _listStatusBox don't come back when not needed
* Remove previous transparency clear attempt that is useless now
* Remove an extra line return
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