| Age | Commit message (Collapse) | Author |
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* Add multiple color outputs for fragment shaders
* Add registers and gal enums
* Use textures for framebuffers and split color and zeta framebuffers
* Abstract texture and framebuffer targets as an image
* Share images between framebuffers and textures
* Unstub formats
* Add some formats
* Disable multiple attachments
* Cache framebuffer attachments
* Handle format types
* Add some rendertarget formats
* Code cleanup
* Fixup half float types
* Address feedback
* Disable multiple attachments in shaders
* Add A4B4G4R4 image format
* Add reversed section for image enums
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* add A2B10G10R10 TextureFormat
* return correct PixelFormat & PixelType
* return correct texture size
* return correct Bytes Per Pixel
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* add BF10GF11RF11 TextureFormat
* return correct PixelFormat & PixelType
* return correct texture size
* return correct Bytes Per Pixel
* correct PixelType
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* add Z24S8 TextureFormat
* return correct PixelFormat & PixelType
* return correct texture size
* return correct Bytes Per Pixel
* Correct PixelType
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* Implement BC6H_SF16 & BC6H_UF16
* correct coding style (1/5)
* correct coding style (2/5)
* correct coding style (3/5)
* correct coding style (4/5)
* correct coding style (5/5)
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* Add locking methods to the ogl resource cache
* Remove some unused arguments
* Add the ZF32 texture format
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4x4 textures (slow!)
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channels in RGB565 and RGBA5551? texture formats, allow zero values on blending registers, initial work to build CFG on the shader decoder, update the BRA instruction to work with it (WIP)
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* Update GalTextureFormat.cs
* Update TextureReader.cs
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interpreter, and a rewrite of the GPU code.
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