| Age | Commit message (Collapse) | Author |
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* 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
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* Add `BGR5A1` to ImageUtils.cs
Add `BGR5A1` Image Format.
* Add BGR5A1 to OGLEnumConverter.cs
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* Implment common and independent blend properly
* Nits
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* Improve texture tables
* More renaming and other tweaks
* Minor tweaks
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* Implement B5G6R5Unorm & BGR5A1Unorm
* Fix R8G8 Unorm to G8R8 Unorm
* Added back R8G8 Unorm
* Fix G8R8Unorm, add R8G8B8A8
* Add D24_S8 Uint
* Add R8Uint & R32Uint
* Another fixed
* Reverting back
* R8G8B8A8 change to B8G8R8A8
* Add G8R8 Snorm
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* 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
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* 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
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* (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
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format. Fix BC6H_UF16 from Unorm to Sfloat (#417)
* Implement B5G6R5Unorm & BGR5A1Unorm
* Implement RGBA32Uint
* Implement R16Unorm & Z16 texture format
* Fix BC6H_UF16 from Unorm to Sfloat
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* 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
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* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Revert "Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format"
This reverts commit aea5c9db3a5e0b11545c3520f885e411a3587113.
* Conflicts fix
* Wrong fix
* E
* e
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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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* Implement stencil testing
* Implement depth testing
* Implement face culling
* Implement front face
* Comparison functions now take OGL enums too
* Fix front facing when flipping was used
* Add depth and stencil clear values
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factor (#207)
* Add FaceAttr (0x3fc) input attribute in GLSL
* Implement unmanaged case in EmitTex
* Add ConstantColor for 0xC001 (G80) from PR #145
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the buffer size, added a few more registers (currently not implemented)
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* Minor code changes
* Forgot to remove a method
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OGLEnumConverter
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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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SHL, LD_C, some shader related fixes, added support for texture component selection
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[GPU] Fix some of the current framebuffer issues
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interpreter, and a rewrite of the GPU code.
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