| Age | Commit message (Collapse) | Author |
|
|
|
is rendered.
|
|
|
|
Fixes a bug on BOTW where some objects were no longer being rendered after blitting
|
|
|
|
|
|
|
|
|
|
|
|
|
|
We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down.
Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
|
|
|
|
|
|
|
|
|
|
Thanks for everything!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This removes unused includes, especially the core includes which were causing this file to be recompiled every time files included by those headers are modified.
|
|
GLSL shaders currently do not render correctly on the recent NVIDIA
drivers. This adds a check that forces assembly shaders for these
drivers since they seem unaffected and adds a warning informing of the
decision.
Developers can disable the check by enabling graphics debugging.
|
|
Alleviates the dependency on chrono for all files that include settings.h
|
|
|
|
buffer_cache, maxwell_dma: Minor refactoring and code fixes
|
|
gl_texture_cache: Unify BGR copy passes using PBOs
|
|
Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation.
|
|
|
|
The BGR copies no longer use shaders.
|
|
|
|
|
|
This is only needed on select drivers when a fragment shader discards/demotes.
|
|
texture_cache: Split out template definitions
|
|
astc_decoder: Various performance and memory optimizations
|