| Age | Commit message (Collapse) | Author |
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Fixed block height settings for RenderTargets and Depth Buffers
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Implemented Scissor Testing
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gl_shader_decompiler: Implement geometry shaders
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block width and block depth
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Given "y" isn't always used, but "x" is, we can rearrange this to avoid
unused variable warnings by changing the names of op_a and op_b
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an offset
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gl_rasterizer: Implement accelerated Fermi2D copies.
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Implemented Depth Compare, Shadow Samplers and Texture Processing Modes for TEXS and TLDS
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TLDS: Add 1D sampler
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- Fixes issues with Splatoon 2.
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ColorTexture surfaces.
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video_core: Implement point_size and add point state sync
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Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
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* Added glObjectLabels for renderdoc for textures and shader programs
* Changed hardcoded "Texture" name to reflect the texture type instead
* Removed string initialize
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gl_state: Remove unused type alias
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This isn't used anywhere within the header, so we can remove it, along
with the include that was previously necessary. This also uncovers an
indirect include in the cpp file for the assertion macros.
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gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
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This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
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CLEAR_BUFFERS register.
Previously we were clearing the default backbuffer framebuffer.
Found thanks to a Piglit test :)
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