| Age | Commit message (Collapse) | Author |
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the uncompressed alignment in GetSurface.
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gl_shader_decompiler: Implement TEX, fixes for TEXS.
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gl_shader_decompiler: Implement RRO as a register move.
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Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
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the vertex shader.
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Several GPU fixes to boot Sonic Mania
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gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.
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GPU: Implemented the A1B5G5R5 texture format (0x14)
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You can specify a predicate in the fset instruction:
Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0;
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You can specify three predicates in an fsetp instruction:
P1 = (Value1 Comp Value2) OP P0;
P2 = !(Value1 Comp Value2) OP P0;
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Shaders: Implemented the FMNMX shader instruction.
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GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.
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buffer to 128 MB.
The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have.
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This makes the formatting expectations more obvious (e.g. any zero padding specified
is padding that's entirely dedicated to the value being printed, not any pretty-printing
that also gets tacked on).
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Shader instructions MOV_C, MOV_R, and several minor GPU things
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instructions.
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gl_shader_decompiler: Add GLSLRegisterManager class to track register state.
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Shaders: Implemented the FSET instruction.
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This instruction is similar to the FSETP instruction, but it doesn't set a predicate, it sets the destination register to 1.0 if the condition holds, and 0 otherwise.
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