| Age | Commit message (Collapse) | Author |
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- Also implement D0 LUT enable.
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- No functional difference.
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to last light.
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vector.
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- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
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The nVidia driver is *extremely* spammy on this category, sending a
message on every buffer or texture upload, slowing down the emulator and
making the log useless.
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Add optional GL_KHR_debug support
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OpenGL: Flip framebuffers during transfer rather than when rendering
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This removes explicit checks sprinkled all over the codebase to instead
just have the SW rasterizer expose an implementation with no-ops for
most operations.
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This was discovered and verified by @fincs. The tev combiner buffer
actually lags behind by one stage, meaning stage 1 reads the initial
color, stage 2 reads stage 0's output, and so on.
Fixes character portraits in Fire Emblem: Awakening and world textures
in Zelda: ALBW. Closes #1140.
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kemenaran/avoid-explicit-uniform-location.
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The support for GL_ARB_explicit_uniform_location is not that good
(53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location).
This fix the shader compilation on Intel HD 4000 (#1222).
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This allows the driver to communicate errors, warnings and improvement
suggestions about our usage of the API.
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- Also add a comment to AppendColorCombiner.
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- Includes a check to confirm no hash collisions.
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- Fixes uniform issue on AMD.
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function.
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various cleanups.
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- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
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