| Age | Commit message (Collapse) | Author |
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The texture cache already takes care of setting a render target to dirty
when invalidated.
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gl_rasterizer: Implement polygon modes and fill rectangles
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vk_rasterizer: fix mistype on SetupGraphicsImages
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vk_rasterizer: Support disabled uniform buffers
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After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
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video_core: Remove gl_state and use a state tracker based on dirty flags
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Previous code could generate an anisotropy value way higher than x16.
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
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This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
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maxwell_to_vk: Remove Storage capability for A1B5G5R5U
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vk_swapchain: Silence TOCTOU race condition
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vk_shader_decompiler: Implement indexed textures
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shader_decode: Fix LD, LDG when track constant buffer
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video_core: Implement more scaled attribute formats
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Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
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Blending doesn't affect clears.
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Add support for render targets and viewports.
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