| 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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gl_state: Pack sampler bindings into a single ARB_multi_bind
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Improved Fast Swizzle and Legacy Swizzle
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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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shader_bytecode: Make operator== and operator!= of IpaMode const qualified
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