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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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beyond the available ones (12).
Related to #1170
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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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The LOG_* function itself already appends one.
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gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle
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renderer_opengl: Remove unimplemented function declaration
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Fixes #978
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Replace the previous OpenGL loader with a glad-generated 3.3 one
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x64: Proper stack alignment in shader JIT function calls
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Import Dolphin stack handling and register saving routines
Also removes the x86 parts from abi files
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Pica: Add the vertex_offset register to the Pica registers map.
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SGE was incorrectly emulated w.r.t. NaN behavior as the CMPSS SSE
instruction was used with NLT
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GPU: Implemented register 0x22A PICA_REG_DRAW_VERTEX_OFFSET
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This is the equivalent of the "first" parameter in glDrawArrays, it tells the GPU the vertex index at which to start rendering.
Register 0x22A doesn't affect indexed rendering.
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