| Age | Commit message (Collapse) | Author |
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their boundaries.
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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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- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
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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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Shader JIT: Fix off-by-one error when compiling JMPs
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Shader: Implement "invert condition" feature of IFU instruction
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This list was imported from the 3dbrew wiki page and is pretty much
complete.
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If the bit 0 of the JMPU instruction is set, then the jump condition
will be inverted. That is, a jump will happen when the boolean is false
instead of when it is true.
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There was a mistake in the JMP code which meant that one instruction at
the destination would be skipped when the jump was taken. This commit
also changes the meaning of the culprit parameter to make it less
confusing and avoid similar mistakes in the future.
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hwrasterizer: Use depth offset
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Add optional GL_KHR_debug support
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This fixes various bugs that appear in the HW rasterizer after switching
between it and the SW one during emulation.
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OpenGL: Flip framebuffers during transfer rather than when rendering
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GPU/PrimitiveAssembler: Fixed drawing triangle fans.
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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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