| Age | Commit message (Collapse) | Author |
|
OpenGL: Flip framebuffers during transfer rather than when rendering
|
|
GPU/PrimitiveAssembler: Fixed drawing triangle fans.
|
|
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.
|
|
|
|
|
|
It was skipping the second vertex assignment and using uninitialized garbage when assembling the corresponding triangle.
|
|
|
|
|
|
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.
|
|
kemenaran/avoid-explicit-uniform-location.
|
|
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).
|
|
|
|
beyond the available ones (12).
Related to #1170
|
|
|
|
- Also add a comment to AppendColorCombiner.
|
|
|
|
|
|
- Includes a check to confirm no hash collisions.
|
|
- Fixes uniform issue on AMD.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function.
|
|
various cleanups.
|
|
|
|
|
|
|
|
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
|
|
|
|
The LOG_* function itself already appends one.
|
|
|
|
|
|
|
|
|
|
|
|
gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle
|
|
renderer_opengl: Remove unimplemented function declaration
|
|
|
|
|
|
|
|
|
|
|
|
Fixes #978
|
|
|
|
|
|
Replace the previous OpenGL loader with a glad-generated 3.3 one
|
|
x64: Proper stack alignment in shader JIT function calls
|