| Age | Commit message (Collapse) | Author |
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GPU: Implemented the Z32_S8_X24 depth buffer format.
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GPU: Allow using Z32 as a texture format.
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GPU: Allow the usage of R8 as a render target format.
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gl_rasterizer: Minor cleanup
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GPU: Remove the assert that required the CODE_ADDRESS to be 0.
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Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
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This is just the named constant that OpenGL provides, so we can use that
instead of using a literal -1
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extensions
We can avoid heap allocations here by just using a std::string_view
instead of performing unnecessary copying of the string data.
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We can just assign to the members directly in these cases.
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GPU: Implement texture format R32F.
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maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
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gl_rasterizer_cache: Implement formats BGRA8_UNORM/RGBA32_FLOAT/RG32_FLOAT
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gl_shader_decompiler: Correct return value of WriteTexsInstruction()
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gl_shader_decompiler: Print instruction value in shader comments.
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gl_shader_decompiler: Check if SetRegister result is ZeroIndex.
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This should be returning void, not a std::string
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shader_bytecode: Implement other TEXS masks.
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AddSubroutine()
We don't need to toss away the Subroutine instance after the find() call
and reconstruct another instance with the same data right after it.
Particularly give Subroutine contains a std::set.
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gl_shader_decompiler: Remove unused state tracking and minor cleanup.
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video_core: Use nested namespaces where applicable
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gl_shader_manager: Remove unimplemented function prototype
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This was just a linker error waiting to happen.
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This makes it match its const qualified equivalent.
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Compresses a few namespace specifiers to be more compact.
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gl_state: Get rid of mismatched sign conversions in Apply()
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