| Age | Commit message (Collapse) | Author |
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GPU: Implement some wrap modes
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(Clamp, GL_CLAMP).
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
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uploading code.
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opengl.
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
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necessary const buffers for each shader stage.
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We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
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- Tested with Puyo Puyo Tetris and Cave Story+
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Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program.
This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
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It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
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Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
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We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
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