| Age | Commit message (Collapse) | Author |
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Rasterizer: Manually implemented instanced rendering.
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gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
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We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
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- Used by Breath of the Wild.
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maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
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gl_rasterizer: Fix upload size for constant buffers.
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gl_shader_decompiler: Several fixes for indirect constant buffer loads.
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gl_rasterizer_cache: Implement G8R8S format.
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Require by Zelda Breath Of The Wild
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- Used by Super Mario Odyssey.
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Fix BC7U
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- Used by Breath of the Wild.
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Implement RG32UI and R32UI
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Needed for xenoblade
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
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Please see https://github.com/citra-emu/citra/pull/3666 for more details.
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core: Namespace EmuWindow
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gl_rasterizer: Silence implicit truncation warning in SetupShaders()
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GPU/Maxwell3D: Implemented an alternative set of blend factors.
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RasterizerGL: Ignore invalid/unset vertex attributes.
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These are used by nouveau and some games like SMO.
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- Used by Go Vacation
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This should make the es2gears example not crash anymore.
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Previously this would warn of truncating a std::size_t to a u32. This is
safe because we'll obviously never have more than UINT32_MAX amount of
uniform buffers.
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Gets the class out of the global namespace.
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