| Age | Commit message (Collapse) | Author |
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The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
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gl_rasterizer_cache: Remove asserts for supported blits.
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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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