| Age | Commit message (Collapse) | Author |
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PageTable: move backing addresses to a children class as the CPU page table does not need them.
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The texture cache already takes care of setting a render target to dirty
when invalidated.
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texture_cache: Report incompatible textures as black
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texture_cache/surface_params: Force depth=1 on 2D textures
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does not need them.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
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gl_rasterizer: Implement polygon modes and fill rectangles
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
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vk_rasterizer: fix mistype on SetupGraphicsImages
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vk_rasterizer: Support disabled uniform buffers
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