- Nov 11, 2018
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Rodolfo Bogado authored
Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.
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- Nov 06, 2018
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Markus Wick authored
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- Nov 05, 2018
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Rodolfo Bogado authored
Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.
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- Nov 04, 2018
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Rodolfo Bogado authored
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- Nov 01, 2018
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bunnei authored
- Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey.
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- Oct 28, 2018
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Rodolfo Bogado authored
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- Oct 26, 2018
- Oct 22, 2018
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FernandoS27 authored
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- Oct 17, 2018
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FernandoS27 authored
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- Oct 10, 2018
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FernandoS27 authored
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FernandoS27 authored
Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depth
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- Oct 09, 2018
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FernandoS27 authored
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- Oct 04, 2018
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ReinUsesLisp authored
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- Sep 28, 2018
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Sep 26, 2018
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ReinUsesLisp authored
Add asserts for compute shader dispatching, transform feedback being enabled and alpha testing. These have in common that they'll probably break rendering without logging.
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- Sep 15, 2018
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fearlessTobi authored
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- Sep 10, 2018
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bunnei authored
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- Sep 05, 2018
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Markus Wick authored
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
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- Aug 23, 2018
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bunnei authored
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- Aug 20, 2018
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Subv authored
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- Aug 18, 2018
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Subv authored
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
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- Aug 15, 2018
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Subv authored
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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- Aug 12, 2018
- Aug 08, 2018
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bunnei authored
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
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- Aug 04, 2018
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Lioncash authored
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
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- Jul 22, 2018
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bunnei authored
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- Jul 20, 2018
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Lioncash authored
Compresses a few namespace specifiers to be more compact.
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- Jul 17, 2018
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Subv authored
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- Jul 13, 2018
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bunnei authored
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- Jul 05, 2018
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Subv authored
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
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- Jul 04, 2018
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Subv authored
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen.
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- Jul 03, 2018
- Jul 02, 2018
- Jun 27, 2018
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bunnei authored
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