1. 02 Jun, 2020 3 commits
  2. 01 Jun, 2020 4 commits
  3. 31 May, 2020 7 commits
  4. 30 May, 2020 4 commits
  5. 29 May, 2020 3 commits
  6. 28 May, 2020 8 commits
  7. 27 May, 2020 7 commits
  8. 26 May, 2020 4 commits
    • ReinUsesLisp's avatar
      texture_cache: Fix layered null surfaces · b2c4521a
      ReinUsesLisp authored
      Null texture cubes were not considered arrays, causing issues on Vulkan
      and OpenGL when creating views.
      b2c4521a
    • ReinUsesLisp's avatar
      gl_texture_cache: Implement small texture view cache for swizzles · b17fe829
      ReinUsesLisp authored
      This fixes cases where the texture swizzle was applied twice on the same
      draw to a texture bound to two different slots.
      b17fe829
    • ReinUsesLisp's avatar
      texture_cache: Implement depth stencil texture swizzles · 8bba84a4
      ReinUsesLisp authored
      Stop ignoring image swizzles on depth and stencil images.
      
      This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
      texture changes swizzles twice before being used. A proper fix would be
      having a small texture view cache for this like we do on Vulkan.
      8bba84a4
    • ReinUsesLisp's avatar
      gl_rasterizer: Port front face flip check from Vulkan · 606a62d4
      ReinUsesLisp authored
      While Vulkan was assuming we had no negative viewports, OpenGL code
      was assuming we had them. Port the old code from Vulkan to OpenGL,
      checking if the first viewport is negative before flipping faces.
      
      This is not a complete implementation since we only check for the first
      viewport to be negative. That said, unless a game is using Vulkan,
      OpenGL and NVN games should be fine here, and we can always compare with
      our Vulkan backend to see if there's a difference.
      606a62d4