Age | Commit message (Collapse) | Author |
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Thanks to @mailwl for the initial version of the stubs.
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Fragment lighting support in the HW renderer
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their boundaries.
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- Also implement D0 LUT enable.
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- No functional difference.
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to last light.
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vector.
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- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
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- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
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hwrasterizer: Use proper cached framebuffer addr/size
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backend: defaulted move constructor/assignment
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services: minor changes
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OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging level
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The nVidia driver is *extremely* spammy on this category, sending a
message on every buffer or texture upload, slowing down the emulator and
making the log useless.
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Memory: Implemented MMIO
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color: Make trivial helpers constexpr
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Shader JIT: Fix off-by-one error when compiling JMPs
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Shader: Implement "invert condition" feature of IFU instruction
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