Age | Commit message (Collapse) | Author |
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Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
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Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
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video_core: Remove gl_state and use a state tracker based on dirty flags
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textures: Fix anisotropy hack
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Previous code could generate an anisotropy value way higher than x16.
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
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maxwell_to_vk: Remove Storage capability for A1B5G5R5U
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vk_swapchain: Silence TOCTOU race condition
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Minor fixes for udp input
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vk_shader_decompiler: Implement indexed textures
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shader_decode: Fix LD, LDG when track constant buffer
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Refactoring to boot A32 games
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video_core: Implement more scaled attribute formats
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When the default file is read in, the settings default value is only used
when the key is missing. As it was, the key existed, but the value was empty string
causing it to accept that as a value to pass into the core
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ARM_Interface: Cache the JITs instead of deleting/recreating.
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Port citra-emu/citra#5097: "Update README.md"
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audio_core: interpolate: Improvements to fix audio crackling.
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Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
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Blending doesn't affect clears.
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Add support for render targets and viewports.
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