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It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
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Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
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GPU: Implemented the CLEAR_BUFFERS register.
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commands.
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written to.
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* voice section updating
* fixed slight offset miscalculation
* fixed overflow
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Logging - Customizable backends
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gl_rasterizer: Only set cull mode and front face if enabled.
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GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
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GPU: Implemented MUFU suboperation 8, sqrt.
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Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
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GPU: Implemented the depth buffer and depth test + culling
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GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
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GPU: Remove unmapped surfaces from the rasterizer cache and fix our nvmap::Free behavior.
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GPU: Directly copy the pixels when performing a same-layout DMA.
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functionality.
This fixes Stardew Valley.
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GPU: Ignore invalid and disabled textures when drawing.
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unmapped from the GPU's MMU.
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This behavior is confirmed by reverse engineering.
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GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
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GPU: Implement the RGBA32_UINT rendertarget format.
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operation.
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Rewrite the OpenGL rasterizer cache
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Service/Audio: add hwopus service, stub GetWorkBufferSize function
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gl_rasterizer_cache: Improved cache management based on Citra's implementation.
gl_surface_cache: Add some docstrings.
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