Age | Commit message (Collapse) | Author |
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- Workaround for texture forwarding until we have a better place.
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GPU: Added vertex attrib format and triangle topology registers
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Port Citra OpenGL rasterizer code
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GPU: Added registers for color and Z buffers.
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Implement Pull #3184 from citra: core/arm: Improve timing accuracy before service calls in JIT (Rebased)
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vi: TransactParcel DequeueBuffer should wait current thread
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This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
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This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
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Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.
This method is usually used to upload uniforms or other shader-visible data.
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This should reduce recompile times when editing the Maxwell3D register structure.
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