Erik Abair
|
9d2d8691b5
|
nv2a: Implement NV097_LAUNCH_TRANSFORM_PROGRAM
|
2022-06-24 20:41:04 -07:00 |
|
Erik Abair
|
8043abc738
|
nv2a: Add CPU emulation of nv2a vertex shader
|
2022-06-24 20:34:57 -07:00 |
|
Erik Abair
|
1e31a77e25
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build: Add missing requests dependency for macOS
|
2022-06-24 20:34:57 -07:00 |
|
Erik Abair
|
cc21fbea78
|
nv2a: Stop passing ShaderState by value
|
2022-06-22 15:59:49 -07:00 |
|
Matt Borgerson
|
7bfdc56716
|
ui: Fix axes, add mspf to advanced video graph
|
2022-06-21 03:36:33 -07:00 |
|
Matt Borgerson
|
bb855d43da
|
nv2a: Reset all draw arrays tracking on expand
|
2022-06-20 18:54:21 -07:00 |
|
Erik Abair
|
baa7e914fb
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nv2a: Fix assert in single DrawArray + ArrayElement case
|
2022-06-20 18:33:18 -07:00 |
|
Matt Borgerson
|
4827dab943
|
ui: Fix logo shader texture sampling function name
|
2022-06-19 17:31:56 -07:00 |
|
revix
|
7e8b4dd430
|
UI: Clarify 'MCPX' for boot ROM and 'BIOS' for flash ROM
|
2022-06-19 15:34:32 -07:00 |
|
Matt Borgerson
|
f672185b1c
|
ui: Improve logo animation
|
2022-06-18 05:13:12 -07:00 |
|
Matt Borgerson
|
3a6907b0ea
|
ui: Hide currently non-applicable menu items
|
2022-06-15 18:39:11 -07:00 |
|
Matt Borgerson
|
12134404df
|
nv2a: Refactor inline buffer clear, clear on draw flush
|
2022-06-15 17:30:05 -07:00 |
|
Matt Borgerson
|
84260dfc18
|
nv2a: Add begin/end sanity debug checks
|
2022-06-15 17:30:05 -07:00 |
|
Matt Borgerson
|
d8723e047b
|
nv2a: Store primitive mode in vmstate
|
2022-06-15 17:30:05 -07:00 |
|
Matt Borgerson
|
d6abaca904
|
nv2a: Minor cleanup
|
2022-06-15 17:30:05 -07:00 |
|
Matt Borgerson
|
463c815a9b
|
nv2a: Always clear inline vertex buffers on begin
|
2022-06-15 17:30:05 -07:00 |
|
Erik Abair
|
88409a92bf
|
nv2a: Fix intermixed use of DRAW_ARRAYS and ARRAY_ELEMENTx
Co-authored-by: Matt Borgerson <contact@mborgerson.com>
|
2022-06-15 13:13:51 -07:00 |
|
Erik Abair
|
daa2748a2f
|
nv2a: Gracefully ignore draws with no target bindings
|
2022-06-14 18:35:00 -07:00 |
|
Matt Borgerson
|
191f927517
|
nv2a: Store zclamp config to registers
|
2022-06-14 17:52:55 -07:00 |
|
Erik Abair
|
875c0659d6
|
nv2a: Implement gl_depth_clamp control
|
2022-06-14 17:05:21 -07:00 |
|
Mike Davis
|
c16db47bab
|
nv2a: Add RenderDoc support for Windows builds
|
2022-06-14 14:03:26 -07:00 |
|
Erik Abair
|
30829497d2
|
nv2a: Assert on unimplemented writable const register path
|
2022-06-10 16:28:04 -07:00 |
|
Erik Abair
|
5cb31da44b
|
nv2a: Increase DrawArrays buffer size
Fixes #364
|
2022-06-09 22:28:28 -07:00 |
|
Erik Abair
|
30d3bb53b5
|
nv2a: Fix clip region at renderscales > 1
Fixes #1054
|
2022-06-09 20:41:38 -07:00 |
|
Erik Abair
|
69dcbe9b30
|
ui: Make monitor text selectable
|
2022-06-07 22:06:14 -07:00 |
|
Erik Abair
|
176b574403
|
nv2a: Fix oFog write behavior with non-x destination masks.
|
2022-06-03 14:38:16 -07:00 |
|
Erik Abair
|
8a97cec99f
|
nv2a: Implement z16 float shadow comparison
|
2022-06-03 13:50:36 -07:00 |
|
Erik Abair
|
84fa8dac3e
|
nv2a: Check for CPU-modifications to textures before reusing
|
2022-06-03 13:29:38 -07:00 |
|
Erik Abair
|
7d6da227ba
|
nv2a: Fix combiner single stage color+alpha interdependence
|
2022-05-30 16:04:12 -07:00 |
|
7oxicshadow
|
ebcd5078e4
|
ui: Make keyboard controller scancode map configurable
|
2022-05-28 17:59:32 -07:00 |
|
Erik Abair
|
9f6b9670d6
|
nv2a: Ignore excess inline array data
|
2022-05-28 15:08:22 -07:00 |
|
Erik Abair
|
8334f294df
|
nv2a: Do not set surface dirty if writes were disabled
|
2022-05-28 11:58:27 -07:00 |
|
Matt Borgerson
|
0cdcdde70c
|
nv2a: Emulate floating Z24S8 with fixed Z24S8
|
2022-05-25 23:51:05 -07:00 |
|
Matt Borgerson
|
bb78ad0e2f
|
nv2a: Rename zeta surface map 'int' to 'fixed'
|
2022-05-25 23:51:05 -07:00 |
|
Erik Abair
|
7c5d8b6546
|
nv2a: Implement shadow comparison for PROJECT2D mode
|
2022-05-25 14:38:32 -07:00 |
|
Erik Abair
|
9fe352c56c
|
nv2a: Migrate surface dbg messages to trace framework
|
2022-05-24 16:42:23 -07:00 |
|
Matt Borgerson
|
280a1bb6a1
|
nv2a: Support compressed 2D texture padding
|
2022-05-24 01:46:38 -07:00 |
|
Matt Borgerson
|
14748d9bbb
|
nv2a: Limit base, max mipmap level
|
2022-05-24 01:46:38 -07:00 |
|
Matt Borgerson
|
0efef88181
|
nv2a: Use soft 2D texture decompression
|
2022-05-24 01:46:38 -07:00 |
|
Erik Abair
|
66b57dca9c
|
nv2a: Invalidate zeta when constructing non-matching color surface
|
2022-05-19 18:07:03 -07:00 |
|
Erik Abair
|
397957a36c
|
nv2a: Unbind dirty buffers on invalidate
|
2022-05-19 17:52:02 -07:00 |
|
Erik Abair
|
9a446a6544
|
nv2a: Add pitch to surface debug info
|
2022-05-18 16:52:32 -07:00 |
|
Erik Abair
|
e64ffe8091
|
nv2a: Invalidate GL textures after surface blit
|
2022-05-18 16:51:51 -07:00 |
|
Matt Borgerson
|
9fafe92b25
|
nv2a: Don't add clip offset to swizzled surfaces
|
2022-05-18 16:19:10 -07:00 |
|
Matt Borgerson
|
38a0e46f8c
|
nv2a: Don't bind unsampled textures
|
2022-05-18 03:40:04 -07:00 |
|
Matt Borgerson
|
2c1012ede4
|
nv2a: Add SHADOWCTL to shader dirty test
|
2022-05-17 18:13:35 -07:00 |
|
Matt Borgerson
|
a1f34c339a
|
nv2a: Add SHADOWCTL register to store depth func
|
2022-05-17 18:13:35 -07:00 |
|
Erik Abair
|
c33d96127c
|
nv2a: Implement shadow samplers
|
2022-05-17 17:45:16 -07:00 |
|
Erik Abair
|
b9aef0c57c
|
nv2a: Move palette offset behind texture reuse check
|
2022-05-17 17:32:32 -07:00 |
|
Erik Abair
|
b0f20c9bba
|
nv2a: Fix stale texture in surface input and output case
|
2022-05-17 17:18:15 -07:00 |
|