Henrik Rydgård
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1938fa44d4
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Split the depth copy shader into depth copy and depth encode, dynamic depth scale in Draw2D
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2023-02-11 18:24:07 +01:00 |
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Henrik Rydgård
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a083a65f77
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Depal: Get depth scale factors dynamically
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2023-02-11 16:12:58 +01:00 |
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Unknown W. Brackets
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a7b7bf7826
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Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
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2022-12-10 21:13:36 -08:00 |
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Henrik Rydgård
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94ae0fabfa
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CLUTs can be loaded from small rectangular textures. Need to linearize.
Fixes #8406, although technically, we should wrap by bufw, not the
texture width.
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2022-09-21 18:33:15 +02:00 |
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Henrik Rydgård
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347f7c4e5a
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Vulkan: Improve tagging of pipelines for debugging purposes
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2022-09-08 00:47:22 +02:00 |
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Henrik Rydgård
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3c5ec25f61
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Initial implementation of 32/16-bit color reinterpret blits.
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2022-08-26 15:51:25 +02:00 |
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Henrik Rydgård
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7cba231e58
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Finish the depal refactoring.
Needed for an upcoming change (since this lets us use the Draw2D
uniform mechanism in depal shaders).
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2022-08-26 15:47:29 +02:00 |
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Henrik Rydgård
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bd674c47b6
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OpenGL: Fix regular depal (shader depal still worked) that broke recently
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2022-08-24 11:01:57 +02:00 |
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Henrik Rydgård
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5084743bbb
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Use Draw2D for depal shaders (except the actual blit, for now)
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2022-08-23 11:21:40 +02:00 |
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Henrik Rydgård
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60e129d88e
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Break out Draw2D in a class
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2022-08-23 11:12:23 +02:00 |
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Henrik Rydgård
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65e4e249ec
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More Draw2D refactoring
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2022-08-23 11:12:23 +02:00 |
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Henrik Rydgård
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e6b60026d1
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Fix graphics in Ratchet & Clank. WIP
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2022-08-21 09:58:58 +02:00 |
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Henrik Rydgård
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5d8fe4c2a8
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Implement copying color to depth on load. However, weird stuff is happening..
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2022-08-20 08:29:33 +02:00 |
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Henrik Rydgård
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59b3df0643
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Draw2D
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2022-08-03 14:12:55 +02:00 |
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