elan: Get rid of geometry shader and do geometry clipping manually.
pvr: Aggressively merge transparent polys in per-triangl and OIT mode, duplicating the last vertex to merge opposite cull mode strips.
gl4: reset OIT pointers in final shader. No need for clear pass.
gl4: alternate between 2 buffers for verts.index/tr poly params.
gl4: use gl_VertexID + poly number for poly index.
gl: new GlBuffer class.
emulate elan v10 (fixes modvol in vf4, initd, beachspiker, wldrider)
wrong color order for model and vtx color
model param override xor support
improved light direction precision. Angle attenuation algo change
get rid of alpha light and modifier volume hacks
texture dma xfer from main and elan ram
gl4: use geometry only vtx and geom shaders for depth pass
2-volume support
n2: do not process elan commands during ggpo rollbacks.
n2: Cache model colors to avoid unpacking for each vtx
pvr: merge equivalent polys with different culling by duping a vtx
pvr: fix crash during direct FB render
pvr: use correct color ordering for naomi2. Use identify matrix for null matrix pointers
ggpo: do not signal end of frame on a render to texture
pvr: link multipass TA contexts. Each pass has its own.
pvr: get rid of context pool
naomi2: constant color shading. Use model diffuse and specular
selection. Don't use vtx color for offset color.
naomi2: pseudo-parallel lights fix
naomi2: pass-through TA data needs forced list type. Terminate with
end-of-list
enable RTT copy to vram for Beach Spikers
Writes current TA_OL_BASE to all tiles OPB block. Read from region array
at render time to identify context.
Fixes vf4 water reflections RTT
get rid of dump_frame/read_frame
dx11: shadow scale factor inverted in per-pixel
vulkan: clear deleted overlay images when terminating
Use color struct for FOG_COL_VERT, FOG_COL_RAM, FOG_CLAMP_MIN,
FOG_CLAMP_MAX and VO_BORDER_COL. Avoid code duplication in renderers.
oit: skip to new frame even if previous frame was never presented
libretro: quad pipeline used for overlay must use subpass 2 in per-pixel
overlay: delay destruction of VMUs images
libretro: WaitIdle on queue instead of wait_sync_index
libretro: Null first frame erroneously set as valid causing a crash with dx11 (single-threaded rendering)
libretro: pass dx11 compiler pointer to shaders
dx11: use feature level to check if per-pixel is supported
dx11: use 32-bit float depth texture to avoid loss of precision (SA2 into logo)
dx11: cache shader blobs to disk if not provided by OS
dx11: swap interval depends on screen refresh rate (1 for 60 Hz, 2 for 120 Hz, ...)
dx9: use clipping planes to avoid interpolation errors in rasterizer (daytona, mermaid lake)
directsound: use comptr
gui: fix navigation issue with OptionArrowButtons due to missing id
dx11: use faster clipping algorithm for modifier volumes
dx11: modifier volumes need cull mode. Fixes Daytona shadows.
win: the fault handler was treating some software exceptions as fatal (msvc)
uwp: remove async hacks and disable MS task wait exception. Fixes error reporting when loading a game.
dx11: clip modvol triangles before sending them to the gpu
dx9,11: wrong source pointer for rtt to vram
dx11: handle source RowPitch when copy rtt to vram
dx11: crash at reinit
dx11: wrong scissor with direct fb rendering
dx11: blend ops are different for the alpha channel
Fix mingw CI build
dx11: Set clip planes at X -1/1 and Y -1/1 to avoid rasterizer errors.
Fixes Daytona Mermaid lake depth issues
dx11: fix texture wrap around at UV 1 with nearest filtering
dx9: inside clipping
all renderers: force full palette update at init
Use UWP version of FindFirstFileEx
Implement basic access() and stat()
Add home dir to list of drives
Allow external storage folders to be added and scanned for games
dx11: support for vmu and lightgun crosshair overlays
dx11: implement inside clipping (fixes 18 wheeler rear view mirror)
dx11: tentative 4K support on xbox
iOS,uwp: save log file in home (iOS)/data(uwp) directory
uwp: don't sign app on pull requests
dx11: Back face stencil ops need to be set
dx11: Rotate CCW instead of CW
dx11: Present with NO_WAIT when fast forwarding
sdl: support for on-screen keyboard. Delay keys up by one frame to allow quick key presses.
ui: better fix to wait for future on UWP
When rendering happens after the render timeout (initial sega copyright
screen and more), the frame is never swapped and never displayed. Causes
a crash in vk since the acquired swapchain image is never
presented/released.
Refactor imgui backend code into imgui drivers for gl, vk, dx9
Generic GraphicsContext interface for gl/vk/dx9 contexts
Simplify graphics api switching code
dx9, gl(sdl): set swap interval based on monitor refresh rate.