Commit Graph

11 Commits

Author SHA1 Message Date
Jannik Vogel 851e478319 psh: Separate input component usage selection for RGB and ALPHA portion 2019-02-18 11:43:20 -07:00
Jannik Vogel f9ba5b9c8c psh: Final combiner G input is a scalar 2019-02-18 11:43:20 -07:00
Jannik Vogel 52f897aa17 psh: Use vec4 for all registers 2019-02-18 11:43:20 -07:00
Jannik Vogel d225ff7a98 psh: Use float for alpha, vec3 for rgb 2019-02-18 11:43:20 -07:00
Jannik Vogel f21c2d7ddb psh: Use output clamping from NV_register_combiners GL extension 2019-02-16 12:43:08 -07:00
Jannik Vogel c1494de8d3 psh: Use input mapping from NV_register_combiners GL extension 2019-02-16 12:42:49 -07:00
Jannik Vogel b42d49498c psh: Cleanup and dead code removal 2018-11-06 11:56:01 -07:00
Jannik Vogel 5db1694f88 psh: Rename c0 and c1 uniforms 2018-11-06 11:56:01 -07:00
Matt Borgerson a0dad83029 nv2a: Replace QINC/DECREF macros with new inlines 2018-09-02 13:49:53 -07:00
Matt Borgerson 2497e2d7c4 nv2a: Add support for window clipping
Fixes several games which utilize clipping, such as Halo:CE which
uses clipping in multiplayer to render multiple player screens.

Research and original PoC work done by Jannik Vogel:
- JayFoxRox/xqemu-espes@c05d91b
- JayFoxRox/xqemu-espes@a254830
2018-07-10 01:11:05 +02:00
Matt Borgerson 584dbda1d6 Fix and refactor NV2A code
This patch does the following:
- Fixes up things for Qemu 2.x compat
- Factors out the high-level NV2A blocks into separate files
- Updates g-lru-cache for latest glib compat (github.com/chergert/glrucache@c10af24)
- Changes texture hashing algorithm from FNV to xxH v0.6.5
2018-06-26 17:07:41 -07:00