Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
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25 changed files with 1360 additions and 441 deletions
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@ -22,7 +22,14 @@ namespace Ryujinx.HLE.Gpu.Engines
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StencilBackFuncRef = 0x3d5,
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StencilBackMask = 0x3d6,
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StencilBackFuncMask = 0x3d7,
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ZetaAddress = 0x3f8,
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ZetaFormat = 0x3fa,
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ZetaBlockDimensions = 0x3fb,
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ZetaLayerStride = 0x3fc,
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VertexAttribNFormat = 0x458,
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ZetaHoriz = 0x48a,
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ZetaVert = 0x48b,
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ZetaArrayMode = 0x48c,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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DepthTestFunction = 0x4c3,
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@ -44,6 +51,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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StencilFrontFuncMask = 0x4e6,
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StencilFrontMask = 0x4e7,
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VertexArrayElemBase = 0x50d,
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ZetaEnable = 0x54e,
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TexHeaderPoolOffset = 0x55d,
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TexSamplerPoolOffset = 0x557,
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StencilTwoSideEnable = 0x565,
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