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yuzu is the world's most popular, open-source, Nintendo Switch emulator — started by the creators of Citra. It is written in C++ with portability in mind,
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src
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video_core
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renderer_opengl
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gl_rasterizer.h
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Author
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2016-03-03
Add immediate mode vertex submission
Dwayne Slater
1
-0
/
+1
2016-02-05
pica: Cleanup lighting register definitions and documentation.
bunnei
1
-15
/
+15
2016-02-05
gl_rasterizer: Use alignas(16) instead of explicit padding.
bunnei
1
-13
/
+6
2016-02-05
renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
bunnei
1
-9
/
+10
2016-02-05
gl_rasterizer: Fix issue with interpolation of opposite quaternions.
bunnei
1
-1
/
+7
2016-02-05
pica_types: Replace float24/20/16 with a template class.
bunnei
1
-2
/
+2
2016-02-05
gl_rasterizer: Remove unnecessary casts.
bunnei
1
-6
/
+6
2016-02-05
gl_rasterizer: Fix PicaShaderConfig on GCC.
bunnei
1
-29
/
+27
2016-02-05
gl_rasterizer: Initial implementation of bump mapping.
bunnei
1
-0
/
+6
2016-02-05
gl_shader_gen: Implement lighting red, green, and blue reflection.
bunnei
1
-1
/
+17
2016-02-05
gl_shader_gen: Implement fragment lighting fresnel effect.
bunnei
1
-0
/
+7
2016-02-05
gl_shader_gen: Implement fragment lighting specular 1 component.
bunnei
1
-0
/
+8
2016-02-05
gl_shader_gen: Add support for D0 LUT scaling.
bunnei
1
-1
/
+3
2016-02-05
gl_shader_gen: Refactor lighting config to match Pica register naming.
bunnei
1
-28
/
+32
2016-02-05
pica: Cleanup and add some comments to lighting registers.
bunnei
1
-1
/
+1
2016-02-05
gl_rasterizer: Minor naming refactor on Pica register naming.
bunnei
1
-5
/
+5
2016-02-05
renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
bunnei
1
-4
/
+6
2016-02-05
renderer_opengl: Initial implementation of basic specular lighting.
bunnei
1
-0
/
+20
2016-02-05
renderer_opengl: Implement HW fragment lighting distance attenuation.
bunnei
1
-14
/
+22
2016-02-05
renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.
bunnei
1
-2
/
+7
2016-02-05
renderer_opengl: Implement diffuse component of HW fragment lighting.
bunnei
1
-3
/
+58
2016-02-03
hwrasterizer: Use proper cached fb addr/size
tfarley
1
-2
/
+2
2016-01-21
hwrasterizer: Use depth offset
tfarley
1
-1
/
+5
2015-12-08
VideoCore: Unify interface to OpenGL and SW rasterizers
Yuri Kunde Schlesner
1
-17
/
+2
2015-12-07
VideoCore: Rename HWRasterizer methods to be less confusing
Yuri Kunde Schlesner
1
-3
/
+3
2015-11-25
Use regular uniform location
Pierre de La Morinerie
1
-7
/
+0
2015-11-19
FragShader: Use an UBO instead of several individual uniforms
Subv
1
-6
/
+21
2015-10-22
gl_shader_gen: Various cleanups to shader generation.
bunnei
1
-1
/
+1
2015-10-22
gl_rasterizer: Use MMH3 hash for shader cache hey.
bunnei
1
-76
/
+57
2015-10-22
gl_shader_gen: Require explicit uniform locations.
bunnei
1
-26
/
+14
2015-10-22
gl_rasterizer: Add documentation to ShaderCacheKey.
bunnei
1
-0
/
+16
2015-10-22
renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.
bunnei
1
-23
/
+18
2015-10-22
gl_rasterizer: Move logic for creating ShaderCacheKey to a static function.
bunnei
1
-1
/
+44
2015-10-22
Initial implementation of fragment shader generation with caching.
Subv
1
-31
/
+79
2015-09-11
video_core: Reorganize headers
Lioncash
1
-3
/
+2
2015-09-03
OpenGL: Use Sampler Objects to decouple sampler config from textures
Yuri Kunde Schlesner
1
-0
/
+19
2015-08-15
Shader: Move shader code to its own subdirectory, "shader".
bunnei
1
-1
/
+1
2015-08-15
GPU: Refactor "VertexShader" namespace to "Shader".
bunnei
1
-5
/
+5
2015-06-28
Core: Cleanup hw includes.
Emmanuel Gil Peyrot
1
-0
/
+1
2015-06-28
Common: Cleanup key_map includes.
Emmanuel Gil Peyrot
1
-0
/
+4
2015-05-31
Pica: Implement LogicOp function.
bunnei
1
-0
/
+3
2015-05-23
OpenGL renderer
tfarley
1
-0
/
+207