The line check was inverted, so the line state was set on every pipeline except lines. Detect lines from the output of the last stage before rasterization, and only use line modes the device supports. Line smoothing is ignored on multisampled targets, as in OpenGL. Only enable alpha to one when the device supports it. Only enable alpha to coverage and alpha to one when the fragment shader writes color 0, and never together with smooth lines, which Vulkan does not allow. Also use a line strip output in the generated layer passthrough geometry shader for line lists. It used a triangle strip and read a vertex that does not exist. |
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| .github/workflows | ||
| bin/x64 | ||
| config | ||
| external | ||
| lang/english | ||
| property_sheets | ||
| src | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| README.md | ||
| appveyor.yml | ||
| license.txt | ||
| nxemu.sln | ||
README.md
NxEmu
NxEmu is a free, open-source Nintendo Switch emulator for Windows, written in C++.
Installation
The latest stable releases are available here.
Building
git clone --recursive https://github.com/N3xoX1/nxemu.git
Open nxemu.sln in Visual Studio and build the x64 configuration.
Contributing
Contributions are welcome via pull requests.
Links
License
NxEmu is licensed under the GNU General Public License v3.0.