- Apr 13, 2020
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ReinUsesLisp authoredThis also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats. 
 
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- Apr 12, 2020
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ReinUsesLisp authoredAvoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games. 
 
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- Apr 11, 2020
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Rodrigo Locatti authoredBuffer queue: Correct behavior of free buffer. 
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bunnei authoredPort citra-emu/citra#4956: "Fixes to game list sorting" 
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bunnei authoredyuzu: Drop SDL2 and Qt frontend Vulkan requirements 
 
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- Apr 10, 2020
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Fernando Sahmkow authoredThis corrects the behavior of free buffer after witnessing it in an unrelated hardware test. I haven't found any games affected by it but in name of better accuracy we'll correct such behavior. 
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bunnei authoredyuzu/configuration: Fix input profiles and a wrong assert 
 
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- Apr 09, 2020
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Fernando Sahmkow authoredqt/bootmanager: Remove unnecessary glBindFramebuffer 
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Fernando Sahmkow authoredvideo_core/texture: Use a LUT to convert sRGB texture borders 
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Rodrigo Locatti authoredRefactor all the GPU Caches to use VAddr for cache addressing 
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bunnei authoredvideo_core/shader: Add some instruction and S2R encodings 
 
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- Apr 08, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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bunnei authoredconfiguration: Fix placement of SL and SR 
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Kewlan authored
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bunnei authoredPort citra-emu/citra#5127: "common: Port some changes from dolphin" 
 
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- Apr 07, 2020
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ReinUsesLisp authoredPresentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero. There is no need to bind the default framebuffer constantly. According to Nsight this was using ~0.7ms per frame and it broke renderdoc captures. 
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ReinUsesLisp authored
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ReinUsesLisp authoredThis is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit. 
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Zach Hilman authoredLog version and about section version fix 
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SilverBeamx authored
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bunnei authoredRevert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array" 
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SilverBeamx authored
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SilverBeamx authoredAddressed feedback: removed CMake hack in favor of building the necessary strings via the supplied title format 
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ReinUsesLisp authoredCreate Vulkan instances and surfaces from the Vulkan backend. 
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Rodrigo Locatti authoredshader: implement SULD.D bits32/64 
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SilverBeamx authored
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Nguyen Dac Nam authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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Nguyen Dac Nam authoredCo-Authored-By:Rodrigo Locatti <reinuseslisp@airmail.cc> 
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enler authored* fix LayeredFS error when loading some games made with the Unity 
 
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- Apr 06, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
 
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