- 21 Feb, 2020 3 commits
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Nguyen Dac Nam authored
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bunnei authored
video_core: memory_manager: Flush/invalidate asynchronously when possible.
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- 20 Feb, 2020 4 commits
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bunnei authored
Update httplib to 0.5.5
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bunnei authored
shader/texture: Allow 2D shadow arrays and simplify code
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bunnei authored
- Minor perf improvement.
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Brian Clinkenbeard authored
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- 19 Feb, 2020 10 commits
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bunnei authored
maxwell_3d: Unify draw methods
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bunnei authored
gl_rasterizer: Use the least generic OpenGL draw function possible
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bunnei authored
shader_conversion: add conversion I2F for Short
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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bunnei authored
vk_shader_decompiler: Fix vertex id and instance id
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Brian Clinkenbeard authored
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Brian Clinkenbeard authored
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- 18 Feb, 2020 5 commits
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Fernando Sahmkow authored
query_cache: Implement a query cache and query 21 (samples passed)
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Brian Clinkenbeard authored
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Brian Clinkenbeard authored
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Brian Clinkenbeard authored
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bunnei authored
GUI: Add aspect ratio dropdown
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- 17 Feb, 2020 3 commits
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bunnei authored
Fix CMake build errors for certain SDL2 installations
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Brian Clinkenbeard authored
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bunnei authored
nvhost_gpu: implement ChannelSetTimeslice
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- 16 Feb, 2020 5 commits
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bunnei authored
IUserLocalCommunicationService: stub function Initialize2
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
402: function name should be Initialize2 (7.0.0+) not SetOperationMode Follow by: https://switchbrew.org/wiki/LDN_services#IUserLocalCommunicationService
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namkazy authored
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bunnei authored
Revert "video_core: memory_manager: Use GPU interface for cache functions."
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- 15 Feb, 2020 2 commits
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bunnei authored
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ReinUsesLisp authored
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason to forbid these. Enable textureLod usage on these. Minor style changes.
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- 14 Feb, 2020 8 commits
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ReinUsesLisp authored
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Abstract the current OpenGL implementation into the VideoCommon namespace and reimplement it on top of that. Doing this avoids repeating code and logic in the Vulkan implementation.
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ReinUsesLisp authored
Use a custom cache instead of relying on a ranged cache.
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ReinUsesLisp authored
Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush.
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