- 17 Mar, 2020 2 commits
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FearlessTobi authored
Should fix https://github.com/yuzu-emu/yuzu/issues/3487. error_code::failed is a function which has been introduced in Boost 1.69. This version of boost hasn't landed in most major distros yet.
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bunnei authored
renderer_opengl: Detect Nvidia Nsight as a debugging tool
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- 16 Mar, 2020 6 commits
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ReinUsesLisp authored
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ReinUsesLisp authored
Use getenv to detect Nsight.
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Rodrigo Locatti authored
vk_rasterizer: Fix vertex range assert
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Rodrigo Locatti authored
video_core: Implement RGBA16_SNORM
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Rodrigo Locatti authored
shader_decode: Reimplement BFE instructions
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Rodrigo Locatti authored
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
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- 15 Mar, 2020 4 commits
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Rodrigo Locatti authored
renderer_opengl: Keep frames synchronized when using a GPU debugger.
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Rodrigo Locatti authored
vk_shader_decompiler: fix linux build
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makigumo authored
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ReinUsesLisp authored
End can be equal to start in CalculateVertexArraysSize. This is quite common when the vertex size is zero.
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- 14 Mar, 2020 9 commits
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bunnei authored
- Fixes renderdoc with OpenGL renderer.
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bunnei authored
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bunnei authored
PageTable: move backing addresses to a children class as the CPU page table does not need them.
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Fernando Sahmkow authored
texture_cache: Report incompatible textures as black
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Fernando Sahmkow authored
texture_cache/surface_params: Force depth=1 on 2D textures
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Fernando Sahmkow authored
video_core: Initial implementation of transform feedbacks
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Fernando Sahmkow authored
This PR aims to reduce the memory usage in the CPU page table by moving GPU specific parameters into a child class. This saves 1Gb of Memory for most games.
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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- 13 Mar, 2020 19 commits
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement.
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ReinUsesLisp authored
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Rodrigo Locatti authored
Co-Authored-By: Mat M. <mathew1800@gmail.com>
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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
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback).
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ReinUsesLisp authored
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Fernando Sahmkow authored
gl_shader_cache: Rework shader cache and store texture arrays
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Rodrigo Locatti authored
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bunnei authored
gl_rasterizer: Implement polygon modes and fill rectangles
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makigumo authored
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makigumo authored
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