- 19 Apr, 2020 1 commit
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MerryMage authored
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- 13 Apr, 2020 9 commits
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Mat M authored
gl_rasterizer: Implement line widths and smooth lines
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Mat M authored
texture_cache: Remove preserve_contents
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Mat M authored
texture/astc: More small ASTC optimizations
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Mat M authored
shader/conversion: Implement I2I sign extension, saturation and selection
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Mat M authored
gl_texture_cache: Attach view instead of base texture for layered attchments
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Mat M authored
gl_shader_decompiler: Improve generated code in HMergeH*
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Mat M authored
shader/texture: Remove type mismatches management from shader decoder
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ReinUsesLisp authored
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
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ReinUsesLisp authored
This 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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- 12 Apr, 2020 6 commits
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bunnei authored
service/vi: Partially implement BufferQueue disconnect
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Fernando Sahmkow authored
shader/video: Partially implement VMNMX
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Mat M authored
video_core: Add MSAA registers in 3D engine and TIC
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ReinUsesLisp authored
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
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ReinUsesLisp authored
Implements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance).
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ReinUsesLisp authored
This adds the registers used for multisampling. It doesn't implement anything for now.
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- 11 Apr, 2020 4 commits
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Rodrigo Locatti authored
Buffer queue: Correct behavior of free buffer.
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bunnei authored
Port citra-emu/citra#4956: "Fixes to game list sorting"
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ReinUsesLisp authored
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times.
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bunnei authored
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
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- 10 Apr, 2020 4 commits
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Fernando Sahmkow authored
This 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 authored
yuzu/configuration: Fix input profiles and a wrong assert
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ReinUsesLisp authored
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ReinUsesLisp authored
Since commit e22816a5 we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit.
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- 09 Apr, 2020 11 commits
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Fernando Sahmkow authored
qt/bootmanager: Remove unnecessary glBindFramebuffer
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Fernando Sahmkow authored
video_core/texture: Use a LUT to convert sRGB texture borders
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ReinUsesLisp authored
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Rodrigo Locatti authored
Refactor all the GPU Caches to use VAddr for cache addressing
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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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bunnei authored
video_core/shader: Add some instruction and S2R encodings
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ReinUsesLisp authored
This way we are not ignoring the base layer of the current texture.
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- 08 Apr, 2020 5 commits
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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 authored
configuration: Fix placement of SL and SR
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