- 16 Apr, 2020 1 commit
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Lioncash authored
Previously these were all using the red component to derive the indices, which is definitely not intentional.
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- 15 Apr, 2020 16 commits
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Fernando Sahmkow authored
shader/memory: Implement RED.E.ADD and minor changes to ATOM
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Mat M authored
CMakeLists: Make -Wreorder a compile-time error
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Lioncash authored
This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them.
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Mat M authored
gl_rasterizer: Implement constant vertex attributes
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Mat M authored
maxwell_to_vk: Add uint16 vertex formats
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Mat M authored
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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Mat M authored
gl_texture_cache: Fix layered texture attachment base level
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Mat M authored
shader/arithmetic: Add FCMP_CR variant
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Mat M authored
Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
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Mat M authored
vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfo
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ReinUsesLisp authored
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ReinUsesLisp authored
Avoid invalid fallbacks.
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ReinUsesLisp authored
When the dynamic state is specified, pViewports and pScissors are ignored, quoting the specification: pViewports is a pointer to an array of VkViewport structures, defining the viewport transforms. If the viewport state is dynamic, this member is ignored. That said, AMD's proprietary driver itself seem to read it regardless of what the specification says.
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Rodrigo Locatti authored
vk_rasterizer: Default to 1 viewports with a size of 0
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Fernando Sahmkow authored
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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ReinUsesLisp authored
This reverts commit 05cf2708. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back.
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- 14 Apr, 2020 8 commits
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ReinUsesLisp authored
Adds another variant of FCMP.
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Zach Hilman authored
service: friend: Stub IFriendService::GetBlockedUserListIds.
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Zach Hilman authored
file_sys: patch_manager: Return early when there are no layers to apply.
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ReinUsesLisp authored
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
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bunnei authored
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bunnei authored
- This is safe to stub, as there should be no adverse consequences from reporting no blocked users.
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ReinUsesLisp authored
Silence validation layer errors.
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ReinUsesLisp authored
From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile.
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- 13 Apr, 2020 11 commits
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ReinUsesLisp authored
The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds.
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Rodrigo Locatti authored
renderer_vulkan: Drop Vulkan-Hpp
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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 4 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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