- 01 Jun, 2020 1 commit
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bunnei authored
fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
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- 31 May, 2020 7 commits
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bunnei authored
vk_rasterizer: Implement constant attributes
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bunnei authored
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bunnei authored
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bunnei authored
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
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bunnei authored
texture_cache: Optimize GetSurfacesInRegion
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Rodrigo Locatti authored
gl_device: Enable compute shaders for Intel proprietary drivers
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Morph authored
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
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- 30 May, 2020 3 commits
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bunnei authored
shader/other: Implement MEMBAR.CTS
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Fernando Sahmkow authored
Add xbyak external
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David Marcec authored
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- 29 May, 2020 3 commits
- 28 May, 2020 6 commits
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ReinUsesLisp authored
These logs were killing performance on some games when they were spammed. Reduce them to Debug severity.
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lat9nq authored
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lat9nq authored
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bunnei authored
gl_shader_manager: Unbind GLSL program when binding a host pipeline
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lat9nq authored
Changes many patch_manager functions to use a case-less variant of GetSubdirectory. Fixes patches not showing up on *nix systems when patch directories are named with odd cases, i.e. `exeFS'.
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bunnei authored
main: Log host system memory parameters
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- 27 May, 2020 5 commits
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ReinUsesLisp authored
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bunnei authored
maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
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ReinUsesLisp authored
This avoids most heap allocations when collecting surfaces into a vector.
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Morph authored
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ReinUsesLisp authored
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
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- 26 May, 2020 9 commits
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ReinUsesLisp authored
Null texture cubes were not considered arrays, causing issues on Vulkan and OpenGL when creating views.
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ReinUsesLisp authored
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
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ReinUsesLisp authored
Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
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ReinUsesLisp authored
While Vulkan was assuming we had no negative viewports, OpenGL code was assuming we had them. Port the old code from Vulkan to OpenGL, checking if the first viewport is negative before flipping faces. This is not a complete implementation since we only check for the first viewport to be negative. That said, unless a game is using Vulkan, OpenGL and NVN games should be fine here, and we can always compare with our Vulkan backend to see if there's a difference.
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ReinUsesLisp authored
The check to flip faces when viewports are negative were a left over from the old OpenGL code. This is not required on Vulkan where we have negative viewports.
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bunnei authored
shader/other: Implement BAR.SYNC 0x0
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bunnei authored
shader/memory: Implement non-addition operations in RED
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ReinUsesLisp authored
Fixes regression in Link's Awakening caused by 420cc132
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bunnei authored
shader_decompiler: Visit source nodes even when they assign to RZ
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- 24 May, 2020 4 commits
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bunnei authored
Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
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bunnei authored
renderer_opengl: Add assembly program code paths
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bunnei authored
shader/other: Implement thread comparisons (NV_shader_thread_group)
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bunnei authored
buffer_cache: Replace boost::icl::interval_map with boost::intrusive::set
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- 22 May, 2020 2 commits