- 01 Jun, 2020 1 commit
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Morph authored
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
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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 7 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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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 4 commits
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Tobias authored
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bunnei authored
nifm: correct assert string in CreateTemporaryNetworkProfile
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ReinUsesLisp authored
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
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ReinUsesLisp authored
Trivially implement these instructions. They are used in Astral Chain.
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