- 14 Mar, 2020 6 commits
-
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
- 13 Mar, 2020 7 commits
-
-
Fernando Sahmkow authored
gl_shader_cache: Rework shader cache and store texture arrays
-
Rodrigo Locatti authored
-
bunnei authored
gl_rasterizer: Implement polygon modes and fill rectangles
-
ReinUsesLisp authored
-
Fernando Sahmkow authored
vk_rasterizer: fix mistype on SetupGraphicsImages
-
Fernando Sahmkow authored
vk_rasterizer: Support disabled uniform buffers
-
ReinUsesLisp authored
-
- 12 Mar, 2020 5 commits
-
-
bunnei authored
Small corrections and features to microprofile
-
bunnei authored
framebuffer_layout.h: drop the use of enum for screen dimensions
-
Fernando Sahmkow authored
-
Fernando Sahmkow authored
-
ReinUsesLisp authored
A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games.
-
- 11 Mar, 2020 4 commits
-
-
bunnei authored
gl_shader_manager: Fix interaction between graphics and compute
-
Vitor Kiguchi authored
+clang format
-
ReinUsesLisp authored
After a compute shader was set to the pipeline, no graphics shader was invoked again. To address this use glUseProgram to bind compute shaders (without state tracking) and call glUseProgram(0) when transitioning out of it back to the graphics pipeline.
-
bunnei authored
cubeb_sink: Don't discard other channels when performing downmixing
-
- 09 Mar, 2020 13 commits
-
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
RenderDoc won't build shaders if we use GLSL compatibility.
-
ReinUsesLisp authored
This is required for Vulkan. Sampling integer textures with float handles is illegal.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Registry consistency is something that practically can't happen and it has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
-
Rodrigo Locatti authored
video_core: Remove gl_state and use a state tracker based on dirty flags
-
- 08 Mar, 2020 5 commits
-
-
bunnei authored
textures: Fix anisotropy hack
-
ReinUsesLisp authored
Previous code could generate an anisotropy value way higher than x16.
-
FearlessTobi authored
Previously, when performing downmixing, we would discard all channels except the left and right one. This implementation respects them when mixing down to Stereo. It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf. Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
-
bunnei authored
frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
-
Nguyen Dac Nam authored
This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
-