- 13 Apr, 2020 5 commits
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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
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 3 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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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 5 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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Rodrigo Locatti authored
Refactor all the GPU Caches to use VAddr for cache addressing
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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 7 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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Kewlan authored
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bunnei authored
Port citra-emu/citra#5127: "common: Port some changes from dolphin"
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- 07 Apr, 2020 10 commits
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ReinUsesLisp authored
Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero. There is no need to bind the default framebuffer constantly. According to Nsight this was using ~0.7ms per frame and it broke renderdoc captures.
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ReinUsesLisp authored
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ReinUsesLisp authored
This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
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Zach Hilman authored
Log version and about section version fix
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SilverBeamx authored
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bunnei authored
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
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SilverBeamx authored
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SilverBeamx authored
Addressed feedback: removed CMake hack in favor of building the necessary strings via the supplied title format
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ReinUsesLisp authored
Create Vulkan instances and surfaces from the Vulkan backend.
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Rodrigo Locatti authored
shader: implement SULD.D bits32/64
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