- 15 Mar, 2020 3 commits
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Rodrigo Locatti authored
renderer_opengl: Keep frames synchronized when using a GPU debugger.
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Rodrigo Locatti authored
vk_shader_decompiler: fix linux build
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makigumo authored
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- 14 Mar, 2020 7 commits
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bunnei authored
- Fixes renderdoc with OpenGL renderer.
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bunnei authored
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bunnei authored
PageTable: move backing addresses to a children class as the CPU page table does not need them.
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Fernando Sahmkow authored
texture_cache: Report incompatible textures as black
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Fernando Sahmkow authored
texture_cache/surface_params: Force depth=1 on 2D textures
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Fernando Sahmkow authored
video_core: Initial implementation of transform feedbacks
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Fernando Sahmkow authored
This PR aims to reduce the memory usage in the CPU page table by moving GPU specific parameters into a child class. This saves 1Gb of Memory for most games.
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- 13 Mar, 2020 21 commits
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement.
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ReinUsesLisp authored
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Rodrigo Locatti authored
Co-Authored-By: Mat M. <mathew1800@gmail.com>
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback).
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ReinUsesLisp authored
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Fernando Sahmkow authored
gl_shader_cache: Rework shader cache and store texture arrays
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Rodrigo Locatti authored
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bunnei authored
gl_rasterizer: Implement polygon modes and fill rectangles
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ReinUsesLisp authored
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Fernando Sahmkow authored
vk_rasterizer: fix mistype on SetupGraphicsImages
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Fernando Sahmkow authored
vk_rasterizer: Support disabled uniform buffers
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ReinUsesLisp authored
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- 12 Mar, 2020 7 commits
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ReinUsesLisp authored
Some games bind incompatible texture types to certain types. For example Astral Chain binds a 2D texture with 1 layer (non-array) to a cubemap slot (that's how it's used in the shader). After testing this in hardware, the expected "undefined behavior" is to report all pixels as black. We already have a path for reporting black textures in the texture cache. When textures types are incompatible, this commit binds these kind of textures. This is done on the API agnostic texture cache so no extra code has to be inserted on OpenGL or Vulkan. As a side effect, this fixes invalidations of ASTC textures on Astral Chain. This happened because yuzu detected a cube texture and forced 6 faces, generating a texture larger than what the TIC reported.
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ReinUsesLisp authored
Sometimes games will sample a 2D array TIC with a 2D access in the shader. This causes bad interactions with the rest of the texture cache. To emulate what the game wants to do, force a depth=1 on 2D textures (not 2D arrays) and let the texture cache handle the rest.
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bunnei authored
Small corrections and features to microprofile
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bunnei authored
framebuffer_layout.h: drop the use of enum for screen dimensions
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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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.
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- 11 Mar, 2020 2 commits
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bunnei authored
gl_shader_manager: Fix interaction between graphics and compute
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Vitor Kiguchi authored
+clang format
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