- 02 Jun, 2020 3 commits
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LC authored
shader/other: Fix hardcoded value in S2R INVOCATION_INFO
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LC authored
maxwell_to_vk: Add R16UI image format
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ReinUsesLisp authored
- Used by Octopath Traveler
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- 01 Jun, 2020 4 commits
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bunnei authored
buffer_cache: Avoid copying twice on certain cases
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bunnei authored
maxwell_3d: Initialize more registers to their expected value
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Rodrigo Locatti authored
format_lookup_table: Implement G24S8 format as S8Z24
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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 4 commits
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bunnei authored
shader/other: Implement MEMBAR.CTS
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ReinUsesLisp authored
Geometry shaders built from Nvidia's compiler check for bits[16:23] to be less than or equal to 0 with VSETP to default to a "safe" value of 0x8000'0000 (safe from hardware's perspective). To avoid hitting this path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO. This seems to be the maximum number of vertices a geometry shader can emit in a primitive.
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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 8 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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ReinUsesLisp authored
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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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ReinUsesLisp authored
Avoid copying to a staging buffer on non-granular memory addresses. Add a callable argument to StreamBufferUpload to be able to copy to the staging buffer directly from ReadBlockUnsafe.
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- 27 May, 2020 7 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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ReinUsesLisp authored
Initialize line widths to avoid setting a line width of zero.
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ReinUsesLisp authored
NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode.
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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 4 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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