- 26 Jun, 2020 11 commits
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ReinUsesLisp authored
Disable this temporarily.
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ReinUsesLisp authored
With extended dynamic states, some bytes don't have to be collected from the pipeline key, hence we can avoid hashing and comparing them on lookups.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This moves dynamic state present in VK_EXT_extended_dynamic_state to a separate structure in FixedPipelineState. This is structure is at the bottom allowing us to hash and memcmp only when the extension is not supported.
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ReinUsesLisp authored
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bunnei authored
TextureCache: Fix case where layer goes off bound.
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bunnei authored
vk_rasterizer: Don't preserve contents on full screen clears
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bunnei authored
memory_manager: Remove useless assertion
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Rodrigo Locatti authored
gl_shader_cache: Avoid use after move for program size
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- 25 Jun, 2020 5 commits
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bunnei authored
Add a "Open Mods Page" button to the GUI
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Rodrigo Locatti authored
gl_device: Fix IsASTCSupported to scan all targets instead of just GL_TEXTURE_2D
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David authored
hid: Stub a series of "SevenSixAxisSensor" service commands
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David Marcec authored
Other targets were never actually checked
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David Marcec authored
num_pages is an std::size_t. It will always be >= 0
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- 24 Jun, 2020 19 commits
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Morph authored
- Used by Captain Toad: Treasure Tracker Update 1.3.0 While we're at it, fix the input parameters for SetIsPalmaAllConnectable and SetPalmaBoostMode
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bunnei authored
gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
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bunnei authored
decode/image: Implement B10G11R11F
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Fernando Sahmkow authored
Add support for HLEing Macros
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ReinUsesLisp authored
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ReinUsesLisp authored
Making the stream buffer resident increases GPU usage significantly on some games. This seems to be addressed invalidating the stream buffer with InvalidateBufferData instead of using a Unmap + Map (with invalidation flags).
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ReinUsesLisp authored
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps.
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ReinUsesLisp authored
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions.
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ReinUsesLisp authored
Expose NV_vertex_buffer_unified_memory when the driver supports it. This commit adds a function the determine if a GL_RENDERER is a Turing GPU. This is required because on Turing GPUs Nvidia's driver crashes when the buffer is marked as resident or on DeleteBuffers. Without a synchronous debug output (single threaded driver), it's likely that the driver will crash in the first blocking call.
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ReinUsesLisp authored
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ReinUsesLisp authored
yuzu no longer supports platforms without persistent maps.
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Rodrigo Locatti authored
gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
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David Marcec authored
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David Marcec authored
We already draw, so we can clear it
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David Marcec authored
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David Marcec authored
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David Marcec authored
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bunnei authored
hid: Implement Get/ResetGyroscopeZeroDriftMode
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ReinUsesLisp authored
All programs had a size of zero due to this bug, skipping invalidations. While we are at it, remove some unused forward declarations.
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- 23 Jun, 2020 5 commits
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bunnei authored
software_keyboard: Eliminate trivial redundant copies
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bunnei authored
Port citra-emu/citra#5324: "Update manifest file to include new elements that are introduced with Windows 10 later versions"
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bunnei authored
texture_cache: Fix incorrect address used in a DeduceSurface() call
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bunnei authored
main/common: Log/append AVX/FMA to the Host CPU string if available and add AVX512 detection
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Rodrigo Locatti authored
Silence miscellaneous warnings
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