- 07 Jun, 2020 4 commits
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ReinUsesLisp authored
The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data.
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ReinUsesLisp authored
Trivial port the generic shader cache to Vulkan.
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ReinUsesLisp authored
Trivially port the generic shader cache to OpenGL.
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ReinUsesLisp authored
Implement a generic shader cache for fast lookups and invalidations. Invalidations are cheap but expensive when a shader is invalidated. Use two mutexes instead of one to avoid locking invalidations for lookups and vice versa. When a shader has to be removed, lookups are locked as expected.
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- 06 Jun, 2020 2 commits
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bunnei authored
gl_device: Black list NVIDIA 443.24 for fast buffer uploads
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ReinUsesLisp authored
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL. This driver throws the following error when calling BufferSubData or BufferData on buffers that are candidates for fast constant buffer uploads. This is the equivalens to push constants on Vulkan, except that they can access the full buffer. The error: Unknown internal debug message. The NVIDIA OpenGL driver has encountered an out of memory error. This application might behave inconsistently and fail. If this error persists on future drivers, we might have to look deeper into this issue. For now, we can black list it and log it as a temporary solution.
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- 05 Jun, 2020 1 commit
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bunnei authored
vk_rasterizer: Skip transform feedbacks when extension is unavailable
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- 04 Jun, 2020 6 commits
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bunnei authored
gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
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bunnei authored
Downgrade "handle not signaled" error to trace
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bunnei authored
video_core: Implement Macro JIT
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David Marcec authored
clogs logs quite a bit
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David Marcec authored
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bunnei authored
Port citra-emu/citra#5376: "Actually save the input when clearing/resetting to default"
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- 03 Jun, 2020 3 commits
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bunnei authored
texture_cache: Handle overlaps with multiple subresources
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David Marcec authored
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FearlessTobi authored
Co-Authored-By: xperia64 <xperiancedapps@gmail.com>
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- 02 Jun, 2020 7 commits
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bunnei authored
gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
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bunnei authored
hid: Stub GetXpadIDs
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bunnei authored
glsl: Squash constant buffers into a single SSBO when we hit the limit
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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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David Marcec authored
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ReinUsesLisp authored
- Used by Octopath Traveler
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- 01 Jun, 2020 10 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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Morph authored
gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders
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Morph authored
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
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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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VolcaEM authored
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VolcaEM authored
Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame
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ReinUsesLisp authored
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported.
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ReinUsesLisp authored
Avoids compilation errors at the cost of shader build times and runtime performance when a game hits the limit of uniform buffers we can use.
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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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