- 08 Jun, 2020 4 commits
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ReinUsesLisp authored
Handle blits to images as 2D, even when they have block depth. - Fixes rendering issues on Luigi's Mansion 3
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
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- 07 Jun, 2020 1 commit
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Rodrigo Locatti authored
vk_rasterizer: Implement storage texels and atomic image operations
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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 9 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
Implement atomic operations on images. On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
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ReinUsesLisp authored
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
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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 4 commits