- Nov 27, 2021
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Fernando Sahmkow authored
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- Nov 22, 2021
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Fernando Sahmkow authored
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- Nov 21, 2021
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Fernando Sahmkow authored
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- Nov 19, 2021
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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- Nov 16, 2021
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Fernando Sahmkow authored
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FernandoS27 authored
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- Jul 18, 2021
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ReinUsesLisp authored
On the texture cache we handle multisampled images by keeping their real size in samples (e.g. 1920x1080 with 4 samples is 3840x2160). This works nicely with size matches and other comparisons, but the calculation for guest sizes was not having this in mind, and the size was being multiplied (again) by the number of samples per dimension. For example a 3840x2160 texture cache image had its width and height multiplied by 2, resulting in a much larger texture. Fix this issue. - Fixes performance regression on cooking related titles when an unrelated bug was fixed.
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- Jul 04, 2021
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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- Jun 28, 2021
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Morph authored
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- Jun 16, 2021
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Fernando Sahmkow authored
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ameerj authored
Users may want to fall back to the CPU ASTC texture decoder due to hangs and crashes that may be caused by keeping the GPU under compute heavy loads for extended periods of time. This is especially the case in games such as Astral Chain which make extensive use of ASTC textures.
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- Jun 15, 2021
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ReinUsesLisp authored
Avoids API usage errors on UE4 titles leading to crashes.
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- Jun 10, 2021
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Markus Wick authored
* Wrong alignment in u64 LOG_DEBUG -> memcpy. * Huge shift exponent in stride calculation for linear buffer, unused result -> skipped. * Large shift in buffer cache if word = 0, skip checking for set bits. Non of those were critical, so this should not change any behavior. At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
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- Apr 19, 2021
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Lioncash authored
This line can only ever be reached if src is null, so dereferencing it here is a logic bug that slipped through. Instead, we dereference dst instead which is guaranteed to be valid.
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- Apr 12, 2021
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Lioncash authored
Amends implicit sign conversions occurring with usages of std::reduce and also relocates it to its own utility function to reduce verbosity a little bit.
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- Mar 25, 2021
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ameerj authored
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- Mar 04, 2021
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ameerj authored
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats. This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
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- Feb 09, 2021
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Lioncash authored
Silences a few warnings on clang 12.
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- Jan 24, 2021
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ReinUsesLisp authored
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- Jan 17, 2021
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Lioncash authored
Resolves a -Wsign-compare warning on Clang.
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- Jan 15, 2021
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ReinUsesLisp authored
AlignUpLog2 describes what the function does better than AlignBits.
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- Jan 04, 2021
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ReinUsesLisp authored
Intel and AMD proprietary drivers are incapable of rendering to texture views of different formats than the original texture. Avoid creating these at a cache level. This will consume more memory, emulating them with copies.
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- Dec 30, 2020
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ReinUsesLisp authored
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
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