- Apr 13, 2020
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Mat M authoredgl_rasterizer: Implement line widths and smooth lines 
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Mat M authoredtexture_cache: Remove preserve_contents 
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Mat M authoredtexture/astc: More small ASTC optimizations 
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Mat M authoredshader/conversion: Implement I2I sign extension, saturation and selection 
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Mat M authoredgl_texture_cache: Attach view instead of base texture for layered attchments 
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Mat M authoredgl_shader_decompiler: Improve generated code in HMergeH* 
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Mat M authoredshader/texture: Remove type mismatches management from shader decoder 
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ReinUsesLisp authoredImplements "legacy" features from OpenGL present on hardware such as smooth lines and line width. 
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ReinUsesLisp authoredThis also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats. 
 
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- Apr 12, 2020
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bunnei authoredservice/vi: Partially implement BufferQueue disconnect 
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Fernando Sahmkow authoredshader/video: Partially implement VMNMX 
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Mat M authoredvideo_core: Add MSAA registers in 3D engine and TIC 
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ReinUsesLisp authoredAvoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games. 
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ReinUsesLisp authoredImplements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance). 
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ReinUsesLisp authoredThis adds the registers used for multisampling. It doesn't implement anything for now. 
 
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- Apr 11, 2020
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Rodrigo Locatti authoredBuffer queue: Correct behavior of free buffer. 
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bunnei authoredPort citra-emu/citra#4956: "Fixes to game list sorting" 
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ReinUsesLisp authoredpreserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times. 
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bunnei authoredyuzu: Drop SDL2 and Qt frontend Vulkan requirements 
 
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- Apr 10, 2020
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Fernando Sahmkow authoredThis corrects the behavior of free buffer after witnessing it in an unrelated hardware test. I haven't found any games affected by it but in name of better accuracy we'll correct such behavior. 
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bunnei authoredyuzu/configuration: Fix input profiles and a wrong assert 
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ReinUsesLisp authored
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ReinUsesLisp authoredSince commit e22816a5 we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit. 
 
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- Apr 09, 2020
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Fernando Sahmkow authoredqt/bootmanager: Remove unnecessary glBindFramebuffer 
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Fernando Sahmkow authoredvideo_core/texture: Use a LUT to convert sRGB texture borders 
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ReinUsesLisp authored
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Rodrigo Locatti authoredRefactor all the GPU Caches to use VAddr for cache addressing 
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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bunnei authoredvideo_core/shader: Add some instruction and S2R encodings 
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ReinUsesLisp authoredThis way we are not ignoring the base layer of the current texture. 
 
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- Apr 08, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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bunnei authoredconfiguration: Fix placement of SL and SR 
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Kewlan authored
 
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