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2019-06-20texture_cache: Initialize all siblings to invalid pixel format.Fernando Sahmkow
2019-06-20gl_texture_cache: Use Stream Buffers instead of Persistant for Buffer Copies.Fernando Sahmkow
2019-06-20gl_texture_cache: Correct Image BlitFernando Sahmkow
2019-06-20decoders: correct block calculationFernando Sahmkow
2019-06-20texture_cache: Use siblings textures on Rebuild and fix possible error on ↵Fernando Sahmkow
blitting
2019-06-20texture_cache: Remove old rasterizer cacheFernando Sahmkow
2019-06-20texture_cache: Implement siblings texture formats.Fernando Sahmkow
2019-06-20fermi2d: Correct Origin ModeFernando Sahmkow
2019-06-20texture_cache: correct texture buffer on surface paramsFernando Sahmkow
2019-06-20texture_cache: eliminate accelerated depth->color/color->depth copies due to ↵Fernando Sahmkow
driver instability.
2019-06-20texture_cache: correct mutex locksFernando Sahmkow
2019-06-20shader_ir: Fix image copy rebase issuesFernando Sahmkow
2019-06-20texture_cache: Don't Image Copy if component types differFernando Sahmkow
2019-06-20texture_cache: move some large methods to cpp filesFernando Sahmkow
2019-06-20texture_cache: Optimize GetSurface and use references on functions that ↵Fernando Sahmkow
don't change a surface.
2019-06-20texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow
2019-06-20texture_cache uncompress-compress is untopological.Fernando Sahmkow
This makes conflicts between non compress and compress textures to be auto recycled. It also limits the amount of mipmaps a texture can have if it goes above it's limit.
2019-06-20texture_cache: Correct copying between compressed and uncompressed formatsFernando Sahmkow
2019-06-20texture_cache: Only load on recycle with accurate GPU.Fernando Sahmkow
Testing so far has proven this to be quite safe as texture memory read added a 2-5ms load to the current cache.
2019-06-20Fix rebase errorsFernando Sahmkow
2019-06-20texture_cache: Handle uncontinuous surfaces.Fernando Sahmkow
2019-06-20texture_cache: return null surface on invalid addressFernando Sahmkow
2019-06-20texture_cache: Add checks for texture buffers.Fernando Sahmkow
2019-06-20texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
2019-06-20gl_shader_decompiler: Implement image binding settingsReinUsesLisp
2019-06-20shader: Implement bindless imagesReinUsesLisp
2019-06-20shader: Decode SUST and implement backing image functionalityReinUsesLisp
2019-06-20gl_rasterizer: Track texture buffer usageReinUsesLisp
2019-06-20video_core: Make ARB_buffer_storage a required extensionReinUsesLisp
2019-06-20gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp
2019-06-20maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp
2019-06-20gl_shader_decompiler: Allow 1D textures to be texture buffersReinUsesLisp
2019-06-20shader: Implement texture buffersReinUsesLisp
2019-06-20texture_cache: loose TryReconstructSurface when accurate GPU is not on.Fernando Sahmkow
Also corrects some asserts.
2019-06-20texture_cache: Document the most important methods.Fernando Sahmkow
2019-06-20texture_cache: Try to Reconstruct Surface on bigger than overlap.Fernando Sahmkow
This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom. Also moved accurate_gpu setting check to Pick Strategy
2019-06-20texture_cache: Implement Guard mechanismFernando Sahmkow
2019-06-20texture_cache: General FixesFernando Sahmkow
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-20surface_params: Ensure pitch is always written to avoid surface leaksReinUsesLisp
2019-06-20gl_framebuffer_cache: Use a hashed struct to cache framebuffersReinUsesLisp
2019-06-20texture_cache return invalid buffer on deactivated color_maskFernando Sahmkow
2019-06-20engine_upload: Addapt to new Texture CacheFernando Sahmkow
2019-06-20surface_params: Optimize CreateForTextureReinUsesLisp
Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor.
2019-06-20gl_texture_cache: Make main views be proxy textures instead of a full view.Fernando Sahmkow
2019-06-20texture_cache: Add ASync ProtectionsFernando Sahmkow
2019-06-20Remove Framebuffer reconfiguration and restrict rendertarget protectionFernando Sahmkow
2019-06-20texture_cache: Implement GPU Dirty FlagsFernando Sahmkow
2019-06-20texture_cache: Optimize GetMipBlockHeight and GetMipBlockDepthFernando Sahmkow
2019-06-20texture_cache: Implement L1_Inner_cacheFernando Sahmkow
2019-06-20video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).