| Age | Commit message (Collapse) | Author | 
|---|
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|  | Port citra-emu/citra#5376: "Actually save the input when clearing/resetting to default" | 
|  | texture_cache: Handle overlaps with multiple subresources | 
|  | Co-Authored-By: xperia64 <xperiancedapps@gmail.com> | 
|  | gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC | 
|  | hid: Stub GetXpadIDs | 
|  | glsl: Squash constant buffers into a single SSBO when we hit the limit | 
|  | shader/other: Fix hardcoded value in S2R INVOCATION_INFO | 
|  | maxwell_to_vk: Add R16UI image format | 
|  | - Used by Octopath Traveler | 
|  | buffer_cache: Avoid copying twice on certain cases | 
|  | maxwell_3d: Initialize more registers to their expected value | 
|  | format_lookup_table: Implement G24S8 format as S8Z24 | 
|  | fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces | 
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|  | Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame | 
|  | 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. | 
|  | 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. | 
|  | vk_rasterizer: Implement constant attributes | 
|  | OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled | 
|  | texture_cache: Optimize GetSurfacesInRegion | 
|  | 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. | 
|  | shader/other: Implement MEMBAR.CTS | 
|  | Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.
This seems to be the maximum number of vertices a geometry shader can
emit in a primitive. | 
|  | Only reupload textures when they've not been modified from the GPU. | 
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|  | maxwell_3d: Reduce severity of logs that can be spammed | 
|  | Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.
- Fixes textures moving around objects on Xenoblade games | 
|  | texture_cache: Implement depth stencil texture swizzles | 
|  | patch_manager: Add support for case-sensitivity on Linux | 
|  | These logs were killing performance on some games when they were
spammed. Reduce them to Debug severity. | 
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|  | gl_shader_manager: Unbind GLSL program when binding a host pipeline | 
|  | Changes many patch_manager functions to use a case-less variant of
GetSubdirectory. Fixes patches not showing up on *nix systems when
patch directories are named with odd cases, i.e. `exeFS'. | 
|  | main: Log host system memory parameters | 
|  | Avoid copying to a staging buffer on non-granular memory addresses.
Add a callable argument to StreamBufferUpload to be able to copy to the
staging buffer directly from ReadBlockUnsafe. | 
|  |  | 
|  | maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM | 
|  | This avoids most heap allocations when collecting surfaces into a
vector. | 
|  | Initialize line widths to avoid setting a line width of zero. | 
|  | NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode. | 
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|  | This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it. | 
|  | Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views. | 
|  | This fixes cases where the texture swizzle was applied twice on the same
draw to a texture bound to two different slots. | 
|  | Stop ignoring image swizzles on depth and stencil images.
This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan. |