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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
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service/vi: Partially implement BufferQueue disconnect
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shader/video: Partially implement VMNMX
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video_core: Add MSAA registers in 3D engine and TIC
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Implements 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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This adds the registers used for multisampling. It doesn't implement
anything for now.
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Buffer queue: Correct behavior of free buffer.
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Port citra-emu/citra#4956: "Fixes to game list sorting"
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yuzu: Drop SDL2 and Qt frontend Vulkan requirements
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This 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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yuzu/configuration: Fix input profiles and a wrong assert
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qt/bootmanager: Remove unnecessary glBindFramebuffer
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video_core/texture: Use a LUT to convert sRGB texture borders
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Refactor all the GPU Caches to use VAddr for cache addressing
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video_core/shader: Add some instruction and S2R encodings
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Port citra-emu/citra#5127: "common: Port some changes from dolphin"
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Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero.
There is no need to bind the default framebuffer constantly.
According to Nsight this was using ~0.7ms per frame and it broke
renderdoc captures.
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This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38
Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.
This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.
While we are at it, move this logic to its own translation unit.
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Log version and about section version fix
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Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
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strings via the supplied title format
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Create Vulkan instances and surfaces from the Vulkan backend.
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shader: implement SULD.D bits32/64
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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* fix LayeredFS error when loading some games made with the Unity
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video_core: Use native ASTC when available
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removed shader stage.
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Should fix citra-emu/citra#4593.
As the issue might not be entirely clear, I'll offer a short explanation from what I understood from it and found from experimentation.
Currently yuzu offers the user the option to change the text that's displayed in the "Name" column in the game list. Generally, it is expected that the items are sorted based on the displayed text, but yuzu would sort them by title instead.
Made it so that an access to SortRole returns the same as DisplayRole.
There shouldn't be any UI changes, only change in behaviour.
Also fixes a bug with directory sorting, where having the directories out of order would enable you to try to "move up" to the addDirectory button, which would crash the emulator.
Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com>
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shader_decompiler: Remove FragCoord.w hack and change IPA implementation
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gl_rasterizer: Mark cleared textures as dirty
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