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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
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Added missing include
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implemented.
This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
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shader: Implement MEMBAR.GL
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* Kernel: Correct behavior of Address Arbiter threads.
This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.
* Kernel: Address Feedback.
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kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
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maxwell_3d: Add tessellation state entries
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vk_swapchain: Add support for swapping sRGB
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Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
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These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).
While we're at it, we can also correct the names of both of these
supervisor calls.
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
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CpuCore: Clear exclusive state after doing a run in dynarmic.
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Implement FLO & TXD Instructions on GPU Shaders
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This commit corrects an error in which a Core could remain with an
exclusive state after running, leaving space for possible race
conditions between changing cores.
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We only have OpenGL as an option for now. Hardcode the entry.
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Texture_Cache: Redo invalid Surfaces handling.
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kernel: Implement a more accurate IPC dispatch.
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gl_framebuffer_cache: Optimize framebuffer cache management
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Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
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Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
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core/memory: Deglobalize memory management code
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filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
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enabled (#3178)
* Adds check for disabled cheats to prevent them from being added to the CheatList
* Address feedback
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file_sys/directory: Make EntryType an enum class
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video_core/gpu_thread: Tidy up SwapBuffers()
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We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
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Tidies it up a little bit visually.
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Silences a compiler warning.
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These inclusions aren't used at all within the public interface, so they
can be removed.
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