Age | Commit message (Collapse) | Author |
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decode/shift: Remove unused variable within Shift()
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surface_view: Add missing operator!= to ViewParams
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gl_device: Mark stage_swizzle as constexpr
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surface_base: Make IsInside() a const member function
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control_flow: Make use of std::move in TryInspectAddress()
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Removes a redundant variable that is already satisfied by the IsFull()
utility function.
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Provides logical symmetry to the interface.
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This doesn't modify internal state, so this can be made const.
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video_core: Amend doxygen comment references
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Eliminates redundant atomic reference count increments and decrements.
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Fixes broken documentation references.
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Previously this was mutable even though it shouldn't be.
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Texture Cache: Read current data when flushing a 3D segment.
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shader/memory: Implement RED.E.ADD and minor changes to ATOM
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This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
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gl_rasterizer: Implement constant vertex attributes
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
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maxwell_to_vk: Add uint16 vertex formats
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gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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gl_texture_cache: Fix layered texture attachment base level
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shader/arithmetic: Add FCMP_CR variant
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Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
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Avoid invalid fallbacks.
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When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:
pViewports is a pointer to an array of VkViewport structures, defining
the viewport transforms. If the viewport state is dynamic, this member
is ignored.
That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
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vk_rasterizer: Default to 1 viewports with a size of 0
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881.
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
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Adds another variant of FCMP.
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service: friend: Stub IFriendService::GetBlockedUserListIds.
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Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
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- This is safe to stub, as there should be no adverse consequences from reporting no blocked users.
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Silence validation layer errors.
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From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.
The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
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The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
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renderer_vulkan: Drop Vulkan-Hpp
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gl_rasterizer: Implement line widths and smooth lines
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texture_cache: Remove preserve_contents
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texture/astc: More small ASTC optimizations
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shader/conversion: Implement I2I sign extension, saturation and selection
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gl_texture_cache: Attach view instead of base texture for layered attchments
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gl_shader_decompiler: Improve generated code in HMergeH*
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shader/texture: Remove type mismatches management from shader decoder
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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
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This 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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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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Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
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