| Age | Commit message (Collapse) | Author |
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clogs logs quite a bit
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Port citra-emu/citra#5376: "Actually save the input when clearing/resetting to default"
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texture_cache: Handle overlaps with multiple subresources
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Co-Authored-By: xperia64 <xperiancedapps@gmail.com>
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gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
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hid: Stub GetXpadIDs
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glsl: Squash constant buffers into a single SSBO when we hit the limit
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shader/other: Fix hardcoded value in S2R INVOCATION_INFO
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maxwell_to_vk: Add R16UI image format
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- Used by Octopath Traveler
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buffer_cache: Avoid copying twice on certain cases
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maxwell_3d: Initialize more registers to their expected value
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format_lookup_table: Implement G24S8 format as S8Z24
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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
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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.
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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.
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vk_rasterizer: Implement constant attributes
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OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
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texture_cache: Optimize GetSurfacesInRegion
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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.
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shader/other: Implement MEMBAR.CTS
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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.
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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
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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
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texture_cache: Implement depth stencil texture swizzles
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patch_manager: Add support for case-sensitivity on Linux
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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
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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'.
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main: Log host system memory parameters
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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.
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maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
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This avoids most heap allocations when collecting surfaces into a
vector.
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Initialize line widths to avoid setting a line width of zero.
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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.
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Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views.
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This fixes cases where the texture swizzle was applied twice on the same
draw to a texture bound to two different slots.
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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.
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