Age | Commit message (Collapse) | Author |
|
astc: General changes and optimizations
|
|
vk_rasterizer: Implement scissor clears and layered clears
|
|
maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
|
|
gl_shader_decompiler: Add layer component to texelFetch
|
|
|
|
Use getenv to detect Nsight.
|
|
vk_rasterizer: Fix vertex range assert
|
|
video_core: Implement RGBA16_SNORM
|
|
shader_decode: Reimplement BFE instructions
|
|
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
|
|
renderer_opengl: Keep frames synchronized when using a GPU debugger.
|
|
|
|
|
|
|
|
End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
|
|
|
|
- Fixes renderdoc with OpenGL renderer.
|
|
|
|
PageTable: move backing addresses to a children class as the CPU page table does not need them.
|
|
texture_cache: Report incompatible textures as black
|
|
texture_cache/surface_params: Force depth=1 on 2D textures
|
|
does not need them.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
|
|
|
|
Co-Authored-By: Mat M. <mathew1800@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
|