Commit message (Collapse) | Author | Files | Lines | ||
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2022-04-14 | video_core: implement formats for N64 emulation | Fernando Sahmkow | 1 | -0/+8 | |
2022-03-25 | hle: nvflinger: Migrate android namespace -> Service::android. | bunnei | 1 | -1/+1 | |
2022-03-25 | hle: nvflinger: Move PixelFormat to its own header. | bunnei | 1 | -1/+1 | |
2021-11-17 | video_core: Add S8_UINT stencil format | Morph | 1 | -3/+11 | |
2021-11-16 | Vulkan Rasterizer: Fix clears on integer textures. | FernandoS27 | 1 | -0/+4 | |
2021-11-16 | vk_texture_cache: Use nearest neighbor scaling when available | ameerj | 1 | -0/+2 | |
2021-06-16 | Reaper: Address Feedback. | Fernando Sahmkow | 1 | -0/+2 | |
2020-12-30 | video_core: Rewrite the texture cache | ReinUsesLisp | 1 | -137/+15 | |
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues. | |||||
2020-07-13 | video_core: Rearrange pixel format names | ReinUsesLisp | 1 | -400/+400 | |
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs. | |||||
2020-07-13 | video_core: Fix DXT4 and RGB565 | ReinUsesLisp | 1 | -8/+15 | |
2020-07-13 | video_core: Fix B5G6R5_UNORM render target format | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RGBA32_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RGBA32_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RGBA16_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RGBA8_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RG32_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement RG8_SINT render target and fix RG8_UINT | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement R8_SINT render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core: Implement R8_SNORM render target | ReinUsesLisp | 1 | -0/+5 | |
2020-07-13 | video_core/surface: Remove explicit values on PixelFormat's definition | ReinUsesLisp | 1 | -80/+80 | |
2020-04-30 | texture: Implement R8G8UI | Morph | 1 | -37/+42 | |
- Used by The Walking Dead: The Final Season | |||||
2020-04-01 | video_core: Use native ASTC when available | ReinUsesLisp | 1 | -97/+0 | |
2020-03-13 | video_core: Implement RGBA16_SNORM | ReinUsesLisp | 1 | -68/+74 | |
Implement RGBA16_SNORM with the current API. Nothing special here. | |||||
2020-02-15 | texture: Implement R32I | ReinUsesLisp | 1 | -33/+39 | |
2019-11-15 | texture_cache: Use a table instead of switch for texture formats | ReinUsesLisp | 1 | -5/+0 | |
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster. | |||||
2019-11-14 | texture_cache: Drop abstracted ComponentType | ReinUsesLisp | 1 | -15/+0 | |
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour. | |||||
2019-10-27 | Video_Core: Implement texture format E5B9G9R9_SHAREDEXP. | Fernando Sahmkow | 1 | -5/+11 | |
This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend. | |||||
2019-10-09 | Surfaces: Implement R4G4B4A4U format. | Fernando Sahmkow | 1 | -23/+29 | |
2019-10-09 | Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5 | Fernando Sahmkow | 1 | -70/+130 | |
2019-09-22 | video_core: Implement RGBX16F PixelFormat | FearlessTobi | 1 | -22/+28 | |
2019-09-13 | video_core/surface: Add function to detect sRGB surfaces | ReinUsesLisp | 1 | -0/+2 | |
This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB surfaces when a backend can target both native and converted ASTC. | |||||
2019-06-30 | texture_cache: Style changes | ReinUsesLisp | 1 | -9/+9 | |
2019-06-24 | video_core/surface: Address feedback | ReinUsesLisp | 1 | -2/+2 | |
2019-06-21 | texture_cache: Style and Corrections | Fernando Sahmkow | 1 | -64/+64 | |
2019-06-21 | gl_rasterizer_cache: Use texture buffers to emulate texture buffers | ReinUsesLisp | 1 | -0/+1 | |
2019-06-21 | texture_cache: General Fixes | Fernando Sahmkow | 1 | -1/+83 | |
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height | |||||
2019-06-21 | surface_params: Optimize CreateForTexture | ReinUsesLisp | 1 | -70/+72 | |
Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor. | |||||
2019-02-01 | video_core: Remove unused Fill surface type | ReinUsesLisp | 1 | -2/+1 | |
2019-01-30 | gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | ReinUsesLisp | 1 | -0/+2 | |
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps). | |||||
2018-12-28 | gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist. | bunnei | 1 | -51/+41 | |
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild. | |||||
2018-12-05 | Improve msvc codegen for hot-path array LUTs | heapo | 1 | -275/+277 | |
In some constexpr functions, msvc is building the LUT at runtime (pushing each element onto the stack) out of an abundance of caution. Moving the arrays into be file-scoped constexpr's avoids this and turns the functions into simple look-ups as intended. | |||||
2018-11-13 | Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666) | greggameplayer | 1 | -69/+79 | |
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction | |||||
2018-11-02 | Fix ASTC Decompressor to support depth parameter | FernandoS27 | 1 | -13/+94 | |
2018-11-01 | Implement Cube Arrays | FernandoS27 | 1 | -0/+1 | |
2018-10-30 | video_core: Move surface declarations out of gl_rasterizer_cache | ReinUsesLisp | 1 | -0/+385 | |