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2022-10-21format_lookup_table: Implement R32_B24G8 with D32_FLOAT_S8_UINTMorph1-0/+2
This format is similar to Z32_FLOAT_X24S8_UINT, which is implemented with D32_FLOAT_S8_UINT. Used in Persona 5 Royal
2022-10-06VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow1-1/+1
2022-10-06Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow1-0/+4
2022-07-06renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph1-0/+2
- Used by Monster Hunter Rise Update 10.0.2
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-14video_core: implement formats for N64 emulationFernando Sahmkow1-0/+6
2021-11-29Add missing pixel format mappingFeng Chen1-0/+2
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-186/+194
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.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-6/+6
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-07-21video_core: Remove unused variablesLioncash1-2/+0
Silences several compiler warnings about unused variables.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp1-76/+76
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp1-4/+3
2020-07-13video_core/format_lookup_table: Add formats with existing PixelFormatReinUsesLisp1-1/+9
2020-05-28format_lookup_table: Implement G24S8 format as S8Z24ReinUsesLisp1-1/+2
2020-04-30texture: Implement R8G8UIMorph1-1/+2
- Used by The Walking Dead: The Final Season
2020-04-16texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indicesLioncash1-3/+3
Previously these were all using the red component to derive the indices, which is definitely not intentional.
2020-03-13video_core: Implement RGBA16_SNORMReinUsesLisp1-1/+2
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-02-15texture: Implement R32IReinUsesLisp1-1/+2
2020-01-16format_lookup_table: Fix ZF32_X24S8 component typesReinUsesLisp1-1/+1
Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT, UINT, UNORM, UNORM; causing a format mismatch. This commit addresses that.
2019-11-15format_lookup_table: Address feedbackReinUsesLisp1-29/+23
format_lookup_table: Drop bitfields format_lookup_table: Use std::array for definition table format_lookup_table: Include <limits> instead of <numeric>
2019-11-15texture_cache: Use a table instead of switch for texture formatsReinUsesLisp1-0/+214
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.