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2023-06-17video_core: Removed AF for all mip modes option as it's default nowWollnashorn1-5/+3
2023-06-15video_core: Fallback to default anisotropy instead to 1x anisotropyWollnashorn1-2/+2
2023-06-15video_core: Add per-image anisotropy heuristics (format & mip count)Wollnashorn1-5/+7
2023-06-14video_core: Apply AF only to samplers with normal LOD range [0, 1+x]Wollnashorn1-4/+6
2023-06-14video_core: Fix default anisotropic heuristicWollnashorn1-4/+4
2023-06-14video_core: Never apply AF to None mipmap modeWollnashorn1-3/+4
Should fix some artifacts with the "apply anisotropic filtering for all mipmap modes" option
2023-06-13video_core: Disable anisotropic filtering for samplers with depth compareWollnashorn1-2/+3
2023-06-13video_core: Option to apply anisotropic filtering for all mipmap modesWollnashorn1-1/+2
2023-05-23textures: add BC1 and BC3 compressors and recompression settingLiam5-3/+133
2023-03-17Disable SRGB border color conversion for now, to fix shadows in Xenoblade.Kelebek11-6/+8
2023-03-12general: fix spelling mistakesLiam1-1/+1
2023-03-10video_core: Update texture formatFeng Chen1-35/+35
2023-02-23configuration: Add async ASTC decode settingameerj1-2/+2
2023-02-14remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistencyarades791-1/+1
Signed-off-by: arades79 <scravers@protonmail.com>
2023-02-14add static lifetime to constexpr values to force compile time evaluation where possiblearades791-1/+1
Signed-off-by: arades79 <scravers@protonmail.com>
2022-12-11video_core: fix off by one in anisotropic filtering amountLiam1-1/+2
2022-11-23general: fix compile for Apple ClangLiam1-0/+1
2022-11-14Add break for default casesKyle Kienapfel1-0/+3
Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return
2022-10-22general: Resolve -Wunused-lambda-capture and C5233Morph1-2/+2
2022-10-22decoders: Use 2's complement instead of unary -Morph1-1/+1
Resolves C4146 on MSVC
2022-10-06Decoders: Improve overall speed.Fernando Sahmkow1-4/+11
2022-10-06DMA & InlineToMemory Engines Rework.bunnei2-177/+81
2022-10-04common: remove "yuzu:" prefix from thread namesLiam1-1/+1
2022-09-16astc: Enable parallel CPU astc decodingMorph1-21/+35
Given the issues with GPU accelerated ASTC decoding with NVIDIA's latest drivers, parallelize astc decoding on the CPU. Uses half the available threads in the system for astc decoding.
2022-09-15video_core: Modify astc texture decode error fill valueFengChen1-1/+1
2022-08-09video_core/textures/decoders: Avoid SWIZZLE_TABLEMerry2-15/+48
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam1-4/+4
2022-04-28chore: add missing SPDX tagsAndrea Pappacoda1-14/+3
Follow-up to 99ceb03a1cfcf35968cab589ea188a8c406cda52
2022-04-23general: Convert source file copyright comments over to SPDXMorph5-15/+10
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.
2022-03-20general: Fix clang/gcc build errorsameerj1-0/+1
2022-03-19video_core: Reduce unused includesameerj3-6/+0
2021-11-17TextureCache: Fix Automatic Anisotropic.Fernando Sahmkow1-6/+5
2021-11-16TextureCache: Add automatic anisotropic filtering and refactor code.Fernando Sahmkow1-1/+14
2021-11-16TextureCache: Make a better Anisotropic setter.Fernando Sahmkow1-18/+1
2021-08-19video_core: eliminate constant ternaryValeri1-1/+1
`via_header_index` is already checked above, so it would never be true in this branch
2021-08-16vk_blit_screen: Fix non-accelerated texture size calculationameerj1-8/+0
Addresses the potential OOB access in UnswizzleTexture.
2021-08-12decoders: Templates allow memcpy optimizationsyzct123451-57/+116
2021-08-02decoders: Optimize swizzle copy performance (#6790)yzct123451-9/+43
This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
2021-08-01astc_decoder: Optimize the use EncodingDataameerj2-70/+70
This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation. We can take advantage of its sorted property to optimize its usage in the shader. Thanks to wwylele for the optimization idea.
2021-08-01astc.h: Move data to cpp implementationameerj2-64/+63
Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
2021-07-23shader: Initial OpenGL implementationReinUsesLisp1-0/+9
2021-06-28video_core: Silence signed/unsigned mismatch warningsMorph1-2/+2
2021-06-19astc_decoder.comp: Remove unnecessary LUT SSBOsameerj2-12/+5
We can move them to instead be compile time constants within the shader.
2021-06-19astc: Various robustness enhancements for the gpu decoderameerj2-2/+2
These changes should help in reducing crashes/drivers panics that may occur due to synchronization issues between the shader completion and later access of the decoded texture.
2021-06-16astc_decoder: Fix LDR CEM1 endpoint calculationameerj1-1/+1
Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum. Huge thanks to wwylele for finding this. Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
2021-06-16textures: Reintroduce CPU ASTC decoderameerj2-0/+1580
Users may want to fall back to the CPU ASTC texture decoder due to hangs and crashes that may be caused by keeping the GPU under compute heavy loads for extended periods of time. This is especially the case in games such as Astral Chain which make extensive use of ASTC textures.
2021-06-04decoders: Break instead of continuelat9nq1-2/+2
continue causes a memory leak in A Hat in Time.
2021-06-04decoders: Avoid out-of-bounds accesslat9nq1-0/+8
This is not a real fix, so assert here and continue before crashing.
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-03-25astc_decoder: Refactor for style and more efficient memory useameerj2-1833/+51
2021-03-13renderer_vulkan: Accelerate ASTC decodingameerj2-25/+16
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-03-13renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj1-0/+190
ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
2021-01-15common/alignment: Rename AlignBits to AlignUpLog2ReinUsesLisp1-4/+4
AlignUpLog2 describes what the function does better than AlignBits.
2021-01-15astc: Increase integer encoded vector sizeReinUsesLisp1-1/+1
Invalid ASTC textures seem to write more bytes here, increase the size to something that can't make us push out of bounds.
2021-01-15astc: Return zero on out of bound bitsReinUsesLisp1-17/+22
Avoid out of bound reads on invalid ASTC textures. Games can bind invalid textures that make us read or write out of bounds.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp8-452/+274
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.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash1-1/+1
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-1/+1
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-08-11textures/decoders: Fix block linear to pitch copiesReinUsesLisp2-21/+26
There were two issues with block linear copies. First the swizzling was wrong and this commit reimplements them. The other issue was that these copies are generally used to download render targets from the GPU and yuzu was not downloading them from host GPU memory unless the extreme GPU accuracy setting was selected. This commit enables cached memory reads for all accuracy levels. - Fixes level thumbnails in Super Mario Maker 2.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp4-122/+26
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-10video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp2-67/+105
Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
2020-07-10configuration: implement per-game configurations (#4098)lat9nq1-1/+1
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-04-28Clang Format and Documentation.Fernando Sahmkow1-0/+1
2020-04-28MaxwellDMA: Optimize micro copies.Fernando Sahmkow2-0/+17
2020-04-17General: Resolve warnings related to missing declarationsLioncash2-3/+5
2020-04-12video_core: Add MSAA registers in 3D engine and TICReinUsesLisp1-0/+15
This adds the registers used for multisampling. It doesn't implement anything for now.
2020-04-09astc: Hard code bit depth changes to 8 and use fast replicateReinUsesLisp1-21/+15
2020-04-09astc: Use boost's static_vector to avoid heap allocationsReinUsesLisp1-10/+14
2020-04-09astc: Implement a fast precompiled alternative for ReplicateReinUsesLisp1-2/+57
2020-04-09astc: Move Replicate to a constexpr LUT when possibleReinUsesLisp1-8/+38
2020-04-09astc: Make InputBitStream constexprReinUsesLisp1-11/+11
2020-04-09astc: OutputBitStream style changes and make it constexprReinUsesLisp1-32/+26
2020-04-08video_core/textures: Move GetMaxAnisotropy to cpp fileReinUsesLisp2-19/+23
2020-04-08video_core/texture: Use a LUT to convert sRGB texture bordersReinUsesLisp2-9/+60
This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
2020-03-18astc: Fix clang build issuesReinUsesLisp1-12/+12
2020-03-14astc: Fix typos from search and replaceReinUsesLisp1-3/+3
2020-03-14astc: Minor changes to InputBitStreamReinUsesLisp1-28/+34
2020-03-14astc: Pass val in Replicate by copyReinUsesLisp1-1/+1
2020-03-14astc: Call std::vector:reserve on decodedClolorValues to avoid reallocatingReinUsesLisp1-0/+2
2020-03-14astc: Call std::vector::reserve on texelWeightValues to avoid reallocatingReinUsesLisp1-0/+2
2020-03-14astc: Create a LUT at compile time for encoding valuesReinUsesLisp1-7/+19
2020-03-14astc: Make IntegerEncodedValue a trivial structureReinUsesLisp1-212/+177
2020-03-14astc: Make IntegerEncodedValue constructor constexprReinUsesLisp1-5/+6
2020-03-14astc: Make IntegerEncodedValue trivially copyableReinUsesLisp1-9/+2
2020-03-14astc: Rename C types to common_typesReinUsesLisp1-79/+78
2020-03-14astc: Move Popcnt to an anonymous namespace and make it constexprReinUsesLisp1-9/+13
2020-03-14astc: Use common types instead of stdint.h integer typesReinUsesLisp1-284/+282
2020-03-14astc: Use 'enum class' instead of 'enum' for EIntegerEncodingReinUsesLisp1-25/+25
2020-03-08textures: Fix anisotropy hackReinUsesLisp1-14/+16
Previous code could generate an anisotropy value way higher than x16.
2020-02-28Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph1-1/+23
2019-12-22Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.Fernando Sahmkow1-0/+4
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp2-38/+42
2019-10-30shader/node: Unpack bindless texture encodingReinUsesLisp1-0/+2
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images.
2019-10-28video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp1-1/+0
2019-10-27astc: Silence implicit conversion warningsReinUsesLisp1-7/+8
2019-07-26MaxwellDMA: Fixes, corrections and relaxations.Fernando Sahmkow2-7/+10
This commit fixes offsets on Linear -> Tiled copies, corrects z pos fortiled->linear copies, corrects bytes_per_pixel calculation in tiled -> linear copies and relaxes some limitations set by latest dma fixes refactors.
2019-07-18textures: Fix texture buffer size calculationReinUsesLisp1-1/+1
2019-06-21texture_cache: Style and CorrectionsFernando Sahmkow1-3/+4
2019-06-21surface: Correct format S8Z24Fernando Sahmkow1-2/+2
2019-06-21decoders: correct block calculationFernando Sahmkow1-19/+15
2019-06-21maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp1-1/+17
2019-06-21texture_cache: General FixesFernando Sahmkow2-10/+11
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-21video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp3-28/+40
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
2019-06-21gl_texture_cache: Add fast copy pathReinUsesLisp1-2/+1
2019-06-21gl_texture_cache: Initial implementationReinUsesLisp1-1/+2
2019-05-30maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp1-1/+1
2019-05-10video_core/textures/astc: Remove unused variablesLioncash1-6/+2
Silences a few compilation warnings.
2019-05-01Fix Layered ASTC TexturesFernando Sahmkow1-1/+3
By adding the missing layer offset in ASTC compression.
2019-04-16Apply Const correctness to SwizzleKepler and replace u32 for size_t on iterators.Fernando Sahmkow2-9/+12
2019-04-16Implement Block Linear copies in Kepler Memory.Fernando Sahmkow2-0/+24
2019-04-06video_core/textures/convert: Replace include with a forward declarationLioncash2-1/+5
Avoids dragging in a direct dependency in a header.
2019-04-06video_core/texures/texture: Remove unnecessary includesLioncash1-2/+0
Nothing in this header relies on common_funcs or the memory manager. This gets rid of reliance on indirect inclusions in the OpenGL caches.
2019-03-16video_core: Refactor to use MemoryManager interface for all memory access.bunnei2-24/+21
# Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
2019-03-13video_core/texture: Fix up sampler lod biasReinUsesLisp1-1/+1
2019-03-13vk_sampler_cache: Implement a sampler cacheReinUsesLisp1-1/+1
2019-03-12video_core/texture: Add a raw representation of TSCEntryReinUsesLisp1-24/+29
2019-03-09gl_rasterizer: Encapsulate sampler queries into methodsReinUsesLisp1-5/+29
2019-02-27gl_rasterizer_cache: Move format conversion to its own fileReinUsesLisp5-34/+160
2019-02-27decoders: Minor style changesReinUsesLisp2-14/+8
2019-02-05video_core/texture: Fix BitField size for depth_minus_oneReinUsesLisp1-1/+1
2019-02-03maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp1-1/+0
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
2018-12-19Fixed uninitialized memory due to missing returns in canaryDavid Marcec1-1/+1
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-11-26Implemented Tile Width SpacingFernandoS273-12/+19
2018-11-19Eliminated unnessessary memory allocation and copy (#1702)Frederic L2-4/+18
2018-11-17fix sampler configuration, thanks to Marcos for his investigationRodolfo Bogado1-1/+14
2018-11-17textures/decoders: Replace magic numbersFrederic Laing1-37/+33
2018-11-15textures/decoders: Minor cleanupFrederic Laing1-16/+16
2018-11-13Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer1-0/+4
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
2018-11-11set sampler max lod, min lod, lod bias and max anisotropyRodolfo Bogado1-2/+11
2018-11-02Fix ASTC Decompressor to support depth parameterFernandoS272-16/+18
2018-11-01Fix ASTC formatsFernandoS272-7/+9
2018-10-29Fixed mipmap block autosizing algorithmFernandoS271-0/+6
2018-10-28Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado1-0/+5
2018-10-24decoders: Remove unused variable within SwizzledData()Lioncash1-1/+0
2018-10-23Fixed Layered Textures Loading and CubemapsFernandoS271-3/+3
2018-10-19decoders: Introduce functions for un/swizzling subrects.bunnei2-0/+49
2018-10-14Shorten the implementation of 3D swizzle to only 3 functionsFernandoS271-70/+27
2018-10-13Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBufferFernandoS271-1/+1
2018-10-13Propagate depth and depth_block on modules using decodersFernandoS273-28/+28
2018-10-13Remove old Swizzle algorithms and use 3d SwizzleFernandoS271-93/+69
2018-10-13Implement Precise 3D SwizzleFernandoS271-3/+71
2018-10-13Implement Fast 3D SwizzleFernandoS271-2/+74
2018-10-13Added ASTC 5x4; 8x5Hexagon121-0/+2
2018-10-12Implemented helper function to correctly calculate a texture's sizeFernandoS272-0/+22
2018-10-10Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS271-2/+15
2018-10-06Implemented Depth Compare and Shadow SamplersFernandoS271-1/+12
2018-09-30gl_rasterizer_cache: Implement render to cubemap.bunnei1-0/+2
2018-09-21Reverse stride align restriction on FastSwizzle due to lost performanceFernandoS271-3/+2
2018-09-21Join both Swizzle methods within one interface functionFernandoS271-11/+19
2018-09-21Standarized Legacy Swizzle to look alike FastSwizzle and use a Swizzling Table insteadFernandoS271-42/+38
2018-09-21Remove same output bpp restriction on FastSwizzleFernandoS271-4/+5
2018-09-21Improved Legacy Swizzler to be better documented and work betterFernandoS271-15/+21
2018-09-21Improved fast swizzle and removed restrictions to itFernandoS271-7/+12
2018-09-16Implement ASTC_2D_8X8 (Bayonetta 2)raven021-0/+2
2018-09-14Optimized Texture SwizzlingFernandoS271-2/+49
2018-09-08gl_rasterizer_cache: Track texture depth.bunnei1-2/+10
2018-08-31Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer1-0/+4
* Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
2018-08-10textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2-83/+6
2018-08-09Implement BC5/DXN2 (#996)Khangaroo1-0/+3
- Used by Kirby Star Allies.
2018-08-02Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer1-0/+4
2018-07-26Implement R16_G16Unknown1-0/+3
correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment
2018-07-25GPU: Implemented the Z32_S8_X24 depth buffer format.Subv1-0/+3
2018-07-24GPU: Implemented the R16 and R16F texture formats.Subv1-0/+3
2018-07-24gl_rasterizer: Implement texture border color.bunnei1-4/+4
2018-07-24GPU: Implement texture format R32F.Subv1-0/+3
2018-07-24gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei1-0/+4
2018-07-21video_core: Use nested namespaces where applicableLioncash3-12/+6
Compresses a few namespace specifiers to be more compact.
2018-07-19decoders: Fix calc of swizzle image_width_in_gobs.bunnei1-1/+4
2018-07-18astc: Initialize vector size directly in DecompressLioncash1-2/+1
There's no need to perform a separate resize.
2018-07-18astc: Mark functions as internally linked where applicableLioncash1-17/+20
2018-07-18astc: const-correctness changes where applicableLioncash1-14/+13
A few member functions didn't actually modify class state, so these can be amended as necessary.
2018-07-18astc: Delete Bits' copy contstructor and assignment operatorLioncash1-8/+6
This also potentially avoids warnings, considering the copy assignment operator is supposed to have a return value.
2018-07-18astc: In-class initialize member variables where appropriateLioncash1-39/+22
2018-07-15gl_rasterizer_cache: Implement texture format G8R8.bunnei1-0/+3
2018-07-15gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei1-0/+3
2018-07-07GPU: Implemented the BC7U texture format.Subv1-0/+3
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
2018-07-04GPU: Implemented the 32 bit float depth buffer format.Subv1-0/+2
2018-07-03gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei1-0/+2
2018-07-02GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2-0/+37
2018-06-30GPU: Implemented the RGBA32_UINT rendertarget format.Subv1-0/+4
2018-06-18gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei3-0/+1664
2018-06-07GPU: Support changing the texture swizzles for Maxwell textures.Subv1-0/+16
2018-06-06GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv1-0/+3
2018-06-02GPU: Implemented the DXN1 (BC4) texture format.Subv1-1/+5
2018-05-31gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei1-0/+3
2018-05-30GPU: Implemented the R8 texture format (0x1D)Subv1-0/+4
2018-05-29add all the known TextureFormat (#474)greggameplayer1-2/+71
2018-05-27GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2-0/+4
2018-04-25GPU: Make the Textures::CopySwizzledData function accessible from the outside of the file.Subv2-3/+6
2018-04-25gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei1-0/+1
2018-04-22GPU: Implement the A2BGR10 texture format.Subv2-0/+4
2018-04-19GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv1-1/+9
2018-04-19GPU: Implemented the B5G6R5 format.Subv2-0/+5
2018-04-18GPU: Allow using a configurable block height when unswizzling textures.Subv3-6/+13
2018-04-18GPU/TIC: Added the pitch and block height fields to the TIC structure.Subv1-1/+16
2018-04-18texture: Add missing formats.bunnei1-1/+3
2018-04-07GPU: Assert when finding a texture with a format type other than UNORM.Subv1-4/+14
2018-04-07Textures: Added a helper function to know if a texture is blocklinear or pitch.Subv1-0/+5
2018-03-26GPU: Added the TSC structure. It contains information about the sampler.Subv1-0/+50
2018-03-26GPU: Added more fields to the TIC structure.Subv1-4/+30
2018-03-24Frontend: Updated the surface view debug widget to work with Maxwell surfaces.Subv1-0/+11
2018-03-24GPU: Added a method to unswizzle a texture without decoding it.Subv3-4/+94
Allow unswizzling of DXT1 textures.
2018-03-24GPU: Preliminary work for texture decoding.Subv3-0/+91