ReinUsesLisp
17b14be027
video_core: Add MSAA registers in 3D engine and TIC
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This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
Rodrigo Locatti
912162d42d
Merge pull request #3635 from FernandoS27/buffer-free
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Buffer queue: Correct behavior of free buffer.
2020-04-11 17:58:15 -03:00
bunnei
8e7f6dafb5
Merge pull request #3611 from FearlessTobi/port-4956
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Port citra-emu/citra#4956 : "Fixes to game list sorting"
2020-04-11 12:44:36 -04:00
ReinUsesLisp
1f1e80c67d
texture_cache: Remove preserve_contents
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preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
40ef0d3b28
renderer_vulkan: Drop Vulkan-Hpp
2020-04-10 22:49:02 -03:00
bunnei
aeac4d2d60
Merge pull request #3594 from ReinUsesLisp/vk-instance
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yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
Fernando Sahmkow
7d65c9c9ea
Buffer queue: Correct behavior of free buffer.
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This corrects the behavior of free buffer after witnessing it in an
unrelated hardware test. I haven't found any games affected by it but in
name of better accuracy we'll correct such behavior.
2020-04-10 16:44:28 -04:00
bunnei
54b4a4a82e
Merge pull request #3607 from FearlessTobi/input-kms
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yuzu/configuration: Fix input profiles and a wrong assert
2020-04-10 00:39:48 -04:00
ReinUsesLisp
f35703f7cd
service/vi: Partially implement BufferQueue disconnect
2020-04-10 01:00:50 -03:00
ReinUsesLisp
57a3007e29
shader/texture: Remove type mismatches management from shader decoder
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Since commit 9fce105f45
we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow
9ec9f7a92c
Merge pull request #3623 from ReinUsesLisp/renderdoc-bind-spam
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qt/bootmanager: Remove unnecessary glBindFramebuffer
2020-04-09 18:02:17 -04:00
Fernando Sahmkow
59991f3513
Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
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video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
ReinUsesLisp
cc5d2bc965
astc: Hard code bit depth changes to 8 and use fast replicate
2020-04-09 18:37:12 -03:00
Rodrigo Locatti
dcd672b1a6
Merge pull request #3610 from FernandoS27/gpu-caches
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Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
Ben Russell
7d2d0ee1a3
common/file_util: Allow access to files on network shares
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On Windows, network shares use paths like \\server\share\file which were
being broken by FileUtil::SanitizePath() removing double slashes.
Changed the code in SanitizePath to permit a double-backslash if it
occurs at the start of a filepath (on Windows only).
2020-04-09 18:48:28 +01:00
ReinUsesLisp
ac81541a37
astc: Use boost's static_vector to avoid heap allocations
2020-04-09 05:27:57 -03:00
ReinUsesLisp
a648629d8a
astc: Implement a fast precompiled alternative for Replicate
2020-04-09 03:58:25 -03:00
ReinUsesLisp
10d59444d9
astc: Move Replicate to a constexpr LUT when possible
2020-04-09 03:35:07 -03:00
ReinUsesLisp
14ea2ced5b
astc: Make InputBitStream constexpr
2020-04-09 02:54:05 -03:00
ReinUsesLisp
2f105bd298
astc: OutputBitStream style changes and make it constexpr
2020-04-09 02:37:51 -03:00
bunnei
85d89e0758
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
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video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp
5ee9b93d2a
gl_texture_cache: Attach view instead of base texture for layered attachments
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This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
cacbe85d13
VkRasterizer: Eliminate Legacy code.
2020-04-08 18:59:09 -04:00
Fernando Sahmkow
99e0ffe21b
Memory: Correct GCC errors.
2020-04-08 18:09:16 -04:00
Fernando Sahmkow
f00f6bbdb6
Memory: Address Feedback.
2020-04-08 13:40:46 -04:00
Fernando Sahmkow
3e7aecbd3c
GPUMemoryManager: Improve safety of memory reads.
2020-04-08 12:08:06 -04:00
bunnei
8ee9b31043
Merge pull request #3624 from Kewlan/fix-sl-sr-position
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configuration: Fix placement of SL and SR
2020-04-08 11:22:56 -04:00
Kewlan
6de648726f
Place SL and SR in the right most column.
2020-04-08 11:34:16 +02:00
bunnei
23aec6a93b
Merge pull request #3572 from FearlessTobi/port-5127
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Port citra-emu/citra#5127 : "common: Port some changes from dolphin"
2020-04-07 23:48:16 -04:00
ReinUsesLisp
087aadbfae
qt/bootmanager: Remove unnecessary glBindFramebuffer
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Presentation context always has GL_DRAW_FRAMEBUFFER_BINDING as zero.
There is no need to bind the default framebuffer constantly.
According to Nsight this was using ~0.7ms per frame and it broke
renderdoc captures.
2020-04-07 20:51:56 -03:00
ReinUsesLisp
8591cb316a
video_core/textures: Move GetMaxAnisotropy to cpp file
2020-04-07 20:47:31 -03:00
ReinUsesLisp
8a031dc233
video_core/texture: Use a LUT to convert sRGB texture borders
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This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
04d4e9e587/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.
2020-04-07 20:38:14 -03:00
Zach Hilman
4bc0b7c50c
Merge pull request #3621 from SilverBeamx/fullnamefix
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Log version and about section version fix
2020-04-07 17:16:23 -04:00
SilverBeamx
2830688673
Addressed feedback: switched to snake case and fixed clang-format errors
2020-04-07 22:59:09 +02:00
bunnei
738e281da2
Merge pull request #3599 from ReinUsesLisp/revert-3499
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Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
SilverBeamx
d8df28d4a1
Removed leftover test code
2020-04-07 22:45:30 +02:00
SilverBeamx
860dd241cf
Addressed feedback: removed CMake hack in favor of building the necessary strings via the supplied title format
2020-04-07 22:41:45 +02:00
ReinUsesLisp
30bbdc653c
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
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Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti
43f13f7fa1
Merge pull request #3489 from namkazt/patch-2
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shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
SilverBeamx
ebd4788c1f
Hack BUILD_FULLNAME into GenerateSCMRev.cmake
2020-04-07 15:54:19 +02:00
Nguyen Dac Nam
ca3161ee7e
address nit.
2020-04-07 18:29:30 +07:00
ReinUsesLisp
3140098db9
renderer_vulkan: Query device names from the backend
2020-04-07 02:23:23 -03:00
ReinUsesLisp
c56cdc3384
common/dynamic_library: Import and adapt helper from Dolphin
2020-04-07 02:23:23 -03:00
ReinUsesLisp
dbebae0027
shader/conversion: Implement I2I sign extension, saturation and selection
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Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.
It doesn't implement CC yet.
2020-04-07 02:19:44 -03:00
Nguyen Dac Nam
e2349b001e
Apply suggestions from code review
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
enler
d7dc7964f1
file_sys: fix LayeredFS error when loading some games made with… ( #3602 )
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* fix LayeredFS error when loading some games made with the Unity
2020-04-07 02:03:32 +02:00
Fernando Sahmkow
3390d627b8
Clang Format.
2020-04-06 09:23:08 -04:00
Fernando Sahmkow
02f2fa510d
Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
6c9f7db8af
Query Cache: Use VAddr instead of physical memory for adressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3728c7160f
Buffer Cache: Use vAddr instead of physical memory.
2020-04-06 09:23:06 -04:00