Commit graph

16 commits

Author SHA1 Message Date
ReinUsesLisp
2727ebd801 video_core/surface: Add function to detect sRGB surfaces
This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
2019-09-13 00:27:04 -03:00
ReinUsesLisp
7aab8bd6cf texture_cache: Style changes 2019-06-29 19:52:37 -03:00
ReinUsesLisp
f845ce6aa5 video_core/surface: Address feedback 2019-06-24 02:07:11 -03:00
Fernando Sahmkow
b62d22a77d texture_cache: Style and Corrections 2019-06-20 21:24:47 -04:00
ReinUsesLisp
8a592f8cd8 gl_rasterizer_cache: Use texture buffers to emulate texture buffers 2019-06-20 21:36:12 -03:00
Fernando Sahmkow
53e9e3966a texture_cache: General Fixes
Fixed ASTC mipmaps loading
Fixed alignment on openGL upload/download
Fixed Block Height Calculation
Removed unalign_height
2019-06-20 21:36:12 -03:00
ReinUsesLisp
291139ade3 surface_params: Optimize CreateForTexture
Instead of using Common::AlignUp, use Common::AlignBits to align the
texture compression factor.
2019-06-20 21:36:12 -03:00
ReinUsesLisp
74a039d0bc video_core: Remove unused Fill surface type 2019-02-01 02:57:47 -03:00
ReinUsesLisp
2a94d36231 gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
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).
2019-01-29 23:49:02 -03:00
bunnei
82662f374a gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
2018-12-28 15:36:45 -05:00
heapo
5c8f2009bb Improve msvc codegen for hot-path array LUTs
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.
2018-12-04 17:13:07 -08:00
greggameplayer
ec188ec832 Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB
( needed by Mario+Rabbids Kingdom Battle )

* Small placement correction
2018-11-12 18:34:54 -08:00
bunnei
722303d3f3 Merge pull request #1616 from FernandoS27/cube-array
Implement Cube Arrays
2018-11-05 15:28:48 -05:00
FernandoS27
82d04c5e99 Fix ASTC Decompressor to support depth parameter 2018-11-01 19:22:12 -04:00
FernandoS27
d125512225 Implement Cube Arrays 2018-11-01 11:56:19 -04:00
ReinUsesLisp
58988435c2 video_core: Move surface declarations out of gl_rasterizer_cache 2018-10-30 16:07:20 -03:00