| Commit message (Collapse) | Author | Age | Files | Lines |
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When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
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- More accurate impl., fixes Undertale (among other games).
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These three source files are the only ones within the engines directory
that don't use nested namespaces. We may as well change these over to
keep things consistent.
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Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
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Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
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Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
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