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* video_core/surface: Add missing break in PixelFormatFromTextureFormat()Lioncash2019-10-161-0/+1
| | | | Prevents fallthrough into the following case.
* video_core: Implement RGBX16F PixelFormatFearlessTobi2019-09-221-0/+3
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* video_core/surface: Add function to detect sRGB surfacesReinUsesLisp2019-09-131-0/+20
| | | | | This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB surfaces when a backend can target both native and converted ASTC.
* renderer_opengl: Implement RGB565 framebuffer formatReinUsesLisp2019-08-211-2/+3
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* surface: Correct format S8Z24Fernando Sahmkow2019-06-211-2/+2
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* gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp2019-06-211-1/+3
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* maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp2019-06-211-0/+2
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* video_core: Silent -Wswitch warningsReinUsesLisp2019-04-181-35/+51
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* Implement Texture Format ZF32_X24S8.Fernando Sahmkow2019-04-091-0/+2
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* video_core/surface: Remove obsolete TODO in PixelFormatFromRenderTargetFormat()Lioncash2019-03-051-2/+0
| | | | This isn't needed anymore, according to Hexagon
* Implement BGRA8 framebuffer formatgreggameplayer2019-02-091-0/+2
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* gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp2019-01-301-0/+18
| | | | | | | | | | | | 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).
* gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei2018-12-281-2/+5
| | | | - Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
* Fixed uninitialized memory due to missing returns in canaryDavid Marcec2018-12-191-0/+7
| | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer2018-11-131-0/+4
| | | | | | | * Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
* Merge pull request #1616 from FernandoS27/cube-arraybunnei2018-11-051-0/+3
|\ | | | | Implement Cube Arrays
| * Implement Cube ArraysFernandoS272018-11-011-0/+3
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* | Fix ASTC Decompressor to support depth parameterFernandoS272018-11-021-21/+5
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* video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp2018-10-301-0/+499