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* video_core: Remove unused Fill surface typeReinUsesLisp2019-02-011-2/+1
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* gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp2019-01-301-0/+2
| | | | | | | | | | | | 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.bunnei2018-12-281-51/+41
| | | | - Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
* Improve msvc codegen for hot-path array LUTsheapo2018-12-051-275/+277
| | | | | | | 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.
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer2018-11-131-69/+79
| | | | | | | * 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/+1
|\ | | | | Implement Cube Arrays
| * Implement Cube ArraysFernandoS272018-11-011-0/+1
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* | Fix ASTC Decompressor to support depth parameterFernandoS272018-11-021-13/+94
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* video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp2018-10-301-0/+385