| Commit message (Collapse) | Author | Age | Files | Lines |
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- Used by The Walking Dead: The Final Season
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Implement RGBA16_SNORM with the current API. Nothing special here.
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
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This commit implements the E5B9G9R9 Texture format into the general
system and OpenGL backend.
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This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
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Fixed ASTC mipmaps loading
Fixed alignment on openGL upload/download
Fixed Block Height Calculation
Removed unalign_height
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Instead of using Common::AlignUp, use Common::AlignBits to align the
texture compression factor.
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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).
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- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
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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.
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* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB
( needed by Mario+Rabbids Kingdom Battle )
* Small placement correction
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Implement Cube Arrays
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