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path: root/src/video_core/texture_cache/formatter.h (follow)
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* Log object names with debug renderer, add a GPU address to ImageViewsKelebek12023-05-061-1/+1
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* GPU: implement missing ASTCFernando Sahmkow2023-05-031-0/+6
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* GPU: Implement additional render target formats.Fernando Sahmkow2022-11-241-0/+2
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* VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow2022-10-061-2/+2
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* Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow2022-10-061-0/+4
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* renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph2022-07-061-0/+2
| | | | - Used by Monster Hunter Rise Update 10.0.2
* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: implement formats for N64 emulationFernando Sahmkow2022-04-141-0/+4
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* video_core: Add S8_UINT stencil formatMorph2021-11-171-0/+2
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* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-2/+1
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* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-0/+263
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.