| Commit message (Collapse) | Author | Age | Files | Lines |
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Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
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Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
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Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
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Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
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The returned layer is expected to be between 0 and the depth of the
surface, anything larger is off bounds.
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This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
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Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing <functional> include to
satisfy the use of std::less.
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Ensures that the constructor members are always initialized in the order
that they're declared in.
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Also corrects some asserts.
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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 storing all block width, height and depths in their shifted
form:
block_width = 1U << block_shift;
Store them like they are provided by the emulated hardware (their
block_shift form). This way we can avoid doing the costly
Common::AlignUp operation to align texture sizes and drop CPU integer
divisions with bitwise logic (defined in Common::AlignBits).
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This also reverses the changes to make invalidation and flushing through
the GPU address.
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This is done to simplify the OpenGL implementation, it is needed for
Vulkan.
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