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* decoders: Optimize swizzle copy performance (#6790)yzct123452021-08-021-9/+43
| | | This makes UnswizzleTexture up to two times faster. It is the main bottleneck in NVDEC video decoding.
* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-0/+9
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* video_core: Silence signed/unsigned mismatch warningsMorph2021-06-281-2/+2
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* astc_decoder.comp: Remove unnecessary LUT SSBOsameerj2021-06-192-12/+5
| | | | We can move them to instead be compile time constants within the shader.
* astc: Various robustness enhancements for the gpu decoderameerj2021-06-192-2/+2
| | | | | | These changes should help in reducing crashes/drivers panics that may occur due to synchronization issues between the shader completion and later access of the decoded texture.
* astc_decoder: Fix LDR CEM1 endpoint calculationameerj2021-06-161-1/+1
| | | | | | | | Per the spec, L1 is clamped to the value 0xff if it is greater than 0xff. An oversight caused us to take the maximum of L1 and 0xff, rather than the minimum. Huge thanks to wwylele for finding this. Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
* textures: Reintroduce CPU ASTC decoderameerj2021-06-162-0/+1580
| | | | | | | Users may want to fall back to the CPU ASTC texture decoder due to hangs and crashes that may be caused by keeping the GPU under compute heavy loads for extended periods of time. This is especially the case in games such as Astral Chain which make extensive use of ASTC textures.
* decoders: Break instead of continuelat9nq2021-06-041-2/+2
| | | | continue causes a memory leak in A Hat in Time.
* decoders: Avoid out-of-bounds accesslat9nq2021-06-041-0/+8
| | | | This is not a real fix, so assert here and continue before crashing.
* common: Move settings to common from core.bunnei2021-04-151-1/+1
| | | | - Removes a dependency on core and input_common from common.
* astc_decoder: Refactor for style and more efficient memory useameerj2021-03-252-1833/+51
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* renderer_vulkan: Accelerate ASTC decodingameerj2021-03-132-25/+16
| | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
* renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj2021-03-131-0/+190
| | | | | | ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
* common/alignment: Rename AlignBits to AlignUpLog2ReinUsesLisp2021-01-151-4/+4
| | | | AlignUpLog2 describes what the function does better than AlignBits.
* astc: Increase integer encoded vector sizeReinUsesLisp2021-01-151-1/+1
| | | | | Invalid ASTC textures seem to write more bytes here, increase the size to something that can't make us push out of bounds.
* astc: Return zero on out of bound bitsReinUsesLisp2021-01-151-17/+22
| | | | | Avoid out of bound reads on invalid ASTC textures. Games can bind invalid textures that make us read or write out of bounds.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-308-452/+274
| | | | | | | | | | | | | | 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.
* video_core: Remove unnecessary enum class casting in logging messagesLioncash2020-12-071-1/+1
| | | | | | | fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-1/+1
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* textures/decoders: Fix block linear to pitch copiesReinUsesLisp2020-08-112-21/+26
| | | | | | | | | | | | There were two issues with block linear copies. First the swizzling was wrong and this commit reimplements them. The other issue was that these copies are generally used to download render targets from the GPU and yuzu was not downloading them from host GPU memory unless the extreme GPU accuracy setting was selected. This commit enables cached memory reads for all accuracy levels. - Fixes level thumbnails in Super Mario Maker 2.
* Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-214-122/+26
|\ | | | | video_core: Fix, add and rename pixel formats
| * video_core: Rearrange pixel format namesReinUsesLisp2020-07-134-122/+26
| | | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* | Merge pull request #4242 from ReinUsesLisp/maxwell-dmabunnei2020-07-142-67/+105
|\ \ | |/ |/| maxwell_dma: Match official doc and support pitch->voxel copies
| * video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp2020-07-102-67/+105
| | | | | | | | | | | | | | Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
* | configuration: implement per-game configurations (#4098)lat9nq2020-07-101-1/+1
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
* Clang Format and Documentation.Fernando Sahmkow2020-04-281-0/+1
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* MaxwellDMA: Optimize micro copies.Fernando Sahmkow2020-04-282-0/+17
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* General: Resolve warnings related to missing declarationsLioncash2020-04-172-3/+5
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* Merge pull request #3631 from ReinUsesLisp/more-astcMat M2020-04-131-82/+159
|\ | | | | texture/astc: More small ASTC optimizations
| * astc: Hard code bit depth changes to 8 and use fast replicateReinUsesLisp2020-04-091-21/+15
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| * astc: Use boost's static_vector to avoid heap allocationsReinUsesLisp2020-04-091-10/+14
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| * astc: Implement a fast precompiled alternative for ReplicateReinUsesLisp2020-04-091-2/+57
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| * astc: Move Replicate to a constexpr LUT when possibleReinUsesLisp2020-04-091-8/+38
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| * astc: Make InputBitStream constexprReinUsesLisp2020-04-091-11/+11
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| * astc: OutputBitStream style changes and make it constexprReinUsesLisp2020-04-091-32/+26
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* | video_core: Add MSAA registers in 3D engine and TICReinUsesLisp2020-04-121-0/+15
| | | | | | | | | | This adds the registers used for multisampling. It doesn't implement anything for now.
* | video_core/textures: Move GetMaxAnisotropy to cpp fileReinUsesLisp2020-04-082-19/+23
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* | video_core/texture: Use a LUT to convert sRGB texture bordersReinUsesLisp2020-04-082-9/+60
|/ | | | | | | | | | | | | | | | | | This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
* astc: Fix clang build issuesReinUsesLisp2020-03-181-12/+12
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* astc: Fix typos from search and replaceReinUsesLisp2020-03-141-3/+3
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* astc: Minor changes to InputBitStreamReinUsesLisp2020-03-141-28/+34
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* astc: Pass val in Replicate by copyReinUsesLisp2020-03-141-1/+1
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* astc: Call std::vector:reserve on decodedClolorValues to avoid reallocatingReinUsesLisp2020-03-141-0/+2
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* astc: Call std::vector::reserve on texelWeightValues to avoid reallocatingReinUsesLisp2020-03-141-0/+2
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* astc: Create a LUT at compile time for encoding valuesReinUsesLisp2020-03-141-7/+19
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* astc: Make IntegerEncodedValue a trivial structureReinUsesLisp2020-03-141-212/+177
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* astc: Make IntegerEncodedValue constructor constexprReinUsesLisp2020-03-141-5/+6
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* astc: Make IntegerEncodedValue trivially copyableReinUsesLisp2020-03-141-9/+2
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* astc: Rename C types to common_typesReinUsesLisp2020-03-141-79/+78
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* astc: Move Popcnt to an anonymous namespace and make it constexprReinUsesLisp2020-03-141-9/+13
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* astc: Use common types instead of stdint.h integer typesReinUsesLisp2020-03-141-284/+282
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* astc: Use 'enum class' instead of 'enum' for EIntegerEncodingReinUsesLisp2020-03-141-25/+25
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* textures: Fix anisotropy hackReinUsesLisp2020-03-081-14/+16
| | | | Previous code could generate an anisotropy value way higher than x16.
* Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph2020-02-281-1/+23
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* Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.Fernando Sahmkow2019-12-221-0/+4
| | | | | | This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
* video_core: Silence implicit conversion warningsReinUsesLisp2019-11-082-38/+42
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* shader/node: Unpack bindless texture encodingReinUsesLisp2019-10-301-0/+2
| | | | | | | | | Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images.
* video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp2019-10-281-1/+0
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* astc: Silence implicit conversion warningsReinUsesLisp2019-10-271-7/+8
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* Merge pull request #2765 from FernandoS27/dma-fixbunnei2019-09-012-7/+10
|\ | | | | MaxwellDMA: Fixes, corrections and relaxations.
| * MaxwellDMA: Fixes, corrections and relaxations.Fernando Sahmkow2019-07-262-7/+10
| | | | | | | | | | | | | | This commit fixes offsets on Linear -> Tiled copies, corrects z pos fortiled->linear copies, corrects bytes_per_pixel calculation in tiled -> linear copies and relaxes some limitations set by latest dma fixes refactors.
* | textures: Fix texture buffer size calculationReinUsesLisp2019-07-181-1/+1
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* texture_cache: Style and CorrectionsFernando Sahmkow2019-06-211-3/+4
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* surface: Correct format S8Z24Fernando Sahmkow2019-06-211-2/+2
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* decoders: correct block calculationFernando Sahmkow2019-06-211-19/+15
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* maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp2019-06-211-1/+17
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* texture_cache: General FixesFernando Sahmkow2019-06-212-10/+11
| | | | | | | Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
* video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp2019-06-213-28/+40
| | | | | | | | | | | | 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).
* gl_texture_cache: Add fast copy pathReinUsesLisp2019-06-211-2/+1
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* gl_texture_cache: Initial implementationReinUsesLisp2019-06-211-1/+2
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* maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp2019-05-301-1/+1
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* video_core/textures/astc: Remove unused variablesLioncash2019-05-101-6/+2
| | | | Silences a few compilation warnings.
* Fix Layered ASTC TexturesFernando Sahmkow2019-05-011-1/+3
| | | | By adding the missing layer offset in ASTC compression.
* Apply Const correctness to SwizzleKepler and replace u32 for size_t on iterators.Fernando Sahmkow2019-04-162-9/+12
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* Implement Block Linear copies in Kepler Memory.Fernando Sahmkow2019-04-162-0/+24
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* video_core/textures/convert: Replace include with a forward declarationLioncash2019-04-062-1/+5
| | | | Avoids dragging in a direct dependency in a header.
* video_core/texures/texture: Remove unnecessary includesLioncash2019-04-061-2/+0
| | | | | | Nothing in this header relies on common_funcs or the memory manager. This gets rid of reliance on indirect inclusions in the OpenGL caches.
* video_core: Refactor to use MemoryManager interface for all memory access.bunnei2019-03-162-24/+21
| | | | | | | | | | | # Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
* Merge pull request #2229 from ReinUsesLisp/vk-sampler-cachebunnei2019-03-151-24/+29
|\ | | | | vk_sampler_cache: Implement a sampler cache
| * vk_sampler_cache: Implement a sampler cacheReinUsesLisp2019-03-131-1/+1
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| * video_core/texture: Add a raw representation of TSCEntryReinUsesLisp2019-03-121-24/+29
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* | video_core/texture: Fix up sampler lod biasReinUsesLisp2019-03-131-1/+1
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* gl_rasterizer: Encapsulate sampler queries into methodsReinUsesLisp2019-03-091-5/+29
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* gl_rasterizer_cache: Move format conversion to its own fileReinUsesLisp2019-02-275-34/+160
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* decoders: Minor style changesReinUsesLisp2019-02-272-14/+8
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* Merge pull request #2042 from ReinUsesLisp/nouveau-texbunnei2019-02-071-1/+0
|\ | | | | maxwell_3d: Allow texture handles with TIC id zero
| * maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp2019-02-031-1/+0
| | | | | | | | | | Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
* | video_core/texture: Fix BitField size for depth_minus_oneReinUsesLisp2019-02-051-1/+1
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* Fixed uninitialized memory due to missing returns in canaryDavid Marcec2018-12-191-1/+1
| | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
* Implemented Tile Width SpacingFernandoS272018-11-263-12/+19
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* Merge pull request #1717 from FreddyFunk/swizzle-gobbunnei2018-11-191-37/+33
|\ | | | | textures/decoders: Replace magic numbers
| * textures/decoders: Replace magic numbersFrederic Laing2018-11-171-37/+33
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* | Merge pull request #1693 from Tinob/masterbunnei2018-11-191-1/+14
|\ \ | | | | | | Missing ogl states
| * | fix sampler configuration, thanks to Marcos for his investigationRodolfo Bogado2018-11-171-1/+14
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* / Eliminated unnessessary memory allocation and copy (#1702)Frederic L2018-11-192-4/+18
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* textures/decoders: Minor cleanupFrederic Laing2018-11-151-16/+16
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* 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
* set sampler max lod, min lod, lod bias and max anisotropyRodolfo Bogado2018-11-111-2/+11
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* Fix ASTC Decompressor to support depth parameterFernandoS272018-11-022-16/+18
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* Fix ASTC formatsFernandoS272018-11-012-7/+9
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* Fixed mipmap block autosizing algorithmFernandoS272018-10-291-0/+6
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* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-0/+5
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* Merge pull request #1524 from FernandoS27/layers-fixbunnei2018-10-251-3/+3
|\ | | | | rasterizer: Fix Layered Textures Loading and Cubemaps
| * Fixed Layered Textures Loading and CubemapsFernandoS272018-10-231-3/+3
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* | decoders: Remove unused variable within SwizzledData()Lioncash2018-10-241-1/+0
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* decoders: Introduce functions for un/swizzling subrects.bunnei2018-10-192-0/+49
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* Merge pull request #1488 from Hexagon12/astc-typesbunnei2018-10-141-0/+2
|\ | | | | video_core: Added ASTC 5x4; 8x5 types
| * Added ASTC 5x4; 8x5Hexagon122018-10-131-0/+2
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* | Shorten the implementation of 3D swizzle to only 3 functionsFernandoS272018-10-141-70/+27
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* | Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBufferFernandoS272018-10-131-1/+1
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* | Propagate depth and depth_block on modules using decodersFernandoS272018-10-133-28/+28
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* | Remove old Swizzle algorithms and use 3d SwizzleFernandoS272018-10-131-93/+69
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* | Implement Precise 3D SwizzleFernandoS272018-10-131-3/+71
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* | Implement Fast 3D SwizzleFernandoS272018-10-131-2/+74
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* | Implemented helper function to correctly calculate a texture's sizeFernandoS272018-10-122-0/+22
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* Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-101-2/+15
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* Implemented Depth Compare and Shadow SamplersFernandoS272018-10-061-1/+12
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* gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-301-0/+2
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* Reverse stride align restriction on FastSwizzle due to lost performanceFernandoS272018-09-211-3/+2
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* Join both Swizzle methods within one interface functionFernandoS272018-09-211-11/+19
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* Standarized Legacy Swizzle to look alike FastSwizzle and use a Swizzling Table insteadFernandoS272018-09-211-42/+38
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* Remove same output bpp restriction on FastSwizzleFernandoS272018-09-211-4/+5
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* Improved Legacy Swizzler to be better documented and work betterFernandoS272018-09-211-15/+21
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* Improved fast swizzle and removed restrictions to itFernandoS272018-09-211-7/+12
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* Merge pull request #1311 from FernandoS27/fast-swizzlebunnei2018-09-171-2/+49
|\ | | | | Optimized Texture Swizzling
| * Optimized Texture SwizzlingFernandoS272018-09-141-2/+49
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* | Implement ASTC_2D_8X8 (Bayonetta 2)raven022018-09-161-0/+2
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* gl_rasterizer_cache: Track texture depth.bunnei2018-09-081-2/+10
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* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-311-0/+4
| | | | | | | | | * Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
* textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-102-83/+6
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* Implement BC5/DXN2 (#996)Khangaroo2018-08-091-0/+3
| | | - Used by Kirby Star Allies.
* Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2018-08-021-0/+4
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* Implement R16_G16Unknown2018-07-261-0/+3
| | | | | | | | | | | | | | | | | | correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment
* GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2018-07-251-0/+3
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* GPU: Implemented the R16 and R16F texture formats.Subv2018-07-241-0/+3
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* Merge pull request #799 from Subv/tex_r32fbunnei2018-07-241-0/+3
|\ | | | | GPU: Implement texture format R32F.
| * GPU: Implement texture format R32F.Subv2018-07-241-0/+3
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* | gl_rasterizer: Implement texture border color.bunnei2018-07-241-4/+4
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* gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-241-0/+4
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* video_core: Use nested namespaces where applicableLioncash2018-07-213-12/+6
| | | | Compresses a few namespace specifiers to be more compact.
* decoders: Fix calc of swizzle image_width_in_gobs.bunnei2018-07-191-1/+4
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* astc: Initialize vector size directly in DecompressLioncash2018-07-181-2/+1
| | | | There's no need to perform a separate resize.
* astc: Mark functions as internally linked where applicableLioncash2018-07-181-17/+20
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* astc: const-correctness changes where applicableLioncash2018-07-181-14/+13
| | | | | A few member functions didn't actually modify class state, so these can be amended as necessary.
* astc: Delete Bits' copy contstructor and assignment operatorLioncash2018-07-181-8/+6
| | | | | This also potentially avoids warnings, considering the copy assignment operator is supposed to have a return value.
* astc: In-class initialize member variables where appropriateLioncash2018-07-181-39/+22
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* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-151-0/+3
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* gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-151-0/+3
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* GPU: Implemented the BC7U texture format.Subv2018-07-071-0/+3
| | | | Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
* GPU: Implemented the 32 bit float depth buffer format.Subv2018-07-041-0/+2
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* gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2018-07-031-0/+2
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* GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-022-0/+37
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* GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-301-0/+4
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* gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-183-0/+1664
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* GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-071-0/+16
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* GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-061-0/+3
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* GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-021-1/+5
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* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-311-0/+3
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* GPU: Implemented the R8 texture format (0x1D)Subv2018-05-301-0/+4
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* add all the known TextureFormat (#474)greggameplayer2018-05-291-2/+71
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* GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-272-0/+4
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* GPU: Make the Textures::CopySwizzledData function accessible from the outside of the file.Subv2018-04-252-3/+6
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* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-251-0/+1
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* GPU: Implement the A2BGR10 texture format.Subv2018-04-222-0/+4
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* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2018-04-191-1/+9
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* GPU: Implemented the B5G6R5 format.Subv2018-04-192-0/+5
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* GPU: Allow using a configurable block height when unswizzling textures.Subv2018-04-183-6/+13
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* GPU/TIC: Added the pitch and block height fields to the TIC structure.Subv2018-04-181-1/+16
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* texture: Add missing formats.bunnei2018-04-181-1/+3
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* GPU: Assert when finding a texture with a format type other than UNORM.Subv2018-04-071-4/+14
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* Textures: Added a helper function to know if a texture is blocklinear or pitch.Subv2018-04-071-0/+5
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* GPU: Added the TSC structure. It contains information about the sampler.Subv2018-03-261-0/+50
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* GPU: Added more fields to the TIC structure.Subv2018-03-261-4/+30
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* Frontend: Updated the surface view debug widget to work with Maxwell surfaces.Subv2018-03-241-0/+11
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* GPU: Added a method to unswizzle a texture without decoding it.Subv2018-03-243-4/+94
| | | | Allow unswizzling of DXT1 textures.
* GPU: Preliminary work for texture decoding.Subv2018-03-243-0/+91