- Sep 22, 2019
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FearlessTobi authored
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FearlessTobi authored
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FearlessTobi authored
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- Sep 21, 2019
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MysticExile authored
* Update README.md * Adress feedback * Add link to our compatability page * Address feedback Co-Authored-By:
Morph <39850852+Morph1984@users.noreply.github.com> * Fix spelling Co-Authored-By:
Morph <39850852+Morph1984@users.noreply.github.com> * Small fix * Removed the mention of a specific game * fix
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Rodrigo Locatti authored
shader_ir: Implement ICMP
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Fernando Sahmkow authored
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David authored
Port citra-emu/citra#4944: "Added Host CPU and OS to log"
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pbarilla authored
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David authored
Port citra-emu/citra#4882: "Add frametime logging for tracking performance over time"
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David authored
Core/Memory: Only FlushAndInvalidate GPU if the page is marked as RasterizerCachedMemory
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David authored
nsp: Fix various errors with loading and processing of extracted NSPs
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David authored
configure_input: Uncheck "Joycons Docked" when "Use Docked Mode" is checked
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David authored
maxwell_to_gl: Fix mipmap filtering
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David authored
Mark KickOffPb & SubmitGPFIFO as trace
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David authored
Mark DrawArrays as LOG_TRACE
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David Marcec authored
There's no reason to clog logs with DrawArray.
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David Marcec authored
These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
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- Sep 20, 2019
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bunnei authored
gl_shader_decompiler: Avoid writing output attribute when unimplemented
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bunnei authored
shader_ir/warp: Implement SHFL for Nvidia devices
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Fernando Sahmkow authored
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- Sep 19, 2019
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Fernando Sahmkow authored
This commit avoids Invalidating and Flushing the GPU if the page is not marked as a RasterizerCache Page.
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- Sep 18, 2019
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bunnei authored
shader_ir: Implement shared memory
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- Sep 17, 2019
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ReinUsesLisp authored
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ReinUsesLisp authored
OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter> but we were using them in the opposite way.
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Morph authored
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- Sep 15, 2019
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Fernando Sahmkow authored
renderer_opengl: Fix sRGB blits
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Fernando Sahmkow authored
Revert "Revert #2466" and stub FirmwareCall 4
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Rodrigo Locatti authored
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- Sep 14, 2019
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Fernando Sahmkow authored
video_core/surface: Add function to detect sRGB surfaces
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Fernando Sahmkow authored
vk_device: Add miscellaneous features and minor style changes
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bunnei authored
acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
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bunnei authored
shader/image: Implement SUATOM and fix SUST
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- Sep 13, 2019
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ReinUsesLisp authored
* Increase minimum Vulkan requirements * Require VK_EXT_vertex_attribute_divisor * Require depthClamp, samplerAnisotropy and largePoints features * Search and expose VK_KHR_uniform_buffer_standard_layout * Search and expose VK_EXT_index_type_uint8 * Search and expose native float16 arithmetics * Track current driver with VK_KHR_driver_properties * Query and expose SSBO alignment * Query more image formats * Improve logging overall * Minor style changes * Minor rephrasing of commentaries
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ReinUsesLisp authored
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ReinUsesLisp authored
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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- Sep 11, 2019
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ReinUsesLisp authored
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- Sep 10, 2019
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ReinUsesLisp authored
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Fernando Sahmkow authored
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ReinUsesLisp authored
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
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bunnei authored
shader/shift: Implement SHR wrapped and clamped variants
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