- Feb 22, 2020
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Fernando Sahmkow authored
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bunnei authored
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- Feb 21, 2020
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ReinUsesLisp authored
Fix typo in the illegal 3D texture assert logic. We care about catching arrayed 3D textures or 3D shadow textures, not regular 3D textures.
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Nguyen Dac Nam authored
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- Feb 20, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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bunnei authored
- Minor perf improvement.
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- Feb 19, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Brian Clinkenbeard authored
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Nguyen Dac Nam authored
Please enter the commit message for your changes. Lines starting
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- Feb 18, 2020
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
Co-Authored-By:
Mat M. <mathew1800@gmail.com>
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
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- Feb 16, 2020
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ReinUsesLisp authored
Code before this commit was trying to match 3D textures with another target. Fix that.
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Nguyen Dac Nam authored
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Nguyen Dac Nam authored
402: function name should be Initialize2 (7.0.0+) not SetOperationMode Follow by: https://switchbrew.org/wiki/LDN_services#IUserLocalCommunicationService
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namkazy authored
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- Feb 15, 2020
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bunnei authored
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ReinUsesLisp authored
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason to forbid these. Enable textureLod usage on these. Minor style changes.
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- Feb 14, 2020
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ReinUsesLisp authored
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Abstract the current OpenGL implementation into the VideoCommon namespace and reimplement it on top of that. Doing this avoids repeating code and logic in the Vulkan implementation.
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ReinUsesLisp authored
Use a custom cache instead of relying on a ranged cache.
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ReinUsesLisp authored
Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush.
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ReinUsesLisp authored
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ReinUsesLisp authored
Keep track of the queued OpenGL commands that can signal a fence if waited on. As a side effect, we avoid calls to glFlush when no commands are queued.
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ReinUsesLisp authored
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
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