- Dec 19, 2019
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ReinUsesLisp authored
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan queue and then query it even after a device loss. This allows us to push the current pipeline object and see what was the call that killed the device.
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ReinUsesLisp authored
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- Dec 17, 2019
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bunnei authored
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- Dec 13, 2019
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ReinUsesLisp authored
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles; flushing is still not properly implemented on Vulkan for this particular format.
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ReinUsesLisp authored
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ReinUsesLisp authored
Add an extra argument to query device capabilities in the future. The intention behind this is to use native quads, quad strips, line loops and polygons if these are released for Vulkan.
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ReinUsesLisp authored
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE and CLAMP_TO_BORDER depending on the filter mode used. It doesn't exactly behave like this, but it's the closest we can get with what Vulkan offers without emulating it by injecting shader code.
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ReinUsesLisp authored
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ReinUsesLisp authored
Introduce a worker thread approach for delegating Vulkan work derived from dxvk's approach. https://github.com/doitsujin/dxvk Now that the scheduler is what handles all Vulkan work related to command streaming, store state tracking in itself. This way we can know when to reupload Vulkan dynamic state to the queue (since this one is invalidated between command buffers unlike NVN). We can also store the renderpass state and graphics pipeline bound to avoid redundant binds and renderpass begins/ends.
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- Dec 11, 2019
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented.
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Joel Holdsworth authored
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Fernando Sahmkow authored
* Kernel: Correct behavior of Address Arbiter threads. This corrects arbitration threads to behave just like in Horizon OS. They are added into a container and released according to what priority they had when added. Horizon OS does not reorder them if their priority changes. * Kernel: Address Feedback.
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Lioncash authored
This function doesn't actually return a result code, so we can amend the signature of it to match.
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ReinUsesLisp authored
Previously we naively checked for "Intel" in GL_VENDOR, but this includes both Intel's proprietary driver and the mesa driver. Re-enable compute shaders for mesa.
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ReinUsesLisp authored
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16
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- Dec 10, 2019
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Fernando Sahmkow authored
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
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ReinUsesLisp authored
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Update Sirit and its usage in vk_shader_decompiler. Highlights: - Implement tessellation shaders - Implement geometry shaders - Implement some missing features - Use native half float instructions when available.
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Dec 09, 2019
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ReinUsesLisp authored
- Setup more features and requirements. - Improve logging for missing features. - Collect telemetry parameters. - Add queries for more image formats. - Query push constants limits. - Optionally enable some extensions.
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ReinUsesLisp authored
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- Dec 08, 2019
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Lioncash authored
Over the course of the changes to the kernel code, a few includes are no longer necessary, particularly with the change over to std::shared_ptr from Boost's intrusive_ptr.
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Lioncash authored
These are fairly trivial to implement, we can just do nothing. This also provides a spot for us to potentially dump out any relevant info in the future (e.g. for debugging purposes with homebrew, etc). While we're at it, we can also correct the names of both of these supervisor calls.
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- Dec 07, 2019
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ReinUsesLisp authored
We don't know until the game is running if it's using an sRGB color space or not. Add support for hot-swapping swapchain surface formats.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Dec 06, 2019
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ReinUsesLisp authored
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- Dec 05, 2019
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Fernando Sahmkow authored
This commit corrects an error in which a Core could remain with an exclusive state after running, leaving space for possible race conditions between changing cores.
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- Dec 02, 2019
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ReinUsesLisp authored
We only have OpenGL as an option for now. Hardcode the entry.
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ReinUsesLisp authored
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- Nov 29, 2019
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ReinUsesLisp authored
Some texture views were being created out of bounds (with more layers or mipmaps than what the original texture has). This is because of a miscalculation in mipmap bounding. end_layer and end_mipmap are out of bounds (e.g. layer 6 in a cubemap), there's no need to add one more there. Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
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