- Feb 19, 2020
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Nguyen Dac Nam authored
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bunnei authored
vk_shader_decompiler: Fix vertex id and instance id
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- Feb 18, 2020
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Fernando Sahmkow authored
query_cache: Implement a query cache and query 21 (samples passed)
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bunnei authored
GUI: Add aspect ratio dropdown
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- Feb 17, 2020
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bunnei authored
Fix CMake build errors for certain SDL2 installations
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Brian Clinkenbeard authored
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bunnei authored
nvhost_gpu: implement ChannelSetTimeslice
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- Feb 16, 2020
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bunnei authored
IUserLocalCommunicationService: stub function Initialize2
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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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bunnei authored
Revert "video_core: memory_manager: Use GPU interface for cache functions."
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- Feb 15, 2020
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bunnei authored
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- Feb 14, 2020
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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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bunnei authored
Set of refactors for Kernel Synchronization and Hardware Constants
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Morph authored
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bunnei authored
shader/decode: Fix constant buffer offsets
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Zach Hilman authored
Use config mode for finding SDL2 with CMake
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Fernando Sahmkow authored
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Morph authored
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Morph authored
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Morph authored
Available as a drop down within the configure graphics tab.
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bunnei authored
update hwopus DecodeInterleaved for FW 7.0.0+
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ReinUsesLisp authored
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bunnei authored
GPU: Refactor queries implementation and correct GPU Clock.
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- Feb 13, 2020
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ReinUsesLisp authored
Vulkan's VertexIndex and InstanceIndex don't match with hardware. This is because Nvidia implements gl_VertexID and gl_InstanceID. The math that relates these is: gl_VertexIndex = gl_BaseVertex + gl_VertexID gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID To emulate it using what Vulkan's SPIR-V offers (the *Index variants) this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and hardware's equivalent.
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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bunnei authored
address_arbiter: Minor cleanup to list querying
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Brian Clinkenbeard authored
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- Feb 12, 2020
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Lioncash authored
Same behavior, but without the need to explicitly loop through everything manually.
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