- Jun 08, 2020
-
-
ReinUsesLisp authored
We have to invalidate whatever cache is being used before uploading the data, hence it makes more sense to return this on Map instead of Unmap.
-
- Jun 06, 2020
-
-
ReinUsesLisp authored
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL. This driver throws the following error when calling BufferSubData or BufferData on buffers that are candidates for fast constant buffer uploads. This is the equivalens to push constants on Vulkan, except that they can access the full buffer. The error: Unknown internal debug message. The NVIDIA OpenGL driver has encountered an out of memory error. This application might behave inconsistently and fail. If this error persists on future drivers, we might have to look deeper into this issue. For now, we can black list it and log it as a temporary solution.
-
- Jun 04, 2020
-
-
David Marcec authored
clogs logs quite a bit
-
David Marcec authored
-
- Jun 03, 2020
-
-
David Marcec authored
-
FearlessTobi authored
Co-Authored-By:
xperia64 <xperiancedapps@gmail.com>
-
- Jun 02, 2020
-
-
David Marcec authored
-
ReinUsesLisp authored
Implement atomic operations on images. On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
-
ReinUsesLisp authored
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
-
ReinUsesLisp authored
- Used by Octopath Traveler
-
- Jun 01, 2020
-
-
Morph authored
gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders
-
Morph authored
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
-
VolcaEM authored
-
VolcaEM authored
Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame
-
ReinUsesLisp authored
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported.
-
ReinUsesLisp authored
Avoids compilation errors at the cost of shader build times and runtime performance when a game hits the limit of uniform buffers we can use.
-
- May 31, 2020
-
-
Morph authored
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
-
- May 30, 2020
-
-
ReinUsesLisp authored
Geometry shaders built from Nvidia's compiler check for bits[16:23] to be less than or equal to 0 with VSETP to default to a "safe" value of 0x8000'0000 (safe from hardware's perspective). To avoid hitting this path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO. This seems to be the maximum number of vertices a geometry shader can emit in a primitive.
-
ReinUsesLisp authored
Only reupload textures when they've not been modified from the GPU.
-
David Marcec authored
Easier to read and will emit a jump table automatically.
-
David Marcec authored
-
David Marcec authored
-
- May 29, 2020
-
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Avoids calling transform feedback procedures when VK_EXT_transform_feedback is not available.
-
ReinUsesLisp authored
Implement more surface reconstruct cases. Allow overlaps with more than one layer and mipmap and copies all of them to the new texture. - Fixes textures moving around objects on Xenoblade games
-
- May 28, 2020
-
-
ReinUsesLisp authored
These logs were killing performance on some games when they were spammed. Reduce them to Debug severity.
-
ReinUsesLisp authored
-
lat9nq authored
-
lat9nq authored
-
lat9nq authored
Changes many patch_manager functions to use a case-less variant of GetSubdirectory. Fixes patches not showing up on *nix systems when patch directories are named with odd cases, i.e. `exeFS'.
-
ReinUsesLisp authored
Avoid copying to a staging buffer on non-granular memory addresses. Add a callable argument to StreamBufferUpload to be able to copy to the staging buffer directly from ReadBlockUnsafe.
-
- May 27, 2020
-
-
ReinUsesLisp authored
-
ReinUsesLisp authored
This avoids most heap allocations when collecting surfaces into a vector.
-
ReinUsesLisp authored
Initialize line widths to avoid setting a line width of zero.
-
ReinUsesLisp authored
NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode.
-
Morph authored
-
ReinUsesLisp authored
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
-
- May 26, 2020
-
-
ReinUsesLisp authored
Null texture cubes were not considered arrays, causing issues on Vulkan and OpenGL when creating views.
-
ReinUsesLisp authored
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
-