Skip to content
Snippets Groups Projects
  1. Jun 17, 2020
  2. Jun 15, 2020
  3. Jun 12, 2020
  4. Jun 10, 2020
  5. Jun 09, 2020
  6. Jun 08, 2020
  7. Jun 07, 2020
  8. Jun 06, 2020
    • Morph's avatar
      yuzu/frontend: Remove internal resolution option · 03fad5eb
      Morph authored
      03fad5eb
    • ReinUsesLisp's avatar
      gl_device: Black list NVIDIA 443.24 for fast buffer uploads · e78d681a
      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.
      e78d681a
    • ReinUsesLisp's avatar
      renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled · 354fbe70
      ReinUsesLisp authored
      Avoids logging when it's not relevant. This can potentially reduce
      driver's internal thread overhead.
      354fbe70
  9. Jun 05, 2020
    • ReinUsesLisp's avatar
      shader/texture: Join separate image and sampler pairs offline · 5b2b6d59
      ReinUsesLisp authored
      Games using D3D idioms can join images and samplers when a shader
      executes, instead of baking them into a combined sampler image. This is
      also possible on Vulkan.
      
      One approach to this solution would be to use separate samplers on
      Vulkan and leave this unimplemented on OpenGL, but we can't do this
      because there's no consistent way of determining which constant buffer
      holds a sampler and which one an image. We could in theory find the
      first bit and if it's in the TIC area, it's an image; but this falls
      apart when an image or sampler handle use an index of zero.
      
      The used approach is to track for a LOP.OR operation (this is done at an
      IR level, not at an ISA level), track again the constant buffers used as
      source and store this pair. Then, outside of shader execution, join
      the sample and image pair with a bitwise or operation.
      
      This approach won't work on games that truly use separate samplers in a
      meaningful way. For example, pooling textures in a 2D array and
      determining at runtime what sampler to use.
      
      This invalidates OpenGL's disk shader cache :)
      
      - Used mostly by D3D ports to Switch
      5b2b6d59
    • ReinUsesLisp's avatar
  10. Jun 04, 2020
  11. Jun 03, 2020
  12. Jun 02, 2020
  13. Jun 01, 2020
  14. May 31, 2020
    • Morph's avatar
      gl_device: Enable compute shaders for Intel proprietary drivers · bb8ef381
      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.
      bb8ef381
  15. May 30, 2020
    • ReinUsesLisp's avatar
      shader/other: Fix hardcoded value in S2R INVOCATION_INFO · f2d1aa97
      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.
      f2d1aa97
Loading