- Jan 06, 2020
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ReinUsesLisp authored
MakeCurrent is a costly (according to Nsight's profiler it takes a tenth of a millisecond to complete), and we don't have a reason to call it because: - Qt no longer signals a warning if it's not called - yuzu no longer supports macOS
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bunnei authored
video_core: Block in WaitFence.
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- Jan 05, 2020
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Fernando Sahmkow authored
vk_descriptor_pool: Initial implementation
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bunnei authored
nifm: Only return that there's an internet connection when there's a BCATServer
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- Jan 04, 2020
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bunnei authored
Shader_IR: add the ability to amend code in the shader ir.
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Fernando Sahmkow authored
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- Jan 03, 2020
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Rodrigo Locatti authored
Co-Authored-By:
Mat M. <mathew1800@gmail.com>
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bunnei authored
NvServices: Correct Ioctl Remap.
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bunnei authored
yuzu: Remove Maxwell debugger
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ReinUsesLisp authored
This was carried from Citra and wasn't really used on yuzu. It also adds some runtime overhead. This commit removes it from yuzu's codebase.
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- Jan 02, 2020
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bunnei authored
maxwell_to_gl: Implement missing primitive topologies
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- Jan 01, 2020
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ReinUsesLisp authored
Create a large descriptor pool where we allocate all our descriptors from. It has to be wide enough to support any pipeline, hence its large numbers. If the descritor pool is filled, we allocate more memory at that moment. This way we can take advantage of permissive drivers like Nvidia's that allocate more descriptors than what the spec requires.
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bunnei authored
shader/p2r: Implement P2R Pr
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- Dec 30, 2019
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Fernando Sahmkow authored
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers.
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Fernando Sahmkow authored
vk_image: Add an image object abstraction
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Rodrigo Locatti authored
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Fernando Sahmkow authored
vk_staging_buffer_pool: Add a staging pool for temporary operations
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Markus Wick authored
This function is called rarely and blocks quite often for a long time. So don't waste power and let the CPU sleep. This might also increase the performance as the other cores might be allowed to clock higher.
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- Dec 29, 2019
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Rodrigo Locatti authored
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- Dec 28, 2019
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Fernando Sahmkow authored
gl_rasterizer: Allow rendering without fragment shader
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- Dec 27, 2019
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bunnei authored
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
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- Dec 26, 2019
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ReinUsesLisp authored
Rendering without a fragment shader is usually used in depth-only passes.
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- Dec 25, 2019
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ReinUsesLisp authored
The job of this abstraction is to provide staging buffers for temporary operations. Think of image uploads or buffer uploads to device memory. It automatically deletes unused buffers.
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ReinUsesLisp authored
This object's job is to contain an image and manage its transitions. Since Nvidia hardware doesn't know what a transition is but Vulkan requires them anyway, we have to state track image subresources individually. To avoid the overhead of tracking each subresource in images with many subresources (think of cubemap arrays with several mipmaps), this commit tracks when subresources have diverged. As long as this doesn't happen we can check the state of the first subresource (that will be shared with all subresources) and update accordingly. Image transitions are deferred to the scheduler command buffer.
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Fernando Sahmkow authored
This commit corrects a padding value in Ioctl Remap that was actually an offset to the mapping address.
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Fernando Sahmkow authored
fixed_pipeline_state: Define structure and loaders
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bunnei authored
gl_rasterizer: Implement RASTERIZE_ENABLE
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- Dec 24, 2019
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ReinUsesLisp authored
Marks as noexcept Hash, operator== and operator!= for consistency.
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- Dec 23, 2019
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ReinUsesLisp authored
The intention behind this hasheable structure is to describe the state of fixed function pipeline state that gets compiled to a single graphics pipeline state object. This is all dynamic state in OpenGL but Vulkan wants it in an immutable state, even if hardware can edit it freely. In this commit the structure is defined in an optimized state (it uses booleans, has paddings and many data entries that can be packed to single integers). This is intentional as an initial implementation that is easier to debug, implement and review. It will be optimized in later stages, or it might change if Vulkan gets more dynamic states.
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ReinUsesLisp authored
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ReinUsesLisp authored
Many of these topologies are exclusively available in OpenGL.
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- Dec 22, 2019
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bunnei authored
gl_shader_cache: Style changes
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bunnei authored
vk_resource_manager: Catch device losses and other changes
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bunnei authored
Texture Cache: Add HLE methods for building 3D textures
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Fernando Sahmkow authored
vk_shader_decompiler: Misc changes
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
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Fernando Sahmkow authored
renderer_vulkan/shader: Add helper GLSL shaders
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Fernando Sahmkow authored
vk_shader_decompiler: Use Visit instead of reimplementing it
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