- Sep 13, 2019
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ReinUsesLisp authored
This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB surfaces when a backend can target both native and converted ASTC.
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- Aug 21, 2019
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ReinUsesLisp authored
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- Jun 21, 2019
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Fernando Sahmkow authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Apr 18, 2019
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ReinUsesLisp authored
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- Apr 09, 2019
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Fernando Sahmkow authored
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- Mar 05, 2019
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Lioncash authored
This isn't needed anymore, according to Hexagon
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- Feb 09, 2019
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greggameplayer authored
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- Jan 30, 2019
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ReinUsesLisp authored
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps).
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- Dec 28, 2018
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bunnei authored
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
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- Dec 19, 2018
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David Marcec authored
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
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- Nov 13, 2018
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greggameplayer authored
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
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- Nov 01, 2018
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FernandoS27 authored
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FernandoS27 authored
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- Oct 30, 2018
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ReinUsesLisp authored
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