- 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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- Jun 29, 2019
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ReinUsesLisp authored
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- Jun 24, 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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Fernando Sahmkow authored
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
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ReinUsesLisp authored
Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor.
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- Feb 01, 2019
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ReinUsesLisp 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 05, 2018
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heapo authored
In some constexpr functions, msvc is building the LUT at runtime (pushing each element onto the stack) out of an abundance of caution. Moving the arrays into be file-scoped constexpr's avoids this and turns the functions into simple look-ups as intended.
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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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