- Jun 14, 2018
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Zach Hilman authored
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- Jun 13, 2018
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Zach Hilman authored
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Zach Hilman authored
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Subv authored
It was crashing and nobody actually uses this.
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- Jun 12, 2018
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Subv authored
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Subv authored
Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
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bunnei authored
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shinyquagsire23 authored
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- Jun 10, 2018
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Subv authored
This corrects the invalid position values in some games when doing attribute-less rendering.
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- Jun 09, 2018
- Jun 08, 2018
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Subv authored
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
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Subv authored
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Subv authored
GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures. This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
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Subv authored
Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers. This fixes the flip_viewport uniform having invalid values when drawing.
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- Jun 07, 2018
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Subv authored
This should fix the bug with the vs_config UBO being uninitialized during shader execution.
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mailwl authored
convert input buffer (std::vector<u8>) to string, stripping zero chars
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bunnei authored
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Subv authored
This avoids the problem of only copying a tiny piece of the textures when they are compressed.
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Subv authored
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
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bunnei authored
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- Jun 06, 2018
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bunnei authored
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bunnei authored
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bunnei authored
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Subv authored
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Subv authored
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bunnei authored
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bunnei authored
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bunnei authored
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Subv authored
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
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mailwl authored
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greggameplayer authored
* add IoctlCommands with their params in nvidia_ctrl_gpu.h * add function related to the changes done previously * fix clang-format * delete trailing whitespace * correct mistake
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mailwl authored
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Hedges authored
* GDB Stub should work now. * Applied clang-format. * Replaced htonll with swap64. * Tidy up.
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bunnei authored
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bunnei authored
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