- Sep 21, 2019
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David Marcec authored
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David Marcec authored
Spit out a LOG_INFO of the current game name and it's title id in the log. This helps to read log files and figure out which games have which issues
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David authored
Mark KickOffPb & SubmitGPFIFO as trace
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David authored
Mark DrawArrays as LOG_TRACE
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David Marcec authored
There's no reason to clog logs with DrawArray.
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David Marcec authored
These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
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- Sep 20, 2019
- Sep 18, 2019
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bunnei authored
shader_ir: Implement shared memory
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- Sep 17, 2019
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ReinUsesLisp authored
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- Sep 15, 2019
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Fernando Sahmkow authored
renderer_opengl: Fix sRGB blits
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Fernando Sahmkow authored
Revert "Revert #2466" and stub FirmwareCall 4
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Rodrigo Locatti authored
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- Sep 14, 2019
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Fernando Sahmkow authored
video_core/surface: Add function to detect sRGB surfaces
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Fernando Sahmkow authored
vk_device: Add miscellaneous features and minor style changes
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bunnei authored
acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
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bunnei authored
shader/image: Implement SUATOM and fix SUST
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- Sep 13, 2019
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ReinUsesLisp authored
* Increase minimum Vulkan requirements * Require VK_EXT_vertex_attribute_divisor * Require depthClamp, samplerAnisotropy and largePoints features * Search and expose VK_KHR_uniform_buffer_standard_layout * Search and expose VK_EXT_index_type_uint8 * Search and expose native float16 arithmetics * Track current driver with VK_KHR_driver_properties * Query and expose SSBO alignment * Query more image formats * Improve logging overall * Minor style changes * Minor rephrasing of commentaries
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ReinUsesLisp authored
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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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- Sep 11, 2019
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ReinUsesLisp authored
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- Sep 10, 2019
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ReinUsesLisp authored
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Fernando Sahmkow authored
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ReinUsesLisp authored
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
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bunnei authored
shader/shift: Implement SHR wrapped and clamped variants
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bunnei authored
maxwell_3d: Avoid moving macro_params
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Fernando Sahmkow authored
gl_rasterizer: Bind images and samplers to compute
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- Sep 09, 2019
- Sep 07, 2019
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Nick Renieris authored
With this, the "Developer" field in the Properties for homebrew is now populated. Signed-off-by:
Nick Renieris <velocityra@gmail.com>
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- Sep 06, 2019
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Sep 05, 2019
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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