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  1. Mar 14, 2020
  2. Mar 13, 2020
  3. Mar 12, 2020
    • ReinUsesLisp's avatar
      texture_cache: Report incompatible textures as black · e22816a5
      ReinUsesLisp authored
      Some games bind incompatible texture types to certain types.
      For example Astral Chain binds a 2D texture with 1 layer (non-array) to
      a cubemap slot (that's how it's used in the shader). After testing this
      in hardware, the expected "undefined behavior" is to report all pixels
      as black.
      
      We already have a path for reporting black textures in the texture
      cache. When textures types are incompatible, this commit binds these
      kind of textures. This is done on the API agnostic texture cache so no
      extra code has to be inserted on OpenGL or Vulkan.
      
      As a side effect, this fixes invalidations of ASTC textures on Astral
      Chain. This happened because yuzu detected a cube texture and forced
      6 faces, generating a texture larger than what the TIC reported.
      e22816a5
    • ReinUsesLisp's avatar
      texture_cache/surface_params: Force depth=1 on 2D textures · daae6a32
      ReinUsesLisp authored
      Sometimes games will sample a 2D array TIC with a 2D access in the
      shader. This causes bad interactions with the rest of the texture cache.
      To emulate what the game wants to do, force a depth=1 on 2D textures
      (not 2D arrays) and let the texture cache handle the rest.
      daae6a32
    • Fernando Sahmkow's avatar
    • ReinUsesLisp's avatar
      gl_shader_decompiler: Fix regression in render target declarations · 825d6295
      ReinUsesLisp authored
      A previous commit introduced a way to declare as few render targets as
      possible. Turns out this introduced a regression in some games.
      825d6295
  4. Mar 11, 2020
  5. Mar 09, 2020
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