- Nov 23, 2019
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ReinUsesLisp authored
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
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ReinUsesLisp authored
glBindTextureUnit doesn't support null textures. Skip binding these.
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ReinUsesLisp authored
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
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ReinUsesLisp authored
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
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ReinUsesLisp authored
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ReinUsesLisp authored
Stage and compute shaders were using a different binding counter. Normalize these.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Images were not being bound to draw invocations because these would require a cache invalidation.
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ReinUsesLisp authored
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
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ReinUsesLisp authored
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
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ReinUsesLisp authored
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
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ReinUsesLisp authored
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0).
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ReinUsesLisp authored
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
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- Nov 20, 2019
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Mat M authored
shader/other: Reduce DEPBAR log severity
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ReinUsesLisp authored
While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise.
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- Nov 19, 2019
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bunnei authored
texture_cache: Use a flat table instead of switch for texture format lookups
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- Nov 18, 2019
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bunnei authored
common/logging: Silence no return value warnings
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- Nov 16, 2019
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Fernando Sahmkow authored
Revert "common/bit_field: Silence sign-conversion warnings"
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Rodrigo Locatti authored
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- Nov 15, 2019
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Rodrigo Locatti authored
common/bit_field: Silence sign-conversion warnings
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ReinUsesLisp authored
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bunnei authored
gl_rasterizer: Emulate viewport flipping with ARB_clip_control
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bunnei authored
core: Make most implicit type conversion warnings errors on MSVC
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Lioncash authored
We can just use numeric_limits instead of relying on wraparound behavior here.
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- Nov 14, 2019
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ReinUsesLisp authored
format_lookup_table: Drop bitfields format_lookup_table: Use std::array for definition table format_lookup_table: Include <limits> instead of <numeric>
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ReinUsesLisp authored
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
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Rodrigo Locatti authored
common_funcs: Remove semicolons from INSERT_PADDING_* macros
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Lioncash authored
Makes code that uses the macros consistent by requiring the lines to be terminated with a semicolon.
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ReinUsesLisp authored
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
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Rodrigo Locatti authored
Complete the implementation of RGBA16UI
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greggameplayer authored
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bunnei authored
Implement stub for IApplicationFunctions::QueryApplicationPlayStatisticsByUid
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bunnei authored
core: Migrate off deprecated mbedtls functions
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bunnei authored
key_manager: Make use of IOFile in WriteKeyToFile()
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Fernando Sahmkow authored
shader: Implement FSWZADD and reimplement SHFL
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- Nov 13, 2019
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Rodrigo Locatti authored
common/hash: Remove unused HashableStruct
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Rodrigo Locatti authored
xts_archive: Remove redundant std::string constructor
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Lioncash authored
This is unused, so it can be removed. There's better ways of ensuring zeroed out padding bits, like using zero-initialization, anyhow.
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