- Dec 13, 2019
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ReinUsesLisp authored
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles; flushing is still not properly implemented on Vulkan for this particular format.
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ReinUsesLisp authored
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ReinUsesLisp authored
Add an extra argument to query device capabilities in the future. The intention behind this is to use native quads, quad strips, line loops and polygons if these are released for Vulkan.
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ReinUsesLisp authored
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE and CLAMP_TO_BORDER depending on the filter mode used. It doesn't exactly behave like this, but it's the closest we can get with what Vulkan offers without emulating it by injecting shader code.
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ReinUsesLisp authored
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- Dec 12, 2019
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bunnei authored
Added missing include
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- Dec 11, 2019
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Fernando Sahmkow authored
Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are unimplemented
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Fernando Sahmkow authored
This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented.
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bunnei authored
shader: Implement MEMBAR.GL
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Joel Holdsworth authored
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Fernando Sahmkow authored
* Kernel: Correct behavior of Address Arbiter threads. This corrects arbitration threads to behave just like in Horizon OS. They are added into a container and released according to what priority they had when added. Horizon OS does not reorder them if their priority changes. * Kernel: Address Feedback.
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bunnei authored
kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
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Rodrigo Locatti authored
Maxwell3D: Implement Depth Mode.
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- Dec 10, 2019
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Fernando Sahmkow authored
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
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ReinUsesLisp authored
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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Fernando Sahmkow authored
vk_shader_decompiler: Add tessellation and misc changes
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Update Sirit and its usage in vk_shader_decompiler. Highlights: - Implement tessellation shaders - Implement geometry shaders - Implement some missing features - Use native half float instructions when available.
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ReinUsesLisp authored
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ReinUsesLisp authored
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Fernando Sahmkow authored
vk_device: Misc changes
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- Dec 09, 2019
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ReinUsesLisp authored
- Setup more features and requirements. - Improve logging for missing features. - Collect telemetry parameters. - Add queries for more image formats. - Query push constants limits. - Optionally enable some extensions.
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bunnei authored
maxwell_3d: Add tessellation state entries
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bunnei authored
externals: Update Vulkan-Headers
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ReinUsesLisp authored
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Rodrigo Locatti authored
vk_swapchain: Add support for swapping sRGB
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- Dec 08, 2019
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Rodrigo Locatti authored
kernel: Remove unnecessary includes
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Lioncash authored
Over the course of the changes to the kernel code, a few includes are no longer necessary, particularly with the change over to std::shared_ptr from Boost's intrusive_ptr.
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Lioncash authored
These are fairly trivial to implement, we can just do nothing. This also provides a spot for us to potentially dump out any relevant info in the future (e.g. for debugging purposes with homebrew, etc). While we're at it, we can also correct the names of both of these supervisor calls.
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- Dec 07, 2019
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ReinUsesLisp authored
We don't know until the game is running if it's using an sRGB color space or not. Add support for hot-swapping swapchain surface formats.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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bunnei authored
CpuCore: Clear exclusive state after doing a run in dynarmic.
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bunnei authored
shader_bytecode: Remove corrupted character
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- Dec 06, 2019
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ReinUsesLisp authored
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bunnei authored
Implement FLO & TXD Instructions on GPU Shaders
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bunnei authored
[EA source]: Ignore git-related files in cmake for early access tarballs
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