- Dec 19, 2019
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ReinUsesLisp authored
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bunnei authored
vk_scheduler: Delegate commands to a worker thread and state track
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- Dec 18, 2019
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bunnei authored
delete appveyor config
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- Dec 17, 2019
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bunnei authored
common: SPSCQueue: Notify after incrementing queue size.
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Amila Welihinda authored
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bunnei authored
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- Dec 16, 2019
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bunnei authored
renderer_opengl: Miscellaneous clean ups
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Rodrigo Locatti authored
Corrections and fixes to TLD4S & bindless samplers failing
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- Dec 15, 2019
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Amila Welihinda authored
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bunnei authored
maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
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- Dec 14, 2019
- 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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ReinUsesLisp authored
Introduce a worker thread approach for delegating Vulkan work derived from dxvk's approach. https://github.com/doitsujin/dxvk Now that the scheduler is what handles all Vulkan work related to command streaming, store state tracking in itself. This way we can know when to reupload Vulkan dynamic state to the queue (since this one is invalidated between command buffers unlike NVN). We can also store the renderpass state and graphics pipeline bound to avoid redundant binds and renderpass begins/ends.
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bunnei authored
kernel/svc: Amend function signature of SignalProcessWideKey
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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
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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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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Lioncash authored
This function doesn't actually return a result code, so we can amend the signature of it to match.
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ReinUsesLisp authored
Previously we naively checked for "Intel" in GL_VENDOR, but this includes both Intel's proprietary driver and the mesa driver. Re-enable compute shaders for mesa.
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ReinUsesLisp authored
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16
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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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