| Commit message (Collapse) | Author | Age | Files | Lines |
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Use getenv to detect Nsight.
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vk_rasterizer: Fix vertex range assert
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End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
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video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
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shader_decode: Reimplement BFE instructions
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
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maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
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renderer_opengl: Keep frames synchronized when using a GPU debugger.
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- Fixes renderdoc with OpenGL renderer.
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PageTable: move backing addresses to a children class as the CPU page table does not need them.
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does not need them.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
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texture_cache: Report incompatible textures as black
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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.
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texture_cache/surface_params: Force depth=1 on 2D textures
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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.
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
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gl_rasterizer: Implement polygon modes and fill rectangles
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vk_rasterizer: fix mistype on SetupGraphicsImages
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This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
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vk_rasterizer: Support disabled uniform buffers
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