| Commit message (Collapse) | Author | Age | Files | Lines |
| ... | |
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.
Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
|
| |\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
Revert "Revert #2466" and stub FirmwareCall 4
|
| | | | | | | | |
|
| | | | | | | | |
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
video_core/surface: Add function to detect sRGB surfaces
|
| | | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
vk_device: Add miscellaneous features and minor style changes
|
| | |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
acc: Implement IProfileEditor interface and 'Store'/'StoreWithImage' commands
|
| | | | | | | | |
| | | | | | | |
| | | | | | | | |
Takes a UUID of a user and provides and interface that allows RW access to user data/settings.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | | |
Verified with IDA
|
| | | | | | | | |
| | | | | | | |
| | | | | | | | |
Needed by IProfileEditor 'Store' and 'StoreWithImage'
|
| | | | | | | | |
| | | | | | | |
| | | | | | | | |
Since 2/3 of the commands are shared, this is likely how its done on HW.
|
| | |/ / / / / /
|/| | | | | | |
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
shader/shift: Implement SHR wrapped and clamped variants
|
| | | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
maxwell_3d: Avoid moving macro_params
|
| | |/ / / / / / |
|
| |\ \ \ \ \ \ \
| |_|_|_|_|_|/
|/| | | | | | |
gl_rasterizer: Bind images and samplers to compute
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | |_|_|/ /
| |/| | | | |
|
| |\ \ \ \ \ \
| | | | | | |
| | | | | | | |
nro/ui: Show "Developer" field in Properties
|
| | | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
With this, the "Developer" field in the Properties for homebrew is now populated.
Signed-off-by: Nick Renieris <velocityra@gmail.com>
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
service/am: Remove usages of global system accessors
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
|
| |\ \ \ \ \ \ \ \
| |_|_|/ / / / /
|/| | | | | | | |
kernel/vm_manager: Minor cleanup
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
MapPhysicalMemory/UnmapPhysicalMemory
Corrects the parameter names within the doxygen comments so that they
resolve properly.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
MapPhysicalMemory/UnmapPhysicalMemory
Narrows the scope of variables down to where they're only necessary.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
If an unmapping operation fails, we shouldn't be decrementing the amount
of memory mapped and returning that the operation was successful. We
should actually be returning the error code in this case.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
MergeAdjacentVMA
Avoids potentially expensive (depending on the size of the memory block)
allocations by reserving the necessary memory before performing both
insertions. This avoids scenarios where the second insert may cause a
reallocation to occur.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids an unnecessary atomic reference count increment and decrement.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids needing to read the same long sequence of code in both code
paths. Also makes it slightly nicer to read and debug, as the locals
will be able to be shown in the debugger.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Same behavior, one less magic constant to read.
|
| | | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Assertions already log out the function name, so there's no need to
manually include the function name in the assertion strings.
|
| |\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
gl_shader_cache: Remove special casing for geometry shaders
|
| | | |_|_|/ / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Now that ProgramVariants holds the primitive topology we no longer need
to keep track of individual geometry shaders topologies.
|
| |\ \ \ \ \ \ \ \
| |_|_|_|_|_|/ /
|/| | | | | | | |
gl_rasterizer: Fix stencil testing
|
| | |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
|
| |\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Port citra-emu/citra#4877: "citra_qt: on osx chdir to bundle dir to allow detection of user folder"
|