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<title>Ryujinx/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs, branch master</title>
<subtitle>A backup of the Ryujinx master git branch.
</subtitle>
<id>https://git.benis.co.uk/Ryujinx/atom?h=master</id>
<link rel='self' href='https://git.benis.co.uk/Ryujinx/atom?h=master'/>
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<updated>2018-09-08T17:51:50+00:00</updated>
<entry>
<title>Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)</title>
<updated>2018-09-08T17:51:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-09-08T17:51:50+00:00</published>
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<id>urn:sha1:ce1d5be212e6f71a7ca32c3bd7b48e32d9f51b9a</id>
<content type='text'>
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -&gt; IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
</content>
</entry>
<entry>
<title>Rendertarget attachments, texture and image changes (#358)</title>
<updated>2018-08-20T01:25:26+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-08-20T01:25:26+00:00</published>
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<id>urn:sha1:726de8c46ab10f1b0684fe14bca1ca96ba6d2832</id>
<content type='text'>
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
</content>
</entry>
<entry>
<title>Support deswizzle of sparse tiled textures and some frame buffer fixes (#275)</title>
<updated>2018-07-19T05:30:21+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2018-07-19T05:30:21+00:00</published>
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<id>urn:sha1:60f2198a1e8e61fe1cfb8da30a6afcd86a672a85</id>
<content type='text'>
* Attempt to support deswizzle of sparse tiled textures

* Use correct frame buffer and viewport sizes, started to clean up the copy engine

* Correct texture width alignment

* Use Scale/Translate registers to calculate viewport rect

* Allow texture copy between frame buffers
</content>
</entry>
<entry>
<title>Small OpenGL Renderer refactoring (#177)</title>
<updated>2018-06-24T00:39:25+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2018-06-24T00:39:25+00:00</published>
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<id>urn:sha1:e7559f128f99058774a8d53aa45213b51c085e76</id>
<content type='text'>
* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
</content>
</entry>
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