| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-08-06 | flattening | Ameer J | |
| 2023-08-06 | weights refactor | Ameer J | |
| 2023-08-06 | params.max_weight | Ameer J | |
| 2023-08-06 | skip bits | Ameer J | |
| 2023-08-06 | restrict | Ameer J | |
| 2023-06-25 | OpenGL: Add Local Memory warmup shader | ameerj | |
| 2023-03-12 | general: fix spelling mistakes | Liam | |
| 2023-02-11 | texture_cache: OpenGL: Implement MSAA uploads and copies | ameerj | |
| 2023-01-28 | video_core: Implement vulkan clear specified channel | FengChen | |
| 2023-01-26 | video_core/opengl: Add FSR upscaling filter to the OpenGL renderer | Wollnashorn | |
| 2023-01-19 | Merge pull request #9556 from vonchenplus/draw_texture | liamwhite | |
| video_core: Implement maxwell3d draw texture method | |||
| 2023-01-16 | Address feedback | Feng Chen | |
| 2023-01-05 | video_core: Implement opengl/vulkan draw_texture | Feng Chen | |
| 2023-01-05 | video_core: Implement maxwell3d draw texture method | Feng Chen | |
| 2023-01-04 | vulkan: implement 'turbo mode' clock booster | Liam | |
| 2022-12-26 | video_core: Implement vulkan QuadStrip topology | FengChen | |
| 2022-12-08 | video_core: Integrate SMAA | Liam | |
| Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com> | |||
| 2022-09-15 | video_core: Modify astc texture decode error fill value | FengChen | |
| 2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | |
| [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||
| 2022-04-28 | chore: add missing SPDX tags | Andrea Pappacoda | |
| Follow-up to 99ceb03a1cfcf35968cab589ea188a8c406cda52 | |||
| 2022-04-23 | general: Convert source file copyright comments over to SPDX | Morph | |
| This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later. | |||
| 2022-04-06 | OpenGL: fix S8D24 to ABGR8 conversions | Liam | |
| 2022-03-16 | Address review comments | Liam | |
| 2022-03-15 | Vulkan: convert S8D24 <-> ABGR8 | Liam | |
| 2022-01-16 | astc_decoder: Combine FastReplicate functions to work around new NV driver bug | ameerj | |
| The new Nvidia drivers have a bug where the FastReplicateTo6 function produces a lookup into the REPLICATE_TO_8 table rather than the REPLICATE_TO_6 table. This seems to be an optimization gone wrong. Combining the logic of the FastReplicate functions seems to address the bug. | |||
| 2021-11-22 | Texture Cache: Correct conversion shaders. | Fernando Sahmkow | |
| 2021-11-22 | TextureCache: Simplify blitting of D24S8 formats and fix bugs. | Fernando Sahmkow | |
| 2021-11-21 | HostShaders: Fix D24S8 convertion shaders. | Fernando Sahmkow | |
| 2021-11-20 | TextureCache: Assure full conversions on depth/stencil write shaders. | Fernando Sahmkow | |
| 2021-11-20 | TextureCache: Add R16G16 to D24S8 converter. | Fernando Sahmkow | |
| 2021-11-19 | TextureCache: Add B10G11R11 to D24S8 converter. | Fernando Sahmkow | |
| 2021-11-19 | TextureCache: Implement additional D24S8 convertions. | Fernando Sahmkow | |
| 2021-11-19 | Vulkan: implement D24S8 <-> RGBA8 convertions. | Fernando Sahmkow | |
| 2021-11-16 | HostShader: fix Gaussian filter. | FernandoS27 | |
| 2021-11-16 | host_shaders: Misc copyright/style changes | ameerj | |
| 2021-11-16 | Presentation: Only use FP16 in scaling shaders on supported devices in Vulkan | Marshall Mohror | |
| 2021-11-16 | HostShader: Fix gaussian and add attribution. | Fernando Sahmkow | |
| 2021-11-16 | Vulkan: Implement FXAA | FernandoS27 | |
| 2021-11-16 | OpenGL: Implement FXAA | Marshall Mohror | |
| 2021-11-16 | VideoCore: Add gaussian filtering. | FernandoS27 | |
| 2021-11-16 | Update scaleforce to use FP16 | Marshall Mohror | |
| 2021-11-16 | vulkan: Implement FidelityFX Super Resolution | Marshall Mohror | |
| 2021-11-16 | Renderers: Unify post processing filter shaders | ameerj | |
| 2021-11-16 | Renderer: Implement Bicubic and ScaleForce filters. | Fernando Sahmkow | |
| 2021-09-16 | host_shaders: Remove opengl_copy_bgra.comp | ameerj | |
| 2021-08-01 | astc_decoder: Reduce workgroup size | ameerj | |
| This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32. | |||
| 2021-08-01 | astc_decoder: Compute offset swizzles in-shader | ameerj | |
| Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes. | |||
| 2021-07-31 | astc_decoder: Make use of uvec4 for payload data | ameerj | |
| 2021-07-31 | astc_decoder: Simplify Select2DPartition | ameerj | |
| 2021-07-31 | astc_decoder: Optimize the use EncodingData | ameerj | |
| This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation. We can take advantage of its sorted property to optimize its usage in the shader. Thanks to wwylele for the optimization idea. | |||
