| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-03-08 | vk_reasterizer: fix mistype on SetupGraphicsImages | Nguyen Dac Nam | |
| This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games. | |||
| 2020-03-07 | Merge pull request #3481 from ReinUsesLisp/abgr5-storage | bunnei | |
| maxwell_to_vk: Remove Storage capability for A1B5G5R5U | |||
| 2020-03-06 | maxwell_to_vk: Remove Storage capability for A1B5G5R5U | ReinUsesLisp | |
| 2020-03-05 | Merge pull request #3463 from ReinUsesLisp/vk-toctou | bunnei | |
| vk_swapchain: Silence TOCTOU race condition | |||
| 2020-03-05 | Merge pull request #3451 from ReinUsesLisp/indexed-textures | bunnei | |
| vk_shader_decompiler: Implement indexed textures | |||
| 2020-03-03 | Merge pull request #3455 from ReinUsesLisp/attr-scaled | bunnei | |
| video_core: Implement more scaled attribute formats | |||
| 2020-02-26 | vk_swapchain: Silence TOCTOU race condition | ReinUsesLisp | |
| It's possible that the window is resized from the moment we ask for its size to the moment a swapchain is created, causing validation issues. To workaround this Vulkan issue request the capabilities again just before creating the swapchain, making the race condition less likely. | |||
| 2020-02-25 | frontend: qt: bootmanager: Vulkan: Restore support for VK backend. | bunnei | |
| 2020-02-25 | Merge pull request #3417 from ReinUsesLisp/r32i | bunnei | |
| texture: Implement R32I | |||
| 2020-02-24 | Merge pull request #3425 from ReinUsesLisp/layered-framebuffer | bunnei | |
| texture_cache: Implement layered framebuffer attachments | |||
| 2020-02-24 | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | |
| Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V). | |||
| 2020-02-24 | video_core: Implement more scaler attribute formats | ReinUsesLisp | |
| While changing this, fix assert in vk_shader_decompiler. We now know scaled formats are expected to be float in shaders attributes. | |||
| 2020-02-22 | Merge pull request #3424 from ReinUsesLisp/spirv-layer | bunnei | |
| vk_shader_decompiler: Implement Layer output attribute | |||
| 2020-02-21 | Merge pull request #3433 from namkazt/patch-1 | Rodrigo Locatti | |
| renderer_vulkan: Add the rest of case for TryConvertBorderColor | |||
| 2020-02-21 | Merge pull request #3434 from namkazt/patch-2 | Rodrigo Locatti | |
| vk_shader: Implement ImageLoad | |||
| 2020-02-21 | Merge pull request #3435 from namkazt/patch-3 | Rodrigo Locatti | |
| vulkan: add DXT23_SRGB | |||
| 2020-02-21 | vk_device: remove left over from other branch | Nguyen Dac Nam | |
| 2020-02-20 | clang-format | Nguyen Dac Nam | |
| 2020-02-20 | shader_decompiler: only add StorageImageReadWithoutFormat when available | Nguyen Dac Nam | |
| 2020-02-19 | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw | bunnei | |
| maxwell_3d: Unify draw methods | |||
| 2020-02-19 | shader_decompiler: add check in case of device not support ↵ | Nguyen Dac Nam | |
| ShaderStorageImageReadWithoutFormat | |||
| 2020-02-19 | vk_device: setup shaderStorageImageReadWithoutFormat | Nguyen Dac Nam | |
| 2020-02-19 | vk_device: add check for shaderStorageImageReadWithoutFormat | Nguyen Dac Nam | |
| 2020-02-18 | Merge pull request #3410 from ReinUsesLisp/vk-draw-index | bunnei | |
| vk_shader_decompiler: Fix vertex id and instance id | |||
| 2020-02-19 | vk_shader: add Capability StorageImageReadWithoutFormat | Nguyen Dac Nam | |
| 2020-02-19 | vk_shader: Implement function ImageLoad (Used by Kirby Start Allies) | Nguyen Dac Nam | |
| Please enter the commit message for your changes. Lines starting | |||
| 2020-02-19 | fixups mistake auto commit. | Nguyen Dac Nam | |
| 2020-02-19 | Update code structure | Nguyen Dac Nam | |
| Co-Authored-By: Mat M. <mathew1800@gmail.com> | |||
| 2020-02-18 | add vertex UnsignedInt size RGBA | Nguyen Dac Nam | |
| 2020-02-18 | add eBc2SrgbBlock to formats | Nguyen Dac Nam | |
| 2020-02-18 | vulkan: add DXT23_SRGB | Nguyen Dac Nam | |
| 2020-02-18 | renderer_vulkan: Add the rest of case for TryConvertBorderColor | Nguyen Dac Nam | |
| 2020-02-16 | texture_cache: Implement layered framebuffer attachments | ReinUsesLisp | |
| Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer. | |||
| 2020-02-16 | vk_shader_decompiler: Implement Layer output attribute | ReinUsesLisp | |
| SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a shader stage (vertex, tessellation or geometry) which framebuffer layer write the output fragments to. | |||
| 2020-02-15 | texture: Implement R32I | ReinUsesLisp | |
| 2020-02-14 | maxwell_3d: Unify draw methods | ReinUsesLisp | |
| Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods. | |||
| 2020-02-14 | vk_query_cache: Implement generic query cache on Vulkan | ReinUsesLisp | |
| 2020-02-13 | vk_shader_decompiler: Fix vertex id and instance id | ReinUsesLisp | |
| Vulkan's VertexIndex and InstanceIndex don't match with hardware. This is because Nvidia implements gl_VertexID and gl_InstanceID. The math that relates these is: gl_VertexIndex = gl_BaseVertex + gl_VertexID gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID To emulate it using what Vulkan's SPIR-V offers (the *Index variants) this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and hardware's equivalent. | |||
| 2020-02-04 | vk_rasterizer: Use noexcept variants of std::bitset | ReinUsesLisp | |
| Removes bounds checking from "texceptions" instances. | |||
| 2020-02-03 | Merge pull request #3337 from ReinUsesLisp/vulkan-staged | bunnei | |
| yuzu: Implement Vulkan frontend | |||
| 2020-02-01 | Merge pull request #3282 from FernandoS27/indexed-samplers | bunnei | |
| Partially implement Indexed samplers in general and specific code in GLSL | |||
| 2020-01-29 | yuzu: Implement Vulkan frontend | ReinUsesLisp | |
| Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization. | |||
| 2020-01-29 | settings: Add settings for graphics backend | ReinUsesLisp | |
| 2020-01-26 | shader/memory: Implement ATOM.ADD | ReinUsesLisp | |
| ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition. | |||
| 2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Correct Custom Variable assignment. | Fernando Sahmkow | |
| 2020-01-24 | Shader_IR: Implement Injectable Custom Variables to the IR. | Fernando Sahmkow | |
| 2020-01-24 | vk_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | |
| Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. | |||
| 2020-01-20 | Merge pull request #3330 from ReinUsesLisp/vk-blit-screen | Fernando Sahmkow | |
| vk_blit_screen: Initial implementation | |||
| 2020-01-20 | vk_blit_screen: Address feedback | ReinUsesLisp | |
