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2022-07-05renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph
- Used by Monster Hunter Rise Update 10.0.2
2022-05-13video_core/surface: Use u8 for PixelFormat block tablesMorph
Using this smaller type saves 33280 bytes in the compiled executable.
2022-04-14video_core: implement formats for N64 emulationFernando Sahmkow
2022-03-24hle: nvflinger: Migrate android namespace -> Service::android.bunnei
2022-03-24hle: nvflinger: Move PixelFormat to its own header.bunnei
2021-11-17video_core: Add S8_UINT stencil formatMorph
2021-11-16Vulkan Rasterizer: Fix clears on integer textures.FernandoS27
2021-11-16vk_texture_cache: Use nearest neighbor scaling when availableameerj
2021-06-16Reaper: Address Feedback.Fernando Sahmkow
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp
2020-07-13video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA16_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RGBA8_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RG32_SINT render targetReinUsesLisp
2020-07-13video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp
2020-07-13video_core: Implement R8_SINT render targetReinUsesLisp
2020-07-13video_core: Implement R8_SNORM render targetReinUsesLisp
2020-07-13video_core/surface: Remove explicit values on PixelFormat's definitionReinUsesLisp
2020-04-30texture: Implement R8G8UIMorph
- Used by The Walking Dead: The Final Season
2020-04-01video_core: Use native ASTC when availableReinUsesLisp
2020-03-12video_core: Implement RGBA16_SNORMReinUsesLisp
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-02-15texture: Implement R32IReinUsesLisp
2019-11-14texture_cache: Use a table instead of switch for texture formatsReinUsesLisp
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-10-27Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.Fernando Sahmkow
This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend.
2019-10-09Surfaces: Implement R4G4B4A4U format.Fernando Sahmkow
2019-10-09Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5Fernando Sahmkow
2019-09-22video_core: Implement RGBX16F PixelFormatFearlessTobi
2019-09-13video_core/surface: Add function to detect sRGB surfacesReinUsesLisp
This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB surfaces when a backend can target both native and converted ASTC.
2019-06-29texture_cache: Style changesReinUsesLisp
2019-06-24video_core/surface: Address feedbackReinUsesLisp
2019-06-20texture_cache: Style and CorrectionsFernando Sahmkow
2019-06-20gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp
2019-06-20texture_cache: General FixesFernando Sahmkow
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-20surface_params: Optimize CreateForTextureReinUsesLisp
Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor.
2019-02-01video_core: Remove unused Fill surface typeReinUsesLisp
2019-01-29gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps).
2018-12-28gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
2018-12-04Improve msvc codegen for hot-path array LUTsheapo
In some constexpr functions, msvc is building the LUT at runtime (pushing each element onto the stack) out of an abundance of caution. Moving the arrays into be file-scoped constexpr's avoids this and turns the functions into simple look-ups as intended.
2018-11-12Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
2018-11-05Merge pull request #1616 from FernandoS27/cube-arraybunnei
Implement Cube Arrays
2018-11-01Fix ASTC Decompressor to support depth parameterFernandoS27
2018-11-01Implement Cube ArraysFernandoS27
2018-10-30video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp