| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-10-11 | Merge pull request #11683 from Kelebek1/do_not_sync_on_written_buffer | liamwhite | |
| Do not double sync written buffers, move mark written to binding | |||
| 2023-10-11 | Merge pull request #11743 from Squall-Leonhart/IFREMOVED | Fernando S | |
| Fix mistaken usage of info.block instead of level_info.block | |||
| 2023-10-11 | Do not set rescaled flag when rescaling is disabled | Kelebek1 | |
| 2023-10-11 | Fix mistaken usage of info.block instead of level_info.block | Squall-Leonhart | |
| Fixed an error on my part, in the last change I had mistakenly passed unadjusted block info into FullUploadSwizzles and UnswizzleImage Revert (my mistaken changing of) the construction of SwizzleParameters in UnswizzleImage and FullUploadSwizzles to use level_info.block instead of info.block. This ensures that the block information used in the swizzling process is correctly adjusted for each mip level. | |||
| 2023-10-10 | Merge pull request #11534 from Squall-Leonhart/IFREMOVED | liamwhite | |
| Partial revert of #10433 (Texture Cache Util: Fix block depth adjustment on slices) | |||
| 2023-10-10 | Not not allocate DeviceLocal buffers as mapped | Kelebek1 | |
| 2023-10-09 | add Z32, FLOAT, UINT, UINT, UINT, LINEAR to format lookup table | Squall Leonhart | |
| Should fix and close #11711 | |||
| 2023-10-07 | Merge pull request #11656 from liamwhite/recreate-surface-automatically | liamwhite | |
| vk_present_manager: recreate surface on any surface loss | |||
| 2023-10-07 | Merge pull request #11677 from Squall-Leonhart/D32FTOABGR8 | liamwhite | |
| Implements D32_Float to A8B8G8R8_UNORM format copy | |||
| 2023-10-07 | Merge pull request #11630 from Kelebek1/clear_stencil_requires_depth_test | liamwhite | |
| Enable depth test on depthstencil clear path | |||
| 2023-10-07 | Merge pull request #11544 from Kelebek1/reduce_stream_buffer_renderdoc | liamwhite | |
| Allow GPUs without rebar to open multiple RenderDoc captures | |||
| 2023-10-07 | Merge pull request #11688 from Kelebek1/x8d42 | liamwhite | |
| Implement X8_D24 pixel format | |||
| 2023-10-07 | Merge pull request #11684 from Kelebek1/disable_push_descriptor_maxwell | liamwhite | |
| Disable push descriptor for Pascal and older nVidia architectures | |||
| 2023-10-07 | update shader to confirmed format copy | Squall Leonhart | |
| 2023-10-06 | Allow GPUs without rebar to open multiple RenderDoc captures | Kelebek1 | |
| 2023-10-06 | Implement X8_D24 format | Kelebek1 | |
| 2023-10-05 | Rework nvidia architecture detection, disable push descriptor for Pascal and ↵ | Kelebek1 | |
| older | |||
| 2023-10-05 | Mark a buffer GPU modified after the buffers are confirmed, do not double ↵ | Kelebek1 | |
| synch them | |||
| 2023-10-05 | lets not convert depth to greyscale since this makes the exhaust and tire ↵ | Squall-Leonhart | |
| smoke light gray/white tiresmoke should be a darker gray. | |||
| 2023-10-04 | Fix CI Formatting check | Squall-Leonhart | |
| 2023-10-04 | Implements D32_Float to A8B8G8R8_UNORM format copy | Squall-Leonhart | |
| Corrects some visual issues in games such as Disney SpeedStorm | |||
| 2023-10-02 | vk_present_manager: recreate surface on any surface loss | Liam | |
| 2023-10-02 | ci: fix new codespell errors | Liam | |
| 2023-10-01 | Query Cache: Fix memory leak. | Fernando Sahmkow | |
| 2023-09-29 | Merge pull request #11622 from liamwhite/qcr-reg1 | Fernando S | |
| renderer_vulkan: fix query cache for homebrew | |||
| 2023-09-28 | Enable depth test on stencil clear path | Kelebek1 | |
| 2023-09-28 | Merge pull request #11402 from FernandoS27/depth-bias-control | liamwhite | |
| Vulkan: Implement Depth Bias Control | |||
| 2023-09-27 | renderer_vulkan: fix query cache for homebrew | Liam | |
| 2023-09-25 | host_shaders: More proper handling of x2 MSAA copies | GPUCode | |
| 2023-09-25 | renderer_vulkan: Implement MSAA copies | GPUCode | |
| 2023-09-25 | Merge pull request #11225 from FernandoS27/no-laxatives-in-santas-cookies | liamwhite | |
| Y.F.C: Rework the Query Cache. | |||
| 2023-09-24 | Merge pull request #11562 from GPUCode/srgb-madness | liamwhite | |
| vk_texture_cache: Limit srgb block to transcoding only | |||
| 2023-09-24 | Merge pull request #11165 from Morph1984/ds_blit | liamwhite | |
| vulkan_device: Return true if either depth/stencil format supports blit | |||
| 2023-09-23 | Query Cache: Fix Prefix Sums | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: Fix behavior in Normal Accuracy | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: Simplify Prefix Sum compute shader | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: Implement host side sample counting. | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: Fix guest side sample counting | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: address issues | Fernando Sahmkow | |
| 2023-09-23 | QueryCache: Implement dependant queries. | Fernando Sahmkow | |
| 2023-09-23 | Macro HLE: Add DrawIndirectByteCount | Fernando Sahmkow | |
| 2023-09-23 | Query Cachge: Fully rework Vulkan's query cache | Fernando Sahmkow | |
| 2023-09-23 | Query Cache: Setup Base rework | Fernando Sahmkow | |
| 2023-09-22 | Merge pull request #11557 from GPUCode/brr-format | liamwhite | |
| renderer_vulkan: Correct component order for A4B4G4R4_UNORM | |||
| 2023-09-21 | Fix DMA engine register offsets | Kelebek1 | |
| 2023-09-21 | vk_texture_cache: Limit srgb block to transcoding only | GPUCode | |
| 2023-09-21 | renderer_vulkan: Correct component order for A4B4G4R4_UNORM | GPUCode | |
| 2023-09-20 | Reuse part of my previous idea to to use num_levels to check within ↵ | Squall-Leonhart | |
| AdjustMipBlockSize The partial revert was not enough for Tsukihime, this might do the trick | |||
| 2023-09-18 | Merge pull request #11258 from Squall-Leonhart/Z16_Assert_Fix | liamwhite | |
| Fix a logged assert in the format lookup table for Z16 | |||
| 2023-09-18 | Partial revert of #10433 | Squall Leonhart | |
| The If block in this change was causing some 2D textures to be treated as if their mip 0 was a 3D Slice, this could be ascertained as the same texture viewed from different distances would render fine, but then close up would look like a decoding failure. It also resulted in some 3D ASTC textures not being scaled appropriate leading to broken graphical effects such as the jagged TOTK recall animation being a circle, as the If block was only accepting the image based on its original info without any adjustments applied. | |||
