bunnei
f1f2405b9f
core: frontend: Refactor scope_acquire_window_context to scope_acquire_context.
6 years ago
bunnei
6904e8442d
frontend: sdl2: emu_window: Implement separate presentation thread.
6 years ago
bunnei
361819a125
renderer_opengl: Add texture mailbox support for presenter thread.
6 years ago
bunnei
44137628c8
renderer_opengl: Add OGLRenderbuffer to resource/state management.
6 years ago
bunnei
27e56facc9
core: frontend: emu_window: Add TextureMailbox class.
6 years ago
bunnei
f93fe8e862
core: settings: Add setting to enable vsync, which is on by default.
6 years ago
ReinUsesLisp
74984326b0
video_core/surface: Add R32_SINT render target format
6 years ago
ReinUsesLisp
30ed1b0702
video_core/gpu: Remove unused functions
6 years ago
FearlessTobi
ae6ab1c714
yuzu: Remove exit lock for game pausing
This removes the "exit lock" popup from yuzu when pausing a game.
Motivation
The exit lock feature is broken in many ways and doesn't work properly in a lot of games, causing it to appear every time you want to pause the game or stop it, even in places where it wouldn't on Switch.
Additionally, the feature of pausing a game doesn't exist like this on Switch and yuzu should be guaranteed to be deterministic anyway, so pausing the emulation shouldn't be able to interrupt any critical processes in any way.
6 years ago
ReinUsesLisp
e88187cfa0
vk_shader_decompiler: Implement indexed textures
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).
6 years ago
ReinUsesLisp
043d94e858
shader: Simplify indexed sampler usages
6 years ago
ReinUsesLisp
367ade1151
video_core: Implement more scaler attribute formats
While changing this, fix assert in vk_shader_decompiler. We now know
scaled formats are expected to be float in shaders attributes.
6 years ago
bunnei
dc92c1b1ee
audio_core: interpolate: Improvements to fix audio crackling.
- Fixes audio crackling in Crash Team Racing Nitro-Fueled, Super Mario Odyssey, and others.
- Addresses followup issues from #3310 .
6 years ago
Fernando Sahmkow
d0b12c793d
Scheduler: Inline global scheduler in Scheduler Lock.
6 years ago
Fernando Sahmkow
d6584d988f
Kernel: Correct pending feedback.
6 years ago
Fernando Sahmkow
8a079a59ed
System: Expose Host thread registering routines from kernel.
6 years ago
Fernando Sahmkow
78f01601d0
Kernel: Address Feedback.
6 years ago
Fernando Sahmkow
7c2b72bcef
Kernel: Implement Scheduler locks
6 years ago
Fernando Sahmkow
fe53ac3e33
Kernel: Implement Time Manager.
6 years ago
Fernando Sahmkow
e6cc0a48e0
Kernel: Rename ThreadCallbackHandleTable and Setup Thread Ids on Kernel.
6 years ago
Fernando Sahmkow
f5da504663
Kernel: Make global scheduler depend on KernelCore
6 years ago
bunnei
338e4b4d07
audio_core: interpolate: Fix include for climits (Linux build break).
6 years ago
ReinUsesLisp
8ab2e5f561
shader/texture: Fix illegal 3D texture assert
Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
6 years ago
Nguyen Dac Nam
96e43427e5
nit: add const to where it need.
6 years ago
Nguyen Dac Nam
0c3acedaf9
shader: implement LOP3 fast replace for old function
ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
6 years ago
Nguyen Dac Nam
c3088fd578
vk_device: remove left over from other branch
6 years ago
Nguyen Dac Nam
5b3a5b5fb6
clang-format
6 years ago
Nguyen Dac Nam
090dd95c05
shader_decompiler: only add StorageImageReadWithoutFormat when available
6 years ago
bunnei
638252e316
video_core: memory_manager: Flush/invalidate asynchronously on Unmap.
- Minor perf improvement.
6 years ago
Nguyen Dac Nam
102d52ad68
shader_decompiler: add check in case of device not support ShaderStorageImageReadWithoutFormat
6 years ago
Nguyen Dac Nam
1ed0d4faea
vk_device: setup shaderStorageImageReadWithoutFormat
6 years ago
Nguyen Dac Nam
d285fae01a
vk_device: add check for shaderStorageImageReadWithoutFormat
6 years ago
Nguyen Dac Nam
a57853e085
shader_conversion: I2F : add Assert for case src_size is Short
6 years ago
Nguyen Dac Nam
92153118ab
fix warning
6 years ago
Nguyen Dac Nam
84fc48b0eb
clang-format fix
6 years ago
Nguyen Dac Nam
0d9361d21f
shader_conversion: add conversion I2F for Short
6 years ago
Nguyen Dac Nam
c9448bc5ba
vk_shader: add Capability StorageImageReadWithoutFormat
6 years ago
Brian Clinkenbeard
050a4362ad
httplib compatibility
6 years ago
Nguyen Dac Nam
c646835eb0
vk_shader: Implement function ImageLoad (Used by Kirby Start Allies)
Please enter the commit message for your changes. Lines starting
6 years ago
Nguyen Dac Nam
85e76831a1
fixups mistake auto commit.
6 years ago
Nguyen Dac Nam
418b7ffb21
Update code structure
Co-Authored-By: Mat M. <mathew1800@gmail.com>
6 years ago
Nguyen Dac Nam
af67c90eca
add vertex UnsignedInt size RGBA
6 years ago
Nguyen Dac Nam
2058556671
add eBc2SrgbBlock to formats
6 years ago
Nguyen Dac Nam
6d36df9e5d
vulkan: add DXT23_SRGB
6 years ago
Nguyen Dac Nam
fa641bf689
renderer_vulkan: Add the rest of case for TryConvertBorderColor
6 years ago
CJBok
7ec4bd7793
analog_from_button get direction implementation
6 years ago
ReinUsesLisp
505f30fdaf
texture_cache: Implement layered framebuffer attachments
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.
6 years ago
ReinUsesLisp
6385b93c8d
vk_shader_decompiler: Implement Layer output attribute
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.
6 years ago
ReinUsesLisp
b4bd0c57e4
texture_cache: Avoid matches in 3D textures
Code before this commit was trying to match 3D textures with another
target. Fix that.
6 years ago
ReinUsesLisp
4fd155c282
surface_base: Implement texture buffer flushes
Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
6 years ago