Kelebek1
b5576a3c9a
Get out of render pass before query barriers, fix image names with samples > 1, remove image alias bit
2 years ago
Kelebek1
31c39fffc2
Do not set rescaled flag when rescaling is disabled
2 years ago
Squall-Leonhart
ce3e98cf48
Fix mistaken usage of info.block instead of level_info.block
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.
2 years ago
Kelebek1
2fe13a4d53
Not not allocate DeviceLocal buffers as mapped
2 years ago
Squall Leonhart
ca3126e68d
add Z32, FLOAT, UINT, UINT, UINT, LINEAR to format lookup table
Should fix and close #11711
2 years ago
Squall Leonhart
c3658018b1
update shader to confirmed format copy
2 years ago
Kelebek1
a1df96e84d
Allow GPUs without rebar to open multiple RenderDoc captures
3 years ago
Kelebek1
5063305487
Implement X8_D24 format
2 years ago
Kelebek1
39bcdb4fe4
Rework nvidia architecture detection, disable push descriptor for Pascal and older
2 years ago
Kelebek1
294ffa29cc
Mark a buffer GPU modified after the buffers are confirmed, do not double synch them
2 years ago
Squall-Leonhart
15a624a6df
lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white
tiresmoke should be a darker gray.
2 years ago
Squall-Leonhart
680081ea94
Fix CI Formatting check
2 years ago
Squall-Leonhart
ec6ba091cf
Implements D32_Float to A8B8G8R8_UNORM format copy
Corrects some visual issues in games such as Disney SpeedStorm
2 years ago
Liam
79e055318c
vk_present_manager: recreate surface on any surface loss
2 years ago
Liam
445d504f94
ci: fix new codespell errors
2 years ago
Fernando Sahmkow
ef38379737
Query Cache: Fix memory leak.
2 years ago
Kelebek1
dd2d450e3f
Enable depth test on stencil clear path
3 years ago
Liam
cb11232753
renderer_vulkan: fix query cache for homebrew
3 years ago
GPUCode
30c67e5bb0
host_shaders: More proper handling of x2 MSAA copies
3 years ago
GPUCode
5529df01e3
renderer_vulkan: Implement MSAA copies
3 years ago
Fernando Sahmkow
e0477e40bd
Query Cache: Fix Prefix Sums
3 years ago
Fernando Sahmkow
509ebe61c6
Query Cache: Fix behavior in Normal Accuracy
3 years ago
Fernando Sahmkow
6b0a777d19
Query Cache: Simplify Prefix Sum compute shader
3 years ago
Fernando Sahmkow
c2880497ce
Query Cache: Implement host side sample counting.
3 years ago
Fernando Sahmkow
170c82ae7f
Query Cache: Fix guest side sample counting
3 years ago
Fernando Sahmkow
93cd3d8efd
Query Cache: address issues
3 years ago
Fernando Sahmkow
a8fe81b3be
QueryCache: Implement dependant queries.
3 years ago
Fernando Sahmkow
2221256e90
Macro HLE: Add DrawIndirectByteCount
3 years ago
Fernando Sahmkow
5ea12207f3
Query Cachge: Fully rework Vulkan's query cache
3 years ago
Fernando Sahmkow
7f78d844ab
Query Cache: Setup Base rework
3 years ago
Kelebek1
ac61186061
Fix DMA engine register offsets
3 years ago
GPUCode
20994b9e95
vk_texture_cache: Limit srgb block to transcoding only
3 years ago
GPUCode
400b9449ac
renderer_vulkan: Correct component order for A4B4G4R4_UNORM
3 years ago
Squall-Leonhart
55e400acd9
Reuse part of my previous idea to to use num_levels to check within AdjustMipBlockSize
The partial revert was not enough for Tsukihime, this might do the trick
3 years ago
Squall Leonhart
0ec7d7ec28
Partial revert of #10433
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.
3 years ago
Charles Lombardo
a8e3f2652d
android: Use 1 worker for shader compilation for all devices
3 years ago
Fernando Sahmkow
dcf5c4bec0
Vulkan: add temporary workaround for AMDVLK
3 years ago
Fernando Sahmkow
6dcc62ae86
Vulkan: Implement Depth Bias Control
3 years ago
Kelebek1
517702f3f8
Look for the most recently modified image for present
3 years ago
GPUCode
065305c627
vk_buffer_cache: Respect max vertex bindings in BindVertexBuffers ( #11471 )
3 years ago
GPUCode
75213f8c49
renderer_vulkan: Remove debug report
* VVL has implemented the more modern alternative, thus we don't need to support it anymore
3 years ago
Feng Chen
666bdc1125
video_core: Fix d24r8/s8d24 convert shader build error in moltenvk
3 years ago
Feng Chen
a356e6b8d5
video_core: Add missing scissor update when viewport scale offset disable
3 years ago
Danila Malyutin
beec962363
Use initial_frame to check interlaced flag
If final frame was transferred from GPU, it won't carry the props.
Fixes #11089
3 years ago
Fernando Sahmkow
a571250875
Maxwell3D: Improve Index buffer size estimation.
3 years ago
Fernando Sahmkow
94dd857cda
VideoCore: Implement DispatchIndirect
3 years ago
Fernando Sahmkow
8fcab24644
Shader Recompiler: Auto stub special registers and dump pipelines on exception.
3 years ago
Fernando Sahmkow
47d921e04d
Buffer Cache: fix discard writes.
3 years ago
Fernando Sahmkow
8208becc49
DMA Pusher: Fix regression caused by guest memory optimizations
3 years ago
Kelebek1
334a0eaa9c
Mark decompiled macros as decompiled on dump, dump shaders after translation
3 years ago