You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Tree:
2f28ac0ada
2ndAdjustmentVulkanV3-STOP_FORCE_PUSHING_CAMILLE
2ndAdjustmentVulkanv2
2ndgpuopts
John-android-rescale-toggle
TTYD
Update-some-barriers-test
android-meows
bcn-ternary-soft
bioshock
blit-fixes
bump-httplib-minver
camile/wawawawa
civa
crueter-patch-1
crueter-patch-3
crueter-patch-4
descriptor_set
dmnt2
dynarmic
dynarmic-ppc64
eden-managarm
eden-orbis-ps4
eden-wasm
feat/android_kotlin_compose
feat/game_override
fix-cpmutil-win
fix-friend-list-freeze
fix-grid-autoalign
fix-update-android
flatopsfixes23485
fs-try
funny-meows
hid_core
kosmickrisp
liz-heaptrack-fix
lizzie/1st-anniversary-icon
lizzie/adjust-stream-buffer
lizzie/adl-fix-remove
lizzie/anv-cached-mesa-hack
lizzie/areafixnvidia
lizzie/astc-decode-opts1
lizzie/better-mscxr
lizzie/brunofix7546847
lizzie/bump-18-version-cache
lizzie/clang-fix-gixel
lizzie/cleanup-dynarmic-cmake
lizzie/debug-assert-demote-dynarmic
lizzie/docs-lz12
lizzie/dynarmic-abort-path-12
lizzie/dynarmic-exclusive-fixups
lizzie/eh-signed
lizzie/emulate-bgr565-android-only
lizzie/enable-icf
lizzie/fbsd-shm_create_largepage
lizzie/ffmpeg-fix-externel
lizzie/fix-nvmap-handles
lizzie/fxaa-123
lizzie/hbloader-fix
lizzie/heap-corrupt-unique-fix
lizzie/inline-audio-structure-parent-refs
lizzie/inlinecodecnvenc
lizzie/invert-gyro
lizzie/ios-port-sud
lizzie/jamboree-audio-crash
lizzie/joycon-revision
lizzie/lto-fafaf-test-123
lizzie/macos-network-ifaces
lizzie/marknocore
lizzie/mlibc-fixes
lizzie/mlp223
lizzie/nce-invalidate-split
lizzie/netbsdgcc14-fix
lizzie/noexcept-dynarmic
lizzie/non-english-policy
lizzie/nuke-cubeb-2
lizzie/nuke-oboe
lizzie/nuke-ssl
lizzie/opus-regr-not-rep
lizzie/pixelphonefix
lizzie/pkza-mwait
lizzie/pokemon-search-fix
lizzie/powerunswizzle
lizzie/product-model-wawa
lizzie/ptable-revert-1212
lizzie/rdynr
lizzie/refactor-networking-12
lizzie/remove-concepts-common-hdr
lizzie/remove-disassembler-dynarmic
lizzie/remove-memcpy-on-vector
lizzie/remove-vector-math-unused
lizzie/rework-cmdline-args
lizzie/sd-gamemode-fix-queue
lizzie/sdl-nuke-SDL_Vibration-thread
lizzie/settings-preserve-across
lizzie/simplify-invalid-acc
lizzie/smallvector-use-on-ipc
lizzie/ssaa-what-the-fuck
lizzie/stable-shader-pools
lizzie/swkbd-mhu
lizzie/thread-names-log
lizzie/trivial-warn-fixes-4
lizzie/tryfixrandomvkshit
lizzie/ulaunch-attempt1
lizzie/unaligned-attempt-2
lizzie/usepoolinstdynarm
lizzie/vk-ext-fault-info
lizzie/vkweep12
lizzie/vp9-remove-stream
lizzie/wstring-uni-123
lizzie/xcode-evil-shit-123
lsfg-android
macroify-surface-stuffs
master
memory_changes
mmap-fixews
mutliplayer-filter-better1
n64
pr-template-v2
querybugfix
release/0.0.3
release/0.0.4
release/0.1.0
release/0.2.0
restore-metal-surface
sjkdbsdfjkbsdf-2834
temporary-branch
tiled-gpu
tiled-gpu-v2
unified-memory-access
update-deps-1780370490
update-deps-1780370770
update-translations-1777730513
update-translations-1788192077
vk-experiments5
vk-experiments7
vk-experiments8
warp-fixes
xbzk/fragmented-storage-buffers
xbzk/hb-tico-support-part-2
xbzk/opus-proper-limit-and-error
xbzk/unreal-unsafe-junk-guards
0.0.0
0.0.1-pre-alpha
0.0.2-pre-alpha
test-tag1
test-tag2
v0.0.3
v0.0.3-rc1
v0.0.3-rc2
v0.0.3-rc3
v0.0.3.git
v0.0.4
v0.0.4-rc1
v0.0.4-rc2
v0.0.4-rc2.test
v0.0.4-rc2.test2
v0.0.4-rc3
v0.0.4-rc3.test1
v0.0.4-rc3.test2
v0.0.4.test
v0.1.0
v0.1.0-rc1
v0.1.1
v0.2.0
v0.2.0-rc1
v0.2.0-rc2
v0.2.1
${ noResults }
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch |
6 years ago | |
|---|---|---|
| .. | ||
| icons | Add assets and licenses | 7 years ago |
| style.qrc | GUI: Togglable graphics settings buttons in status bar | 7 years ago |