Fernando S
b6d19329ac
Merge pull request #11743 from Squall-Leonhart/IFREMOVED
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Fix mistaken usage of info.block instead of level_info.block
2023-10-11 11:56:47 +02:00
Squall-Leonhart
9512992fe2
Fix mistaken usage of info.block instead of level_info.block
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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.
2023-10-11 19:12:33 +11:00
liamwhite
36ea7565fa
Merge pull request #11534 from Squall-Leonhart/IFREMOVED
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Partial revert of #10433 (Texture Cache Util: Fix block depth adjustment on slices)
2023-10-10 12:44:48 -04:00
Squall Leonhart
54fa1115a6
add Z32, FLOAT, UINT, UINT, UINT, LINEAR to format lookup table
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Should fix and close #11711
2023-10-09 02:13:17 +11:00
liamwhite
bd42bba71c
Merge pull request #11656 from liamwhite/recreate-surface-automatically
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vk_present_manager: recreate surface on any surface loss
2023-10-07 12:49:54 -04:00
liamwhite
a27f94830a
Merge pull request #11677 from Squall-Leonhart/D32FTOABGR8
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Implements D32_Float to A8B8G8R8_UNORM format copy
2023-10-07 12:49:48 -04:00
liamwhite
bd6f9f1d91
Merge pull request #11630 from Kelebek1/clear_stencil_requires_depth_test
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Enable depth test on depthstencil clear path
2023-10-07 12:49:37 -04:00
liamwhite
15a5bdd979
Merge pull request #11544 from Kelebek1/reduce_stream_buffer_renderdoc
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Allow GPUs without rebar to open multiple RenderDoc captures
2023-10-07 12:49:19 -04:00
liamwhite
ff3859d482
Merge pull request #11688 from Kelebek1/x8d42
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Implement X8_D24 pixel format
2023-10-07 10:55:14 -04:00
liamwhite
10de8f2c60
Merge pull request #11684 from Kelebek1/disable_push_descriptor_maxwell
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Disable push descriptor for Pascal and older nVidia architectures
2023-10-07 10:54:52 -04:00
Squall Leonhart
51b89fddd0
update shader to confirmed format copy
2023-10-07 18:28:09 +11:00
Kelebek1
f585dec48d
Allow GPUs without rebar to open multiple RenderDoc captures
2023-10-06 07:52:06 +01:00
Kelebek1
ad1a9f3d3a
Implement X8_D24 format
2023-10-06 00:58:30 +01:00
Kelebek1
71044f6def
Rework nvidia architecture detection, disable push descriptor for Pascal and older
2023-10-05 03:13:42 +01:00
Squall-Leonhart
a17cde7b2c
lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white
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tiresmoke should be a darker gray.
2023-10-05 03:14:53 +11:00
Squall-Leonhart
a84c928827
Fix CI Formatting check
2023-10-04 19:12:08 +11:00
Squall-Leonhart
9568d3bc60
Implements D32_Float to A8B8G8R8_UNORM format copy
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Corrects some visual issues in games such as Disney SpeedStorm
2023-10-04 19:07:05 +11:00
Liam
b32940d3ea
vk_present_manager: recreate surface on any surface loss
2023-10-02 19:07:18 -04:00
Liam
0448eb6f0f
ci: fix new codespell errors
2023-10-02 18:03:05 -04:00
Fernando Sahmkow
9007d8c8d4
Query Cache: Fix memory leak.
2023-10-01 11:47:14 +02:00
Fernando S
926e24c642
Merge pull request #11622 from liamwhite/qcr-reg1
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renderer_vulkan: fix query cache for homebrew
2023-09-29 06:01:18 +02:00
Kelebek1
1a246bf135
Enable depth test on stencil clear path
2023-09-28 21:19:51 +01:00
liamwhite
7bae22a3ca
Merge pull request #11402 from FernandoS27/depth-bias-control
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Vulkan: Implement Depth Bias Control
2023-09-28 09:35:37 -04:00
Liam
7507a7f89f
renderer_vulkan: fix query cache for homebrew
2023-09-27 19:11:47 -04:00
GPUCode
b60013b277
host_shaders: More proper handling of x2 MSAA copies
2023-09-25 09:20:32 -04:00
GPUCode
5e4938ab1a
renderer_vulkan: Implement MSAA copies
2023-09-25 09:20:32 -04:00
liamwhite
854457a392
Merge pull request #11225 from FernandoS27/no-laxatives-in-santas-cookies
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Y.F.C: Rework the Query Cache.
2023-09-25 09:18:29 -04:00
liamwhite
93a1cd75fe
Merge pull request #11562 from GPUCode/srgb-madness
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vk_texture_cache: Limit srgb block to transcoding only
2023-09-24 10:50:28 -04:00
liamwhite
b356909212
Merge pull request #11165 from Morph1984/ds_blit
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vulkan_device: Return true if either depth/stencil format supports blit
2023-09-24 10:50:04 -04:00
Fernando Sahmkow
57d8cd6c40
Query Cache: Fix Prefix Sums
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
bf0d6b8806
Query Cache: Fix behavior in Normal Accuracy
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
a07c88e686
Query Cache: Simplify Prefix Sum compute shader
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
c8237d5c31
Query Cache: Implement host side sample counting.
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
2fea1b8407
Query Cache: Fix guest side sample counting
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
282ae8fa51
Query Cache: address issues
2023-09-23 23:05:30 +02:00
Fernando Sahmkow
aa6587d854
QueryCache: Implement dependant queries.
2023-09-23 23:05:29 +02:00
Fernando Sahmkow
57401589c2
Macro HLE: Add DrawIndirectByteCount
2023-09-23 23:05:29 +02:00
Fernando Sahmkow
f1a2e36711
Query Cachge: Fully rework Vulkan's query cache
2023-09-23 23:05:29 +02:00
Fernando Sahmkow
bdc01254a9
Query Cache: Setup Base rework
2023-09-23 23:05:29 +02:00
liamwhite
16f1592e50
Merge pull request #11557 from GPUCode/brr-format
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renderer_vulkan: Correct component order for A4B4G4R4_UNORM
2023-09-22 09:56:04 -04:00
Kelebek1
4f69be8169
Fix DMA engine register offsets
2023-09-21 20:21:00 +01:00
GPUCode
b6ad7e263b
vk_texture_cache: Limit srgb block to transcoding only
2023-09-21 21:46:35 +03:00
GPUCode
4a59dc2947
renderer_vulkan: Correct component order for A4B4G4R4_UNORM
2023-09-21 15:33:44 +03:00
Squall-Leonhart
02b897ce27
Reuse part of my previous idea to to use num_levels to check within AdjustMipBlockSize
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The partial revert was not enough for Tsukihime, this might do the trick
2023-09-20 03:27:13 +10:00
liamwhite
974380fe10
Merge pull request #11258 from Squall-Leonhart/Z16_Assert_Fix
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Fix a logged assert in the format lookup table for Z16
2023-09-18 09:31:05 -04:00
Squall Leonhart
79f0202045
Partial revert of #10433
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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.
2023-09-18 23:28:53 +10:00
Charles Lombardo
af0c1b0cb7
android: Use 1 worker for shader compilation for all devices
2023-09-16 21:38:28 -04:00
Fernando Sahmkow
b99f94a7ff
Vulkan: add temporary workaround for AMDVLK
2023-09-16 11:59:20 -04:00
Fernando Sahmkow
6a1ecab2dd
Vulkan: Implement Depth Bias Control
2023-09-16 11:58:55 -04:00
Kelebek1
baad1238c3
Look for the most recently modified image for present
2023-09-11 03:11:29 +01:00