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path: root/src/video_core/surface.h (follow)
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* texture_cache: avoid overestimation of ASTC texture sizesLiam2024-02-111-1/+1
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* Implement X8_D24 formatKelebek12023-10-061-0/+4
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* video_core: Add BCn decoding supportGPUCode2023-06-281-0/+2
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* GPU: implement missing ASTCFernando Sahmkow2023-05-031-0/+12
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* GPU: Implement additional render target formats.Fernando Sahmkow2022-11-241-0/+4
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* VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow2022-10-061-4/+4
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* Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow2022-10-061-0/+8
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph2022-07-061-0/+4
| | | | - Used by Monster Hunter Rise Update 10.0.2
* video_core/surface: Use u8 for PixelFormat block tablesMorph2022-05-131-3/+3
| | | | Using this smaller type saves 33280 bytes in the compiled executable.
* video_core: implement formats for N64 emulationFernando Sahmkow2022-04-141-0/+8
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* hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-251-1/+1
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* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-251-1/+1
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* video_core: Add S8_UINT stencil formatMorph2021-11-171-3/+11
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* Vulkan Rasterizer: Fix clears on integer textures.FernandoS272021-11-161-0/+4
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* vk_texture_cache: Use nearest neighbor scaling when availableameerj2021-11-161-0/+2
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* Reaper: Address Feedback.Fernando Sahmkow2021-06-161-0/+2
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* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-137/+15
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-400/+400
| | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* video_core: Fix DXT4 and RGB565ReinUsesLisp2020-07-131-8/+15
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* video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RGBA32_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RGBA32_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RGBA16_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RGBA8_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RG32_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp2020-07-131-0/+5
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* video_core: Implement R8_SINT render targetReinUsesLisp2020-07-131-0/+5
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* video_core: Implement R8_SNORM render targetReinUsesLisp2020-07-131-0/+5
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* video_core/surface: Remove explicit values on PixelFormat's definitionReinUsesLisp2020-07-131-80/+80
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* texture: Implement R8G8UIMorph2020-04-301-37/+42
| | | | - Used by The Walking Dead: The Final Season
* video_core: Use native ASTC when availableReinUsesLisp2020-04-011-97/+0
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* video_core: Implement RGBA16_SNORMReinUsesLisp2020-03-131-68/+74
| | | | Implement RGBA16_SNORM with the current API. Nothing special here.
* texture: Implement R32IReinUsesLisp2020-02-151-33/+39
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* texture_cache: Use a table instead of switch for texture formatsReinUsesLisp2019-11-151-5/+0
| | | | | | Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
* texture_cache: Drop abstracted ComponentTypeReinUsesLisp2019-11-141-15/+0
| | | | | | | | | Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
* Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.Fernando Sahmkow2019-10-271-5/+11
| | | | | This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend.
* Surfaces: Implement R4G4B4A4U format.Fernando Sahmkow2019-10-091-23/+29
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* Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5Fernando Sahmkow2019-10-091-70/+130
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* video_core: Implement RGBX16F PixelFormatFearlessTobi2019-09-221-22/+28
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* video_core/surface: Add function to detect sRGB surfacesReinUsesLisp2019-09-131-0/+2
| | | | | This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB surfaces when a backend can target both native and converted ASTC.
* texture_cache: Style changesReinUsesLisp2019-06-301-9/+9
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* video_core/surface: Address feedbackReinUsesLisp2019-06-241-2/+2
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* texture_cache: Style and CorrectionsFernando Sahmkow2019-06-211-64/+64
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* gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp2019-06-211-0/+1
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* texture_cache: General FixesFernando Sahmkow2019-06-211-1/+83
| | | | | | | Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
* surface_params: Optimize CreateForTextureReinUsesLisp2019-06-211-70/+72
| | | | | Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor.
* video_core: Remove unused Fill surface typeReinUsesLisp2019-02-011-2/+1
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* gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp2019-01-301-0/+2
| | | | | | | | | | | | Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps).
* gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei2018-12-281-51/+41
| | | | - Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
* Improve msvc codegen for hot-path array LUTsheapo2018-12-051-275/+277
| | | | | | | In some constexpr functions, msvc is building the LUT at runtime (pushing each element onto the stack) out of an abundance of caution. Moving the arrays into be file-scoped constexpr's avoids this and turns the functions into simple look-ups as intended.
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer2018-11-131-69/+79
| | | | | | | * Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
* Merge pull request #1616 from FernandoS27/cube-arraybunnei2018-11-051-0/+1
|\ | | | | Implement Cube Arrays
| * Implement Cube ArraysFernandoS272018-11-011-0/+1
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* | Fix ASTC Decompressor to support depth parameterFernandoS272018-11-021-13/+94
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* video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp2018-10-301-0/+385