ReinUsesLisp
480850ffe7
video_core: Fix B5G6R5_UNORM render target format
2020-07-13 01:01:09 -03:00
ReinUsesLisp
1d20aac795
video_core: Implement RGBA32_SINT render target
2020-07-13 01:01:09 -03:00
ReinUsesLisp
9338599d72
video_core: Implement RGBA32_SINT render target
2020-07-13 01:01:09 -03:00
ReinUsesLisp
95c0f5afe5
video_core: Implement RGBA16_SINT render target
2020-07-13 01:01:09 -03:00
ReinUsesLisp
977d6c46f3
video_core: Implement RGBA8_SINT render target
2020-07-13 01:01:09 -03:00
ReinUsesLisp
50c6030a8d
video_core: Implement RG32_SINT render target
2020-07-13 01:01:09 -03:00
ReinUsesLisp
e849d68048
video_core: Implement RG8_SINT render target and fix RG8_UINT
2020-07-13 01:01:09 -03:00
ReinUsesLisp
f29fede49c
video_core: Implement R8_SINT render target
2020-07-13 01:01:08 -03:00
ReinUsesLisp
fd33e996e0
video_core: Implement R8_SNORM render target
2020-07-13 01:01:08 -03:00
ReinUsesLisp
143662118c
video_core/surface: Reorder render target to pixel format switch
2020-07-13 01:01:08 -03:00
Morph
7909860d16
texture: Implement R8G8UI
...
- Used by The Walking Dead: The Final Season
2020-04-30 13:19:36 -04:00
ReinUsesLisp
4dcca90ef4
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp
466ce715e4
video_core/surface: Add R32_SINT render target format
2020-02-25 17:19:34 -03:00
ReinUsesLisp
80eacdf89b
texture_cache: Use a table instead of switch for texture formats
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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.
2019-11-14 20:57:10 -03:00
ReinUsesLisp
48a1687f51
texture_cache: Drop abstracted ComponentType
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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.
2019-11-14 18:21:42 -03:00
greggameplayer
c6bc13d0aa
correct the implementation of RGBA16UI
2019-11-14 21:37:39 +01:00
Fernando Sahmkow
3f9262195b
Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.
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This commit implements the E5B9G9R9 Texture format into the general
system and OpenGL backend.
2019-10-27 16:44:09 -04:00
Rodrigo Locatti
219fdcb9d9
Merge pull request #2966 from FernandoS27/astc-formats
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Implement a series of ASTC formats and R4G4B4A4 format
2019-10-17 19:24:11 -03:00
Lioncash
cf9e13c255
video_core/surface: Add missing break in PixelFormatFromTextureFormat()
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Prevents fallthrough into the following case.
2019-10-15 21:53:15 -04:00
Fernando Sahmkow
f32a49d3d8
Surfaces: Implement R4G4B4A4U format.
2019-10-09 12:57:02 -04:00
Fernando Sahmkow
b9ddb517b1
Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5
2019-10-09 12:44:31 -04:00
FearlessTobi
55d272efe6
video_core: Implement RGBX16F PixelFormat
2019-09-22 02:16:44 +02:00
ReinUsesLisp
99e23bd0fd
video_core/surface: Add function to detect sRGB surfaces
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This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
2019-09-13 00:27:04 -03:00
ReinUsesLisp
80702aa88f
renderer_opengl: Implement RGB565 framebuffer format
2019-08-21 02:28:31 -03:00
Fernando Sahmkow
082740d34d
surface: Correct format S8Z24
2019-06-20 21:38:34 -03:00
ReinUsesLisp
07f7ce1da2
gl_rasterizer_cache: Use texture buffers to emulate texture buffers
2019-06-20 21:36:12 -03:00
ReinUsesLisp
b8c75a845b
maxwell_3d: Partially implement texture buffers as 1D textures
2019-06-20 21:36:12 -03:00
ReinUsesLisp
fbe8d1ceaa
video_core: Silent -Wswitch warnings
2019-04-18 15:54:39 -03:00
Fernando Sahmkow
7c458311d3
Implement Texture Format ZF32_X24S8.
2019-04-09 12:33:46 -04:00
Lioncash
42085ff110
video_core/surface: Remove obsolete TODO in PixelFormatFromRenderTargetFormat()
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This isn't needed anymore, according to Hexagon
2019-03-05 10:15:06 -05:00
greggameplayer
a6a73d8892
Implement BGRA8 framebuffer format
2019-02-09 23:44:01 +01:00
ReinUsesLisp
f58a6152fc
gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
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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).
2019-01-29 23:49:02 -03:00
bunnei
2020ba06e1
gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.
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- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
2018-12-28 15:36:45 -05:00
David Marcec
fdd649e2ef
Fixed uninitialized memory due to missing returns in canary
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Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-19 12:52:32 +11:00
greggameplayer
c8b3f09876
Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( #1666 )
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* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB
( needed by Mario+Rabbids Kingdom Battle )
* Small placement correction
2018-11-12 18:34:54 -08:00
bunnei
cdb19e71fe
Merge pull request #1616 from FernandoS27/cube-array
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Implement Cube Arrays
2018-11-05 15:28:48 -05:00
FernandoS27
60a184455c
Fix ASTC Decompressor to support depth parameter
2018-11-01 19:22:12 -04:00
FernandoS27
678c18aa5c
Implement Cube Arrays
2018-11-01 11:56:19 -04:00
ReinUsesLisp
76754f5705
video_core: Move surface declarations out of gl_rasterizer_cache
2018-10-30 16:07:20 -03:00