Commit graph

3967 commits

Author SHA1 Message Date
ReinUsesLisp a42a6e1a2c gl_state_tracker: Implement dirty flags for clip control 2020-02-28 17:56:42 -03:00
ReinUsesLisp 4f8d152b18 gl_state_tracker: Implement dirty flags for point sizes 2020-02-28 17:56:42 -03:00
ReinUsesLisp 231601763c gl_state_tracker: Implement dirty flags for fragment color clamp 2020-02-28 17:56:42 -03:00
ReinUsesLisp bf1a1d989f gl_state_tracker: Implement dirty flags for logic op 2020-02-28 17:56:42 -03:00
ReinUsesLisp 13afd0e5b0 gl_state_tracker: Implement dirty flags for sRGB 2020-02-28 17:56:42 -03:00
ReinUsesLisp d8f5c45051 gl_state_tracker: Implement dirty flags for rasterize enable 2020-02-28 17:56:42 -03:00
ReinUsesLisp b727d99441 gl_state_tracker: Implement dirty flags for multisample 2020-02-28 17:56:42 -03:00
ReinUsesLisp 3c22bd92d8 gl_state_tracker: Implement dirty flags for alpha testing 2020-02-28 17:56:42 -03:00
ReinUsesLisp 9e46953580 gl_state_tracker: Implement dirty flags for polygon offsets 2020-02-28 17:56:42 -03:00
ReinUsesLisp 46a1888e02 gl_state_tracker: Implement dirty flags for primitive restart 2020-02-28 17:56:42 -03:00
ReinUsesLisp 37536d7a49 gl_state_tracker: Implement dirty flags for stencil testing 2020-02-28 17:56:42 -03:00
ReinUsesLisp 40a2c57df5 gl_state_tracker: Implement depth dirty flags 2020-02-28 17:56:42 -03:00
ReinUsesLisp b910a83a47 gl_state_tracker: Implement dirty flags for front face and culling 2020-02-28 17:56:42 -03:00
ReinUsesLisp b01dd7d1c8 gl_state_tracker: Implement dirty flags for blending 2020-02-28 17:56:42 -03:00
ReinUsesLisp f7ec078592 gl_state_tracker: Implement dirty flags for clip distances and shaders 2020-02-28 17:56:42 -03:00
ReinUsesLisp 758ad3f75d gl_state_tracker: Add dirty flags for buffers and divisors 2020-02-28 17:56:42 -03:00
ReinUsesLisp 9b08698a0c maxwell_3d: Change write dirty flags to a bitset 2020-02-28 17:56:42 -03:00
ReinUsesLisp 69ad6279e4 gl_state_tracker: Implement dirty flags for vertex formats 2020-02-28 17:56:42 -03:00
ReinUsesLisp 6530144ccb gl_state_tracker: Implement dirty flags for color masks 2020-02-28 17:56:42 -03:00
ReinUsesLisp ba6f390448 gl_state_tracker: Implement dirty flags for scissors 2020-02-28 17:56:42 -03:00
ReinUsesLisp 7f52efdf61 gl_state_tracker: Implement dirty flags for viewports 2020-02-28 17:56:41 -03:00
ReinUsesLisp dacf83ac02 renderer_opengl: Reintroduce dirty flags for render targets 2020-02-28 17:56:41 -03:00
ReinUsesLisp 9e74e6988b maxwell_3d: Flatten cull and front face registers 2020-02-28 17:56:41 -03:00
ReinUsesLisp eed789d0d1 video_core: Reintroduce dirty flags infrastructure 2020-02-28 17:56:41 -03:00
ReinUsesLisp b92dfcd7f2 gl_state: Remove completely 2020-02-28 17:56:35 -03:00
ReinUsesLisp 1c4bf9cbfa gl_state: Remove program tracking 2020-02-28 17:52:14 -03:00
ReinUsesLisp 5ccb07933a gl_state: Remove framebuffer tracking 2020-02-28 17:52:10 -03:00
ReinUsesLisp 17a7fa751b gl_state: Remove image tracking 2020-02-28 17:36:40 -03:00
ReinUsesLisp 9677db03da gl_state: Remove texture and sampler tracking 2020-02-28 17:35:58 -03:00
ReinUsesLisp 1bc0da3dea gl_state: Remove blend state tracking 2020-02-28 17:34:43 -03:00
ReinUsesLisp 7d9a5e9e30 gl_state: Remove stencil test tracking 2020-02-28 17:32:05 -03:00
ReinUsesLisp 07a954e67f gl_state: Remove clip control tracking 2020-02-28 17:31:57 -03:00
ReinUsesLisp 1eee891f6e gl_state: Remove clip distances tracking 2020-02-28 17:26:26 -03:00
ReinUsesLisp e8125af8dd gl_state: Remove rasterizer disable tracking 2020-02-28 17:25:28 -03:00
ReinUsesLisp d3e433a380 gl_state: Remove viewport and depth range tracking 2020-02-28 17:25:18 -03:00
ReinUsesLisp 7c16b3551b gl_state: Remove scissor test tracking 2020-02-28 17:00:23 -03:00
ReinUsesLisp 0914c70b7f gl_state: Remove color mask tracking 2020-02-28 16:59:17 -03:00
ReinUsesLisp 2392b548be gl_state: Remove clamp framebuffer color tracking
This commit doesn't reset it for screen draws because clamping doesn't
change anything there.
2020-02-28 16:58:30 -03:00
ReinUsesLisp f92236976b gl_state: Remove multisample tracking 2020-02-28 16:57:47 -03:00
ReinUsesLisp 04d1134191 gl_state: Remove framebuffer sRGB tracking 2020-02-28 16:55:23 -03:00
ReinUsesLisp d5ab0358b6 gl_state: Remove VAO cache and tracking 2020-02-28 16:54:37 -03:00
ReinUsesLisp 2a662fea36 gl_state: Remove depth clamp tracking 2020-02-28 16:53:35 -03:00
ReinUsesLisp e1a16a52fa gl_state: Remove depth tracking 2020-02-28 16:52:46 -03:00
ReinUsesLisp 0f343d32c4 gl_state: Remove primitive restart tracking 2020-02-28 16:51:45 -03:00
ReinUsesLisp 42708c762e gl_state: Remove logic op tracker 2020-02-28 16:51:23 -03:00
ReinUsesLisp 915d73f3b8 gl_state: Remove blend color tracking 2020-02-28 16:50:58 -03:00
ReinUsesLisp a0321b984f gl_state: Remove polygon offset tracking 2020-02-28 16:49:20 -03:00
ReinUsesLisp f646321dd0 gl_state: Remove alpha test tracking 2020-02-28 16:48:57 -03:00
ReinUsesLisp c8f5f54a44 gl_state: Remove cull mode tracking 2020-02-28 16:48:23 -03:00
ReinUsesLisp 925521da5f gl_state: Remove front face tracking 2020-02-28 16:47:59 -03:00
ReinUsesLisp d2d5554296 gl_state: Remove point size tracking 2020-02-28 16:39:44 -03:00
ReinUsesLisp b95f064b51 gl_rasterizer: Add oglEnablei helper 2020-02-28 16:39:44 -03:00
ReinUsesLisp 1698143a1d gl_rasterizer: Add OpenGL enable/disable helper 2020-02-28 16:39:44 -03:00
ReinUsesLisp 96ac3d518a gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
bunnei 5056d23d0d renderer_opengl: Fix SRGB presentation frame tracking.
- Fixes SRGB in Super Smash Bros. Ultimate.
2020-02-28 01:13:38 -05:00
Nguyen Dac Nam 6c0c2dfabc shader_decode: Fix LD, LDG when track constant buffer 2020-02-28 13:11:19 +07:00
Morph 7ee6065178 Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels. 2020-02-27 21:34:00 -05:00
bunnei 969357af1a
Merge pull request #3430 from bunnei/split-presenter
Port citra-emu/citra#4940: "Split Presentation thread from Render thread"
2020-02-27 19:51:55 -05:00
bunnei ebbfe73557 renderer_opengl: Reduce swap chain size to 3. 2020-02-27 19:50:17 -05:00
Nguyen Dac Nam db2f547434
shader: FMUL switch to using LUT (#3441)
* shader: add FmulPostFactor LUT table

* shader: FMUL apply LUT

* Update src/video_core/engines/shader_bytecode.h

Co-Authored-By: Mat M. <mathew1800@gmail.com>

* nit: mistype

* clang-format & add missing import

* shader: remove post factor LUT.

* shader: move post factor LUT to function and fix incorrect order.

* clang-format

* shader: FMUL: add static to post factor LUT

* nit: typo

Co-authored-by: Mat M. <mathew1800@gmail.com>
2020-02-27 11:14:25 -05:00
bunnei a17214baea renderer_opengl: Use more concise lock syntax. 2020-02-26 18:35:35 -05:00
bunnei aef159354c renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace. 2020-02-26 18:28:50 -05:00
ReinUsesLisp 0aaa69e4d7 vk_swapchain: Silence TOCTOU race condition
It's possible that the window is resized from the moment we ask for its
size to the moment a swapchain is created, causing validation issues.

To workaround this Vulkan issue request the capabilities again just
before creating the swapchain, making the race condition less likely.
2020-02-26 17:07:18 -03:00
bunnei 1f57f679a4
Merge pull request #3440 from namkazt/patch-6
shader: implement LOP3 fast replace for old function
2020-02-26 10:24:35 -05:00
bunnei 795893a9a5 renderer_opengl: Create gl_framebuffer_data if empty. 2020-02-25 21:23:02 -05:00
bunnei e25297536f frontend: qt: bootmanager: Vulkan: Restore support for VK backend. 2020-02-25 21:23:01 -05:00
bunnei 667f026c95 core: frontend: Refactor scope_acquire_window_context to scope_acquire_context. 2020-02-25 21:23:00 -05:00
bunnei dc672ca4b3 renderer_opengl: Add texture mailbox support for presenter thread. 2020-02-25 21:22:59 -05:00
bunnei add2c38b73 renderer_opengl: Add OGLRenderbuffer to resource/state management. 2020-02-25 21:22:58 -05:00
Mat M 45ac1c62c6
Merge pull request #3461 from ReinUsesLisp/r32i-rt
video_core/surface: Add R32_SINT render target format
2020-02-25 17:47:14 -05:00
Mat M 00e3eab9c1
Merge pull request #3460 from ReinUsesLisp/unused-format-getter
video_core/gpu: Remove unused functions
2020-02-25 17:46:07 -05:00
ReinUsesLisp 466ce715e4 video_core/surface: Add R32_SINT render target format 2020-02-25 17:19:34 -03:00
ReinUsesLisp 3c648e3e2d video_core/gpu: Remove unused functions 2020-02-25 16:53:47 -03:00
bunnei 78ab2e0474
Merge pull request #3417 from ReinUsesLisp/r32i
texture: Implement R32I
2020-02-25 14:08:45 -05:00
bunnei e22ad52cdb
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
ReinUsesLisp 1e9213632a vk_shader_decompiler: Implement indexed textures
Implement accessing textures through an index. It uses the same
interface as OpenGL, the main difference is that Vulkan bindings are
forced to be arrayed (the binding index doesn't change for stacked
textures in SPIR-V).
2020-02-24 01:26:07 -03:00
ReinUsesLisp 1dda77d392 shader: Simplify indexed sampler usages 2020-02-24 01:26:07 -03:00
ReinUsesLisp e2dd59e341 video_core: Implement more scaler attribute formats
While changing this, fix assert in vk_shader_decompiler. We now know
scaled formats are expected to be float in shaders attributes.
2020-02-24 00:27:37 -03:00
bunnei 2b4cdb73b6
Merge pull request #3424 from ReinUsesLisp/spirv-layer
vk_shader_decompiler: Implement Layer output attribute
2020-02-22 23:45:16 -05:00
bunnei 754aac331f
Merge pull request #3422 from ReinUsesLisp/buffer-flush
surface_base: Implement texture buffer flushes
2020-02-22 23:09:50 -05:00
ReinUsesLisp 7dc488a375 shader/texture: Fix illegal 3D texture assert
Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
2020-02-21 15:57:27 -03:00
Rodrigo Locatti 4a6a1aeab4
Merge pull request #3433 from namkazt/patch-1
renderer_vulkan: Add the rest of case for TryConvertBorderColor
2020-02-21 15:56:09 -03:00
Rodrigo Locatti ef27b4b7b5
Merge pull request #3434 from namkazt/patch-2
vk_shader: Implement ImageLoad
2020-02-21 15:55:05 -03:00
Rodrigo Locatti 6b2719c0bb
Merge pull request #3435 from namkazt/patch-3
vulkan: add DXT23_SRGB
2020-02-21 15:48:19 -03:00
bunnei dc7ebc2d01
Merge pull request #3423 from ReinUsesLisp/no-match-3d
texture_cache: Avoid matches in 3D textures
2020-02-21 12:16:51 -05:00
Nguyen Dac Nam 10d8afb302
nit: add const to where it need. 2020-02-21 21:16:45 +07:00
Nguyen Dac Nam 1956a34ee5
shader: implement LOP3 fast replace for old function
ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
2020-02-21 19:08:07 +07:00
Nguyen Dac Nam c0c4da27d9
vk_device: remove left over from other branch 2020-02-21 08:56:18 +07:00
bunnei fe8e5d8ae4
Merge pull request #3438 from bunnei/gpu-mem-manager-fix
video_core: memory_manager: Flush/invalidate asynchronously when possible.
2020-02-20 20:04:05 -05:00
Nguyen Dac Nam ecf275887b
clang-format 2020-02-20 09:39:30 +07:00
Nguyen Dac Nam fbbad95845
shader_decompiler: only add StorageImageReadWithoutFormat when available 2020-02-20 09:28:13 +07:00
bunnei bf0c929d4c
Merge pull request #3415 from ReinUsesLisp/texture-code
shader/texture: Allow 2D shadow arrays and simplify code
2020-02-19 20:06:14 -05:00
bunnei d65fa7d65c video_core: memory_manager: Flush/invalidate asynchronously on Unmap.
- Minor perf improvement.
2020-02-19 20:03:52 -05:00
bunnei b2bc7682b4
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
bunnei c8261a1a57
Merge pull request #3411 from ReinUsesLisp/specific-funcs
gl_rasterizer: Use the least generic OpenGL draw function possible
2020-02-19 15:37:41 -05:00
Nguyen Dac Nam 88cb05e6e7
shader_decompiler: add check in case of device not support ShaderStorageImageReadWithoutFormat 2020-02-19 12:57:22 +07:00
Nguyen Dac Nam e61c7e9310
vk_device: setup shaderStorageImageReadWithoutFormat 2020-02-19 12:56:36 +07:00
Nguyen Dac Nam 47106ab152
vk_device: add check for shaderStorageImageReadWithoutFormat 2020-02-19 12:55:56 +07:00
Nguyen Dac Nam 1b6308727c
shader_conversion: I2F : add Assert for case src_size is Short 2020-02-19 11:40:35 +07:00
Nguyen Dac Nam a2c2c5768f
fix warning 2020-02-19 11:10:26 +07:00
Nguyen Dac Nam a8508f2bc0
clang-format fix 2020-02-19 11:02:59 +07:00
Nguyen Dac Nam 556f3a6e9a
shader_conversion: add conversion I2F for Short 2020-02-19 10:54:37 +07:00
bunnei e545c2322c
Merge pull request #3410 from ReinUsesLisp/vk-draw-index
vk_shader_decompiler: Fix vertex id and instance id
2020-02-18 22:37:33 -05:00
Nguyen Dac Nam 2ef8af93aa
vk_shader: add Capability StorageImageReadWithoutFormat 2020-02-19 10:16:51 +07:00
Nguyen Dac Nam f6f0762e81 vk_shader: Implement function ImageLoad (Used by Kirby Start Allies)
Please enter the commit message for your changes. Lines starting
2020-02-19 08:39:01 +07:00
Nguyen Dac Nam ec206f7f95
fixups mistake auto commit. 2020-02-19 01:24:32 +07:00
Nguyen Dac Nam eaf60ca5d8
Update code structure
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-19 01:23:08 +07:00
Fernando Sahmkow 93acfbd3a5
Merge pull request #3409 from ReinUsesLisp/host-queries
query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
Nguyen Dac Nam 9295966d26
add vertex UnsignedInt size RGBA 2020-02-18 21:52:51 +07:00
Nguyen Dac Nam 9fc42fffd9
add eBc2SrgbBlock to formats 2020-02-18 21:44:09 +07:00
Nguyen Dac Nam 493f0ad904
vulkan: add DXT23_SRGB 2020-02-18 21:39:50 +07:00
Nguyen Dac Nam ba84f0988f
renderer_vulkan: Add the rest of case for TryConvertBorderColor 2020-02-18 16:52:54 +07:00
ReinUsesLisp 6a0220b2e1 texture_cache: Implement layered framebuffer attachments
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp 1caf3f11c8 vk_shader_decompiler: Implement Layer output attribute
SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
2020-02-16 04:17:37 -03:00
ReinUsesLisp bfda5ff3f6 texture_cache: Avoid matches in 3D textures
Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
ReinUsesLisp fd62bdf377 surface_base: Implement texture buffer flushes
Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
bunnei 0f70f68fb3
Revert "video_core: memory_manager: Use GPU interface for cache functions." 2020-02-15 17:47:15 -05:00
ReinUsesLisp 14c2a4a2ec texture: Implement R32I 2020-02-15 16:26:50 -03:00
ReinUsesLisp 6910ade146 shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.

Minor style changes.
2020-02-15 02:36:28 -03:00
ReinUsesLisp 91aa58e410 maxwell_3d: Unify draw methods
Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp 6d3a046caa query_cache: Address feedback 2020-02-14 17:38:27 -03:00
ReinUsesLisp 54a00ee4cf query_cache: Fix ambiguity in CacheAddr getter 2020-02-14 17:38:27 -03:00
ReinUsesLisp cc0694559f query_cache: Add a recursive mutex for concurrent usage 2020-02-14 17:38:27 -03:00
ReinUsesLisp bcd348f238 vk_query_cache: Implement generic query cache on Vulkan 2020-02-14 17:38:27 -03:00
ReinUsesLisp c31382ced5 query_cache: Abstract OpenGL implementation
Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
2020-02-14 17:38:27 -03:00
ReinUsesLisp 73d2d3342d gl_query_cache: Optimize query cache
Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00
ReinUsesLisp aae8c180cb gl_query_cache: Implement host queries using a deferred cache
Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.

To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.

Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14 17:33:13 -03:00
ReinUsesLisp ef9920e164 gl_rasterizer: Sort method declarations 2020-02-14 17:27:17 -03:00
ReinUsesLisp fe1238be7a gl_rasterizer: Add queued commands counter
Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
2020-02-14 17:27:17 -03:00
ReinUsesLisp 2b58652f08 maxwell_3d: Slow implementation of passed samples (query 21)
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14 17:27:17 -03:00
bunnei 63a59b9935
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
ReinUsesLisp 3217400dd1 gl_resource_manager: Add managed query class 2020-02-13 22:25:55 -03:00
bunnei 3563af2364
Merge pull request #3395 from FernandoS27/queries
GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
ReinUsesLisp 336a4f8e99 gl_rasterizer: Use the least generic OpenGL draw function possible
This may help some implementations.
2020-02-13 21:55:21 -03:00
ReinUsesLisp cbea8c74de vk_shader_decompiler: Fix vertex id and instance id
Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:

gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID

To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
2020-02-13 20:25:28 -03:00
Fernando Sahmkow d6ed31b9fa GPU: Address Feedback. 2020-02-13 18:16:07 -04:00
bunnei 37f1cf8cbd
Merge pull request #3376 from ReinUsesLisp/point-sprite
gl_rasterizer: Implement GL_POINT_SPRITE
2020-02-11 08:26:07 -05:00
Fernando Sahmkow 8e9a4944db GPU: Implement GPU Clock correctly. 2020-02-10 10:44:54 -04:00
Fernando Sahmkow 0cb3bcfbb7 Maxwell3D: Correct query reporting. 2020-02-10 10:41:43 -04:00
bunnei 84ea9c2b42 Merge pull request #3372 from ReinUsesLisp/fix-back-stencil
maxwell_3d: Fix stencil back mask
2020-02-09 22:29:28 -05:00
bunnei e210835dd0
Merge pull request #3387 from bunnei/gpu-mpscqueue
gpu_thread: Use MPSCQueue for GPU commands.
2020-02-08 21:15:48 -05:00
bunnei b5c13ee0eb gpu_thread: Use MPSCQueue for GPU commands.
- Necessary for multiple service threads.
2020-02-07 23:01:23 -05:00
bunnei 7cacb08cdf video_core: memory_manager: Use GPU interface for cache functions. 2020-02-07 22:59:35 -05:00
bunnei 90bda66028
Merge pull request #3378 from ReinUsesLisp/uscaled
maxwell_to_gl: Implement R8G8_USCALED
2020-02-07 22:55:52 -05:00
bunnei 90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
bunnei 09d766d357
Merge pull request #3362 from ReinUsesLisp/fix-instanced
gl_rasterizer: Fix instanced draw arrays
2020-02-06 21:39:59 -05:00
ReinUsesLisp bf9a822b87 shader/decode: Fix constant buffer offsets
Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
2020-02-05 12:19:09 -03:00
ReinUsesLisp 8bb9eef97b maxwell_to_gl: Implement R8G8_USCALED 2020-02-04 21:32:36 -03:00
ReinUsesLisp c81c361e82 maxwell_to_gl: Reduce unimplemented formats to LOG_ERROR 2020-02-04 21:32:08 -03:00
ReinUsesLisp 0eb36c90f4 vk_rasterizer: Use noexcept variants of std::bitset
Removes bounds checking from "texceptions" instances.
2020-02-04 18:04:24 -03:00