yuzu/src/video_core/shader
ReinUsesLisp dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
..
decode shader/texture: Handle TLDS texture type mismatches 2019-11-22 21:28:47 -03:00
ast.cpp Shader_IR: Implement Fast BRX and allow multi-branches in the CFG. 2019-10-25 09:01:31 -04:00
ast.h
compiler_settings.cpp
compiler_settings.h
const_buffer_locker.cpp Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
const_buffer_locker.h Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
control_flow.cpp shader/control_flow: Specify constness on caller lambdas 2019-11-07 01:44:09 -03:00
control_flow.h Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
decode.cpp video_core: Silence implicit conversion warnings 2019-11-08 22:48:50 +00:00
expr.cpp
expr.h Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
node.h shader/texture: Deduce texture buffers from locker 2019-11-22 21:28:47 -03:00
node_helper.cpp
node_helper.h
shader_ir.cpp Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased 2019-10-26 16:56:13 -03:00
shader_ir.h shader/texture: Deduce texture buffers from locker 2019-11-22 21:28:47 -03:00
track.cpp