0
0
Fork 0
mirror of https://github.com/ryujinx-mirror/ryujinx.git synced 2024-12-23 08:45:46 +00:00
Commit graph

14 commits

Author SHA1 Message Date
gdkchan
b7613dd4b8 Enable SRGB framebuffers by default (#502) 2018-11-17 05:10:51 +01:00
gdkchan
d2bb458b51 Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes

* Remove some debug code

* Correct RGBX8 format

* Add support for linked Texture Sampler Control

* Attempt to fix upside down screen issue
2018-11-17 05:01:31 +01:00
gdkchan
453543fb88 Initialize blend registers with default values (#497) 2018-11-14 22:50:31 +01:00
gdkchan
44c1cf3fe5
Implment common and independent blend properly (fixes #458) (#485)
* Implment common and independent blend properly

* Nits
2018-11-01 01:22:24 -03:00
jduncanator
c1b7340023 Timing: Optimize Timestamp Aquisition (#479)
* Timing: Optimize Timestamp Aquisition

Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.

* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX

* Timing: Some style changes

* Timing: Align static variable initialization
2018-10-28 19:31:13 -03:00
gdkchan
f0a49a1c94
Fix Color Mask values (#473)
* Fix color mask common, set default value on first color mask register

* Missing check

* Better exception messages

* Address PR feedback

* Add fixme as per review feedback
2018-10-25 18:30:09 -03:00
gdkchan
044b84b078
Add depth range support on the GPU (#472)
* Add depth range support on the GPU

* Address PR feedback
2018-10-23 16:04:08 -03:00
gdkchan
0e1e094b7a
Improve texture tables (#457)
* Improve texture tables

* More renaming and other tweaks

* Minor tweaks
2018-10-17 18:02:23 -03:00
gdkchan
72317d7777
Add support for saturation on some shader instructions, fix ReadTexture alignment and add ColorMask support (#451)
* Add support for saturation on some shader instructions, fix ReadTexture alignment

* Add ColorMask support, other tweaks
2018-10-13 23:54:14 -03:00
gdkchan
aa1cd849cf Quads, QuadStrip, const attributes and half-float attributes support (#447)
* Quads, QuadStrip and const attributes support

* Add support for half float attributes and fix texture pitch alignment

* Throw when an unsupported float type is used as const attribute aswell
2018-10-13 01:37:01 +00:00
ReinUsesLisp
2562ca6c3f Fix multiple rendertargets (#427)
* Simplify render target bindings

* Implement multiple viewports

* Pack glViewportIndexed calls into a single glViewportArray

* Use ARB_viewport_array when available

* Cache framebuffer attachments

* Use get accessors in OGLExtension

* Address feedback
2018-09-26 00:55:30 +02:00
ReinUsesLisp
47a62e826f Implement DepthWriteMask and add R16G16 (#425) 2018-09-19 22:02:11 -03:00
gdkchan
d4187aaa9d
Allow "reinterpretation" of framebuffer/zeta formats (#418)
* (Re)Implement format reinterpretation, other changes

* Implement writeback to guest memory, some refactoring

* More refactoring, implement reinterpretation the old way again

* Clean up

* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes

* nit: Formatting

* Address PR feedback
2018-09-18 01:30:35 -03:00
ReinUsesLisp
ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00
Renamed from Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs (Browse further)