| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
BlitColor(VkImageView, VkImage, ...), which draws FSR 3.1's output into the game's DLSS output,
captured the Framebuffer pointer and read its render pass, handle and size on the worker thread.
The pointer points into the texture cache's framebuffer slots, which can be reallocated before the
worker records the command, so the render pass could begin with a stale or null render pass and
framebuffer. FSR 3.1 records quickly enough that this rarely shows; with a slower first evaluation
(NVIDIA DLSS creating its feature) it crashed in vkCmdBeginRenderPass at the first evaluation in
every run.
Read the three values on the calling thread and capture those instead. Nothing else changes.
Assisted-by: Claude Opus 5.5 (debugging, implementation)
Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
|
| |\
| |
| |
| |
| |
| | |
# Conflicts:
# src/video_core/renderer_vulkan/blit_image.cpp
# src/video_core/renderer_vulkan/blit_image.h
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Splatoon Raiders' upscaler program ends by decoding its result from
sRGB to linear (HSETP2 against 0.04045, HMUL2 by 2.4 between MUFU.LG2
and MUFU.EX2) before its surface store. The bilinear copy that stands in
for it while HMMA isn't emulated wrote the sRGB input as-is, so the
later passes encoded it a second time: outdoor scenes were washed out,
with a pale sky and a white haze.
When the program carries those two immediates, the copy now decodes
like it, through a new copy operation of the blit helper (a fragment
shader with the piecewise sRGB decode). Programs without them, such as
Kirby Air Riders' upscaler, keep the plain copy. The OpenGL backend
ignores the operation.
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Fire Emblem: Fortune's Weave's DLSS network can't run here, and the
temporal stand-in is only an approximation of it. FSR 3.1 takes the
same inputs DLSS does: the jittered colour, motion vectors, the jitter
and the depth, which the game's first DLSS pass reads through
cbuf0+0x298 (Z32, reversed, the colour's size). Kepler compute keeps it
next to the motion vectors.
Fsr3Upscaler ports the host side of the SDK's ffx_fsr3upscaler.cpp: the
eight passes (prepare inputs, luma and shading-change pyramids, shading
change, reactivity, luma instability, accumulate, RCAS), the internal
images and the constants, recorded through the scheduler with the
shaders from externals/FidelityFX-SDK. It takes HDR colour, render-size
motion vectors and reversed depth, computes its own exposure, and uses
the no-wave SPD variants on devices without compute quad operations.
The SDK's GLSL uses separate textures and samplers, so DescriptorBankInfo
gains sampled image and sampler counts (default 0). FSR's RCAS follows
the RCAS Sharpness slider. The result goes to FSR's own RGBA16F image
and is drawn into the game's output, which keeps its format.
TextureCacheRuntime::TemporalUpscale runs FSR 3.1 first. Without the
depth, at mismatched scales, on a device lacking FSR's formats or
features, or if its pipelines fail to build, the stand-in runs instead,
and the bilinear blit stays last. EDEN_NX2_DLSS_REPLACEMENT=standin
forces the stand-in. A gap of more than 250 ms between evaluations
restarts the history.
The BlitColor overload that takes a raw image view transitions its
source to SHADER_READ_ONLY_OPTIMAL but described it as GENERAL in the
descriptor (a validation error); it now describes the layout it uses.
Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting)
Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
|
| |/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fire Emblem: Fortune's Weave's DLSS input matches Eden's (same 720p
image, same detail), but the stand-in's 1440p output was blurrier than a
plain bilinear 2x of it (Laplacian 0.0066 vs 0.0081; Eden's real DLSS
0.0111), and the image drifted darker over time:
- the sample kernel was about twice too wide for the output resolution;
- the history was kept in the output's B10G11R11 format, whose 5-6 bit
mantissas round away a frame's 0.03-0.1 share;
- the 1-sigma neighbourhood clip removed detail that only some jitter
positions sample (railings, thin edges).
The history is now an RGBA16F pair the shader writes as a storage image,
with no per-frame copy. Still pixels use a third of the kernel width and
a 1.5-sigma clip, so detail from many jitter positions accumulates.
Moving pixels keep the old kernel and 1-sigma clip, and so do pixels
that moved recently or whose history falls far outside the
neighbourhood (content that changes without motion vectors), remembered
in the history's alpha. Static output goes from 0.0066 to 0.0102 with
no brightness drift and no new ghosting.
With resolution scaling the stand-in used to fall back to a bilinear
blit. The images are now scaled up as BlitImage does, the jitter is
scaled to host pixels and the history follows the framebuffer's render
area.
RCAS (temporal_sharpen.frag) sharpens a copy of each result, never the
history, in range-compressed space since the output is HDR. Its strength
is the sharpness slider, relabelled "RCAS Sharpness" (0% turns it off).
EDEN_NX2_TEMPORAL_KERNEL, _CLIP, _KERNEL_MOTION, _CLIP_MOTION and
_WEIGHT tune the filter (all four filter values at 1 give the old one),
and EDEN_NX2_TEMPORAL_SHARPEN=<stops>|off overrides the slider.
Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting)
Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The one-frame blit left 3D edges aliased and shaking: the game jitters
its camera every frame for DLSS to accumulate. Fire Emblem: Fortune's
Weave's first DLSS pass (also rejected) has the motion vectors
(cbuf0+0x290, R16G16) and the frame's jitter (+0x1b0/+0x1b4, in input
pixels). Kepler compute keeps them, and the stand-in for the last
network pass now draws temporal_upscale.frag: input samples placed where
the jitter put them and weighted by distance, blended with the previous
result reprojected along the motion vectors (Catmull-Rom) and clipped to
the 3x3 neighbourhood in YCoCg. The history is copied from the result
right after drawing it, so post-processing the game later applies to its
output does not feed back. EDEN_NX2_TEMPORAL_UPSCALE=0 restores the blit.
Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting)
Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
| |
PR/Commit Owner: CamilleLaVey
This PR prevents the recompilation of shaders when a new session has been started, based on data found on the recompiler, each new session does still recompile already cached shader cache, reducing the reaction and speed of games by at certain level, this prevent the warm-up with post sessions, only needed the initial warm-up and works globally for all games.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4294
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
PR/Commit Owner: CamilleLaVey
This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage.
Special Thanks
1.- Big Smolio (@Gidoly)
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
| |
The approach on this PR moves around refactoring/ updating residual work; main issue was the whole logic behind msaa upload/download images with the constant image copy per pass required; which was gated via shaderStorageImageMultisample, which is not available on all the platforms supported including Android, making them to rely into a more heavier approach to convert msaa image copy into a non msaa image copy, not only losing precision in the conversion, but also creating bugs around the resolve of the image itself, if the supported path had to copy 2 times the same image to be actually presentable, when the fallback was enabled 3 copies were performed, not only decreasing the performance but also increasing race conditions due to the certain capabilities processed in this chain (storage_views). In order to resolve them more naturally, the constant copies were removed from the now "common" path along establishing a proper color resolve for Android and actually making them more direct.
Yet this opened a new pack of outdated handling on our current backend; since we now pass msaa images more directly (whenever a game request a msaa type of image/ which seems to be not common + each fragment resolves images on how it's actually required, adding missing depth/stencil), how we often load and store them becomes a critical issue, since our current configuration renderpass/framebuffer forces to always load and load clear whenever a new attachment it's passing through the renderpass, making this really heavier on memory bandwidth limited devices as SteamDeck and others that doesn't rely on the inmediate rendering mode (Tilers vs iGPU); to prevent over allocating data, I had to re-structure part of the current renderpass and framebuffer to actually reuse part of the data/ attachments called, with flags as DON'T_CARE, simplifying partially on how we actually call attachments including their barriers and conditions (occlusion, etc), the DON'T_CARE it's specifically useful to not only prevent calling new loads (which is a flush and heavier on tiler devices) and not only reusing the actual data store, which works on the future time, this saves memory bandwidth and gives space to actually avoid the constant pressure on SYSMEM/GMEM shader resolver path.
This maintenance also improved the current removal features logic on QCOM drivers, closing gaps between implementations on descriptors (VK_EXT_indexing_descriptor), adjusting the whole WMEL to avoid being so stricter if certain capabilities are missing to actually use this feature, leading to test and play more on how QCOM drivers are actually behaving; meanwhile the main objective is to open path for a robust and bigger implementation in the future, the changes made here also contains small bug fixes on SPIR-V logic, adding missing cases to resolve shaders (FP64 -> FP16), adding more robustness on how narrow features are actually being used and how to wired them whenever they're not available, meanwhile there are still some issues in regards on how Tegra vs Adreno can preserve unorms at FP32 and FP16, leaving better understanding on base for what VK_EXT_shader_float_controls is actually doing most of the times (flushes NaN's and Denorms equally).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4212
|
| |
|
|
|
|
|
|
|
|
| |
reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance.
-> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit")
-> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900)
-> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync
-> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries.
-> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia.
-> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags.
-> Fixes TOTK RADV skybox lighting.
--------
Credits:
@melod-y
@Gidoly
@MaranBr
@AlexWolff
@Lizzie
And all the people who contributed into the reporting issues/ helping with the bisect.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
technically incorrect nullptr() ctor for handles (#2971)
Removes some odd #ifdef-ing that just can use a shrimple opaque type.
Also removes nullptr() ctor'ing for vulkan handles and such; it's not incorrect per se like how `void *p = 0;` isn't incorrect, just that, y'know, any static analyzer will go "woah". Also there isn't any guarantee that handles `sizeof(Handle) == sizeof(void*)` so may as well :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2971
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
| |
causes evil VUID bullshit
This reverts commit 75fda70db293123817b8852632fd47a6984741a4.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3571
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Replaces VK_PIPELINE_STAGE_ALL_COMMANDS_BIT with more specific pipeline stage flags in Vulkan pipeline barriers across renderer modules.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3271
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Nekle <224100951+ne-kle@users.noreply.github.com>
Co-committed-by: Nekle <224100951+ne-kle@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
- Trivial dead code removal, also these shaders are useless
TODO: maybe in a future do YUV280 or whatever in shader for vic :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
VertexInputDynamicState (#3074)
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic:
- Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState.
- Fixes some old regressions with emulated formats for Android.
- Adds better formatting for tiling format features.
- Adds better formatting for format features.
- Adds NonWritable buffers handling for Spir-v.
- Updates Maintenance features calling.
- Adds new features: Multidraw, Robustness2, Image Robustness.
- Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling.
- Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState.
- Removes some older feature ban logic.
- Adds hardware resolve path for MSAA Image Blits on Nvidia cards.
- Adds flat decorations for input interfaces on Spir-v.
- Reduces flushwork within drawcalls.
- Clamps render limits on out-of-area for rasterizer.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
|
| |
|
|
|
|
|
|
|
|
|
| |
Adding the shader read barrier keeps every render/compute/transfer write visible before the image is sampled, so it prevents the “read-before-writes-finish” hazards. Without it you can get random stale frames, flickering post process passes, partially updated HUD textures, and corrupted depth-to-color conversions especially in scenes that render into an offscreen image and immediately feed that image to a shader (reflections, bloom, dynamic resolution, depth visualizers, etc.). This fix makes those R2T chains deterministic again across all Vulkan drivers.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2671
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.
Compiling on clang is *dramatically* faster so this should be useful for CI.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes the crashes on game launch caused by MacOS not being present in host_manager.cpp and enables primitiveRestart for MoltenVK to suppress a bunch of errors given in the log about MoltenVK requiring primitiveRestart. Fixes an crash when switching kingdoms in Mario Odyssey as well
EDS is forced to 0, otherwise games do not show graphics
Note: For now only dynarmicc is working, performance will be slow
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/372
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: innix <dev@innix.space>
Co-committed-by: innix <dev@innix.space>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
fyi there is nothing called VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/257
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <nubieluv@gmail.com>
Co-committed-by: wildcard <nubieluv@gmail.com>
|
| |
|
|
|
|
|
|
|
|
| |
The changes noted below bring Vulkan closer to 1.3 spec and get rid of validation errors and enable us to properly use one or two more functions.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/180
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Automatic verification based on regex
- Token generation button
- Removed unneeded links
- public lobby creation [android]
Signed-off-by: crueter <swurl@swurl.xyz>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: Aleksandr Popovich <alekpopo@proton.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/221
Co-authored-by: crueter <swurl@swurl.xyz>
Co-committed-by: crueter <swurl@swurl.xyz>
|
| |
|
|
|
|
|
|
|
| |
Fixes rift clipping in LoZ: EOW + possible fixes for other games.
NOTE: Flickering may occur, this is for testing purposes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/234
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
|
| |
|
|
|
| |
Co-authored-by: MrPurple666 <antoniosacramento666@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/92
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Adds several new shader-based format conversion pipelines to support additional
texture formats and operations:
- RGBA8 to BGRA8 conversion
- YUV420/RGB conversions
- BC7 to RGBA8 decompression
- ASTC HDR to RGBA16F decompression
- RGBA16F to RGBA8 conversion
- Temporal dithering
- Dynamic resolution scaling
Updates the texture cache runtime to handle these new conversion paths and adds
helper functions to check format compatibility for dithering and scaling
operations.
The changes include:
- New shader files and CMake entries
- Additional conversion pipeline setup in BlitImageHelper
- Extended format conversion logic in TextureCacheRuntime
- New format compatibility check helpers
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Implements conversion from sRGB color formats to D24S8 depth-stencil format
in the Vulkan renderer. This change includes:
- New fragment shader convert_abgr8_srgb_to_d24s8.frag that handles proper
sRGB to linear conversion before depth calculation
- Added shader to CMake build system
- Extended BlitImageHelper with new conversion pipeline and methods
- Updated texture cache to handle sRGB to D24S8 format conversion paths
The conversion properly handles sRGB color space by first converting to
linear space before calculating luminance values for the depth component,
while preserving alpha channel data for the stencil component.
|
| |\
| |
| | |
[Vulkan]Implement missing copy formats for D32, ARGB8_SRGB and BGRA8_Unorm/SRGB
|
| | |
| |
| |
| |
| |
| | |
Removes unnecessary d32f to bgra shader and blit functions,
update vk_texture_cache to use abgr shader for d32f to BGRA formats
updates abgr to d32f shader to comply with hardware tests
|
| | | |
|
| | |
| |
| | |
Adds `convert_abgr8_to_d32f_frag(BuildShader(device, CONVERT_ABGR8_TO_D32F_FRAG_SPV)),`
|
| | | |
|
| | |
| |
| |
| | |
adds blit_image_helper.ConvertABGR8ToD32F and fragment shader for performing ABGR and BGRA to D32F copies
|
| | | |
|
| | | |
|
| | | |
|
| |\|
| |
| | |
Implements D32_Float to A8B8G8R8_UNORM format copy
|
| | | |
|
| | |
| |
| |
| | |
Corrects some visual issues in games such as Disney SpeedStorm
|
| |/ |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
| |
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
|
| |
|
|
| |
Nvidia Vulkan drivers 510+ crash when blitting MSAA images. Fall-back to 3D scale helpers for MSAA image scaling.
|
| | |
|
| | |
|