| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
| |
this makes it so VK and OGL backends map the NVIDIA's ETC2 into VK_FORMAT_ETC-whatever and GL_ETC-whatever remaps, instead of using the default fallback for AR8G8B8. in short, just make the ETC2 textures be submitted as ETC2 instead of being submit as A8R8G8B8.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3237
Reviewed-by: Ghost <>
Reviewed-by: crueter <crueter@eden-emu.dev>
|
| |
|
| |
Signed-off-by: swurl <swurl@swurl.xyz>
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
| |
- Used by Monster Hunter Rise Update 10.0.2
|
| |
|
|
|
| |
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.
|
| | |
|
| | |
|
| | |
|
|
|
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
|