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https://github.com/GreemDev/Ryujinx
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484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment. |
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.. | ||
Compute.cs | ||
ComputeQmd.cs | ||
Inline2Memory.cs | ||
MethodClear.cs | ||
MethodConditionalRendering.cs | ||
MethodCopyBuffer.cs | ||
MethodCopyTexture.cs | ||
MethodDraw.cs | ||
MethodFifo.cs | ||
MethodFirmware.cs | ||
MethodIncrementSyncpoint.cs | ||
MethodReport.cs | ||
MethodResetCounter.cs | ||
Methods.cs | ||
MethodUniformBufferBind.cs | ||
MethodUniformBufferUpdate.cs |