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Rodrigo's fixes V1
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@ -52,7 +52,7 @@ Xenoblade games.
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## Animal Crossing: New Horizons changes
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## Animal Crossing: New Horizons changes
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[Rodrigo](https://github.com/ReinUsesLisp) fixed Animal Crossing: New Horizons terrain borders in Vulkan by implementing
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[Rodrigo](https://github.com/ReinUsesLisp) fixed Animal Crossing: New Horizons terrain borders in Vulkan by implementing
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constant attributes. This is not a native extension, constant attributes has to be completely emulated in Vulkan as there is no
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constant attributes. This is not a native extension, constant attributes has to be emulated in Vulkan as there is no
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current official support for it.
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current official support for it.
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[Pull Request #3930.]( https://github.com/yuzu-emu/yuzu/pull/3930)
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[Pull Request #3930.]( https://github.com/yuzu-emu/yuzu/pull/3930)
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@ -154,7 +154,7 @@ In days past there was no common language for the recently added shading units i
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decided to create a proper standardised shading language to use, made considering the hardware limitations of the time. In broad
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decided to create a proper standardised shading language to use, made considering the hardware limitations of the time. In broad
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terms, this is assembly language to communicate with the GPU, so it is very hard to work with, and the set of debugging tools
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terms, this is assembly language to communicate with the GPU, so it is very hard to work with, and the set of debugging tools
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available is very limited.
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available is very limited.
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In the present it has been mostly deprecated in favour of easier to work with, high level shading languages like GLSL or SPIR-V.
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In the present it has been mostly deprecated in favour of easier to work with, high level shader representations like GLSL or SPIR-V.
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While this means faster results for the game developers due to less time spent looking at the code, it has the disadvantage of
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While this means faster results for the game developers due to less time spent looking at the code, it has the disadvantage of
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being far slower for emulators that have to constantly intercept, decode and recompile shaders on the fly.
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being far slower for emulators that have to constantly intercept, decode and recompile shaders on the fly.
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Luckily, and for no apparent sane reason, Nvidia decided to keep offering support for such an old feature, even on the latest
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Luckily, and for no apparent sane reason, Nvidia decided to keep offering support for such an old feature, even on the latest
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@ -163,7 +163,7 @@ You have the crazy driver team, but you also need a crazy and very patient devel
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[Rodrigo](https://github.com/ReinUsesLisp) decides to take on this, with only [apitrace](https://apitrace.github.io/) as his
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[Rodrigo](https://github.com/ReinUsesLisp) decides to take on this, with only [apitrace](https://apitrace.github.io/) as his
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debug tool.
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debug tool.
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With this initial assembly shading support in place, Nvidia OpenGL users can enjoy extremely fast shader compilation times.
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With this initial assembly shading support in place, Nvidia OpenGL users can enjoy extremely fast shader compilation times.
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And due to being closer to the native hardware of the Nintendo Switch, we can also expect some precision fixes.
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And due to being closer to the native hardware of the Nintendo Switch, we can also expect some precision fixes, with more coming in the future.
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Now, it has some limitations too, to list some of them:
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Now, it has some limitations too, to list some of them:
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* This is an Nvidia only and OpenGL only feature, other vendors offer support for assembly shaders only for the feature sets of
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* This is an Nvidia only and OpenGL only feature, other vendors offer support for assembly shaders only for the feature sets of
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the old games that used to require it, and that’s very unlikely to change.
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the old games that used to require it, and that’s very unlikely to change.
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