A continuation from the previous post with spam of images from games rendering under Vulkan, followed by the beginnings of the Qt based UI.
2018-11-05
Making nice progress but still have some interesting glitches.
2018-11-06
The blocks in New Super Mario Bros U were not rendering correctly.
2018-11-07
Super Mario World 3D is looking good and running in game.
2018-11-07
There were still several bugs with Xenoblade though.
2018-11-09
We moved to doing surface tiling / untiling on the GPU, there were a few performance issues to debug with it though.
2018-11-12
Still struggling with our new GPU tiling.
2018-11-27
Meanwhile with some help from SteveLeafo I was able to get h264 rendering working with ffmpeg.
When you compile without ffmpeg I generate a image to take the videos place.
2018-12-09
The h264 video in MK8 now plays.
2018-12-10
Example of the Spir-V code we generate from decompiling shaders. Much time was spent staring at this figuring out what we did wrong.
2018-12-10
The start of the Qt based UI - the green area is being rendered by Vulkan.
2018-12-11
I worked on a simple input configuration UI.
2018-12-11
Inbetween the tedious UI work I am still reverse engineering the internals of the Wii U to further learn things. This is the code that reads meta.xml into a structure in memory, I was looking at this piece of code so I could figure out the layout of the structure.
2018-12-12
Meanwhile Brett was trying to make performance improvements in the Vulkan renderer.
2018-12-17
Trying to get travis and appveyor to build with Qt and Vulkan took a few tries.
2018-12-21
First I got the debug ui rendering in Qt + Vulkan.
Then like 30 minutes later I had the game rendering too!
2018-12-22
Super Mario 3D World running in decaf-qt + Vulkan.