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Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)

License: zlib License

Makefile 1.90% C 0.52% C++ 97.58%
devkitpro nx nintendo-switch nvidia 3d graphics deko3d low-level lightweight homebrew

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deko3d's Issues

Deko3D not working with Yuzu

I'm interested in switching from OpenGL to Deko3D.

I've made a test project with the exact same shaders, code and directory setup as the deko_basic example. Yet, when i start up the game it just shows a black screen. I'm using the default settings of Yuzu. Is the problem coming from Yuzu or Deko3D?

[Request] Multiple layer copies for dkCmdBufCopyBufferToImage

Would it be possible to grant dkCmdBufCopyBufferToImage the ability to copy multiple image layers? vkCmdCopyBufferToImage can do it with imageSubresource.layerCount > 1. The process is similar to copying 2D slices of a 3D image which it already looks like dkCmdBufCopyBufferToImage can do.

Edit: Actually it looks like the z and depth parameters of DkImageRect can double up for selecting a layer range (in a 2D image anyway, not sure about the 1D case). Is my observation accurate here?

deko_basic not working with Yuzu

Hello @fincs, Recently I've been investigating the problem of deko_basic not drawing properly in yuzu.

Then I found that the generated macro jit did not call the send function.

Can you provide the macro jit assembly data generated by deko3d?

Issue with 32x8 textures

This issue seems to be very weird. For some reason textures with a size of 32*8 pixels display wrongly. Instead of the right 16*8 pixels it reads from something else (it's noticable in situations where there are more textures around).

To reproduce it's enough to change this line in the textured cube example: https://github.com/switchbrew/switch-examples/blob/master/graphics/deko3d/deko_examples/source/Example04_TexturedCube.cpp#L189

to

texImage.load(*pool_images, *pool_data, device, queue, "romfs:/Unbenannt.data", 32, 8, DkImageFormat_RGBA8_Unorm);

here is the texture data I used:
Unbenannt.zip

This is the result:
2021061921161100-90646BC12AD199C21A10C53DE8289D0C

Note that if the height is reduced to 4 pixels, everything works fine (except ofc that only the first 4 lines of the texture are used):

2021061921154500-90646BC12AD199C21A10C53DE8289D0C

The texture transfer seems to work fine, I already tried retrieving the texture data from vram.

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