| Age | Commit message (Collapse) | Author |
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* Fix output component register on pixel shaders
* Clean up usings
* Do not advance if no component is enabled for the target, this keeps the previous behavior
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* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ
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(#1438)
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* Implement BGRA texture support
* Missing AppendLine
* Remove empty lines
* Address PR feedback
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* 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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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles
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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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* Implement SULD shader instruction
* Some nits
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* Fix varying interpolation on fragment shader
* Some nits
* Alignment
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* Implement DADD, DFMA and DMUL shader instructions
* Rename FP to FP32
* Correct double immediate
* Classic mistake
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* Update bindless to indexed conversion code pattern match
* Correct index shift
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* Use correct shader local size instead of a hardcoded size
* Remove unused uniform block
* Update XML doc
* Local memory size has 23 bits on maxwell
* Generate compute QMD struct from nv open doc header
* Remove dummy arrays when shared or local memory is not used, other improvements
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used (#895)
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Removes a useless null check
Aligns some values to improve readability
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Add TODO comment for GL_EXT_polygon_offset_clamp
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Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
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storage related transformations on IR
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loop on shaders
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the way how global memory is handled
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from bindless texture accesses
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misc. fixes
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mipmaps on ASTC compressed textures
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