| Age | Commit message (Collapse) | Author |
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* Move MaxUboSize definition
This fix a crash on Ryujinx.ShaderTools caused by the absence of an
OpenGL context.
* Use a constant for the value in ShaderTools
* Address comments
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* Optimized memory modified check
This was initially in some cases more expensive than plainly sending the data. Now it should have way better performance.
* Small refactoring
* renamed InvalidAccessEventArgs
* Renamed PtPageBits
* Removed ValueRange(set)
They are currently unused and won't be likely to be used in the near future
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* Initial nvdec implementation using FFmpeg
* Fix swapped channels on the video decoder and the G8R8 texture format
* Fix texture samplers not being set properly (regression)
* Rebased
* Remove unused code introduced on the rebase
* Add support for RGBA8 output format on the video image composer
* Correct spacing
* Some fixes for rebase and other tweaks
* Allow size mismatch on frame copy
* Get rid of GetHostAddress calls on VDec
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* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine
* Break into multiple lines
* Read fractions for source/step values on the 2d copy engine aswell
* Use fixed point math for more speed
* Fix reinterpret when texture sizes are different
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* Initial implementation of KProcess
* Some improvements to the memory manager, implement back guest stack trace printing
* Better GetInfo implementation, improve checking in some places with information from process capabilities
* Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary
* Change long -> ulong for address/size on memory related methods to avoid unnecessary casts
* Attempt at implementing ldr:ro with new KProcess
* Allow BSS with size 0 on ldr:ro
* Add checking for memory block slab heap usage, return errors if full, exit gracefully
* Use KMemoryBlockSize const from KMemoryManager
* Allow all methods to read from non-contiguous locations
* Fix for TransactParcelAuto
* Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort
* Fix wrong check for source pages count from page list on MapPhysicalMemory
* Fix some issues with UnloadNro on ldr:ro
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Allow depth textures to be loaded when their component types do not match.
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* Better implementation of the DMA pusher, misc fixes
* Remove some debug code
* Correct RGBX8 format
* Add support for linked Texture Sampler Control
* Attempt to fix upside down screen issue
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* Add `BGR5A1` to ImageUtils.cs
Add `BGR5A1` Image Format.
* Add BGR5A1 to OGLEnumConverter.cs
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Fix `GalImageFormat.D32S8` definition.
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* Implment common and independent blend properly
* Nits
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* Change naming convention for Ryujinx project
* Change naming convention for ChocolArm64 project
* Fix NaN
* Remove unneeded this. from Ryujinx project
* Adjust naming from new PRs
* Name changes based on feedback
* How did this get removed?
* Rebasing fix
* Change FP enum case
* Remove prefix from ChocolArm64 classes - Part 1
* Remove prefix from ChocolArm64 classes - Part 2
* Fix alignment from last commit's renaming
* Rename namespaces
* Rename stragglers
* Fix alignment
* Rename OpCode class
* Missed a few
* Adjust alignment
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* Timing: Optimize Timestamp Aquisition
Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.
* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX
* Timing: Some style changes
* Timing: Align static variable initialization
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* Crop instead of resizing on 2d engine texture copies
* Remove unused local
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* Fix color mask common, set default value on first color mask register
* Missing check
* Better exception messages
* Address PR feedback
* Add fixme as per review feedback
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* Fix render target using possibly deleted or wrong handles
* Fix basic blocks with only a KIL instruction on the shader translator
* Formatting fix
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* Add depth range support on the GPU
* Address PR feedback
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* Improve texture tables
* More renaming and other tweaks
* Minor tweaks
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* Implement B5G6R5Unorm & BGR5A1Unorm
* Fix R8G8 Unorm to G8R8 Unorm
* Added back R8G8 Unorm
* Fix G8R8Unorm, add R8G8B8A8
* Add D24_S8 Uint
* Add R8Uint & R32Uint
* Another fixed
* Reverting back
* R8G8B8A8 change to B8G8R8A8
* Add G8R8 Snorm
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* Implement B5G6R5Unorm & BGR5A1Unorm
* Add RG16Unorm, R16Uint
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alignment and add ColorMask support (#451)
* Add support for saturation on some shader instructions, fix ReadTexture alignment
* Add ColorMask support, other tweaks
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* Quads, QuadStrip and const attributes support
* Add support for half float attributes and fix texture pitch alignment
* Throw when an unsupported float type is used as const attribute aswell
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* Simplify render target bindings
* Implement multiple viewports
* Pack glViewportIndexed calls into a single glViewportArray
* Use ARB_viewport_array when available
* Cache framebuffer attachments
* Use get accessors in OGLExtension
* Address feedback
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* General improvements to GpuResourceManager
* Address feedback
* Address feedback
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* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
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format. Fix BC6H_UF16 from Unorm to Sfloat (#417)
* Implement B5G6R5Unorm & BGR5A1Unorm
* Implement RGBA32Uint
* Implement R16Unorm & Z16 texture format
* Fix BC6H_UF16 from Unorm to Sfloat
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* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some feedback
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* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format
* Revert "Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format"
This reverts commit aea5c9db3a5e0b11545c3520f885e411a3587113.
* Conflicts fix
* Wrong fix
* E
* e
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* Use a program counter to control shaders' flow
* Cleanup
* Implement SSY/SYNC
* Address feedback
* Fixup commentary
* Fixup Ssy instruction
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* Add depth writting
* Implement multiple attachments
* Address feedback
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* Avoid gpr overwritting on LD_C instruction
* Address feedback
* Ignore invalid registers
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