| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | |
| 2020-04-06 | Query Cache: Use VAddr instead of physical memory for adressing. | Fernando Sahmkow | |
| 2020-04-06 | Buffer Cache: Use vAddr instead of physical memory. | Fernando Sahmkow | |
| 2020-04-06 | Texture Cache: Use vAddr instead of physical memory for caching. | Fernando Sahmkow | |
| 2020-04-06 | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr | Fernando Sahmkow | |
| 2020-04-06 | Merge pull request #3513 from ReinUsesLisp/native-astc | Fernando Sahmkow | |
| video_core: Use native ASTC when available | |||
| 2020-04-06 | shader_decode: SULD.D using std::pair instead of out parameter | namkazy | |
| 2020-04-06 | shader_decode: SULD.D avoid duplicate code block. | namkazy | |
| 2020-04-06 | shader_decode: SULD.D fix conversion error. | namkazy | |
| 2020-04-06 | shader_decode: SULD.D implement bits64 and reverse shader ir init method to ↵ | namkazy | |
| removed shader stage. | |||
| 2020-04-06 | shader/memory: Implement RED.E.ADD | ReinUsesLisp | |
| Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations. | |||
| 2020-04-06 | shader/memory: Add "using std::move" | ReinUsesLisp | |
| 2020-04-06 | shader/memory: Minor fixes in ATOM | ReinUsesLisp | |
| 2020-04-06 | yuzu: Fixes to game list sorting | FearlessTobi | |
| Should fix citra-emu/citra#4593. As the issue might not be entirely clear, I'll offer a short explanation from what I understood from it and found from experimentation. Currently yuzu offers the user the option to change the text that's displayed in the "Name" column in the game list. Generally, it is expected that the items are sorted based on the displayed text, but yuzu would sort them by title instead. Made it so that an access to SortRole returns the same as DisplayRole. There shouldn't be any UI changes, only change in behaviour. Also fixes a bug with directory sorting, where having the directories out of order would enable you to try to "move up" to the addDirectory button, which would crash the emulator. Co-Authored-By: Vitor K <vitor-k@users.noreply.github.com> | |||
| 2020-04-05 | Merge pull request #3592 from ReinUsesLisp/ipa | Fernando Sahmkow | |
| shader_decompiler: Remove FragCoord.w hack and change IPA implementation | |||
| 2020-04-05 | Merge pull request #3589 from ReinUsesLisp/fix-clears | Fernando Sahmkow | |
| gl_rasterizer: Mark cleared textures as dirty | |||
| 2020-04-05 | silent warning (conversion error) | namkazy | |
| 2020-04-05 | shader_decode: SULD.D -> SINT actually same as UNORM. | namkazy | |
| 2020-04-05 | shader_decode: SULD.D fix decode SNORM component | namkazy | |
| 2020-04-05 | clang-format | namkazy | |
| 2020-04-05 | shader_decode: get sampler descriptor from registry. | namkazy | |
| 2020-04-05 | yuzu/configuration: Only assert that all buttons exist when we are handling ↵ | FearlessTobi | |
| the click for a button device This fixes failed assertions that were present in yuzu master code for 18 months. | |||
| 2020-04-05 | yuzu/configure_input_simple: Fix "Docked Joycons" controller profile | FearlessTobi | |
| This was incorrectly using PlayerIndex 1 when calling the ConfigureDialog. | |||
| 2020-04-05 | tweaking. | namkazy | |
| 2020-04-05 | clang-format | Nguyen Dac Nam | |
| 2020-04-05 | cleanup unuse params | namkazy | |
| 2020-04-05 | cleanup debug code. | namkazy | |
| 2020-04-05 | reimplement get component type, uncomment mistaken code | namkazy | |
| 2020-04-05 | remove disable optimize | namkazy | |
| 2020-04-05 | [wip] reimplement SULD.D | namkazy | |
| 2020-04-05 | add shader stage when init shader ir | namkazy | |
| 2020-04-05 | clang-fix | Nguyen Dac Nam | |
| 2020-04-05 | shader: image - import PredCondition | Nguyen Dac Nam | |
| 2020-04-05 | shader: SULD.D bits32 implement more complexer method. | Nguyen Dac Nam | |
| 2020-04-05 | shader: SULD.D import StoreType | Nguyen Dac Nam | |
| 2020-04-05 | shader: implement SULD.D bits32 | Nguyen Dac Nam | |
| 2020-04-04 | ci: Update to Windows Server 2019 and Visual Studio 2019 | Zach Hilman | |
| This updates to the latest available toolchain for MSVC builds. | |||
| 2020-04-04 | shader/other: Add error message for some S2R registers | ReinUsesLisp | |
| 2020-04-04 | shader_bytecode: Rename MOV_SYS to S2R | ReinUsesLisp | |
| 2020-04-04 | shader_bytecode: Add encoding for BAR | ReinUsesLisp | |
| 2020-04-04 | shader_ir: Add error message for EXIT.FCSM_TR | ReinUsesLisp | |
| 2020-04-04 | shader_bytecode: Add encoding for VOTE.VTG | ReinUsesLisp | |
| 2020-04-04 | Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array" | ReinUsesLisp | |
| This reverts commit 41905ee467b24172ba93e3fcd665bb4e4806a45a, reversing changes made to 35145bd529c3517e2c366efc764a762092d96edf. It causes regressions in several games. | |||
| 2020-04-03 | Merge pull request #3579 from Kewlan/reorder-shoulder | bunnei | |
| configuration: Reorder shoulder buttons | |||
| 2020-04-03 | Merge pull request #3563 from bunnei/fix-ldr-memstate | Fernando Sahmkow | |
| services: ldr: Fix MemoryState for read/write regions of NROs. | |||
| 2020-04-02 | Merge pull request #3595 from ReinUsesLisp/c4715-silence | bunnei | |
| shader/memory: Silence no return value warning | |||
| 2020-04-02 | shader/memory: Silence no return value warning | ReinUsesLisp | |
| Silences a warning about control paths not all returning a value. | |||
| 2020-04-02 | Merge pull request #3552 from jroweboy/single-context | Rodrigo Locatti | |
| Refactor Context management (Fixes renderdoc on opengl issues) | |||
| 2020-04-01 | shader_decompiler: Remove FragCoord.w hack and change IPA implementation | ReinUsesLisp | |
| Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html | |||
| 2020-04-01 | gl_texture_cache: Fix software ASTC fallback | ReinUsesLisp | |
