| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-11-17 | shader_recompiler: add byteswap pattern workaround for Nvidia | Ameer J | |
| 2023-09-03 | msvc: set warning level to /W4 globally | Danila Malyutin | |
| And fix a bunch of warnings | |||
| 2023-06-12 | Merge pull request #10699 from liamwhite/conditional-barrier | Matías Locatti | |
| shader_recompiler: remove barriers in conditional control flow when device lacks support | |||
| 2023-06-10 | shader_recompiler: translate f64 to f32 when unsupported on host | Liam | |
| 2023-06-10 | shader_recompiler: remove barriers in conditional control flow when device ↵ | Liam | |
| lacks support | |||
| 2022-12-03 | Merge pull request #9300 from ameerj/pch | liamwhite | |
| CMake: Use precompiled headers to improve compile times | |||
| 2022-12-03 | Merge pull request #9289 from liamwhite/fruit-company | liamwhite | |
| general: fix compile for Apple Clang | |||
| 2022-12-01 | shader_recompiler: add gl_Layer translation GS for older hardware | Liam | |
| 2022-11-29 | CMake: Use precompiled headers | ameerj | |
| 2022-11-22 | general: fix compile for Apple Clang | Liam | |
| 2022-11-03 | Merge pull request #8858 from vonchenplus/mipmap | bunnei | |
| video_core: Generate mipmap texture by drawing | |||
| 2022-10-22 | CMakeLists: Remove redundant warnings | Morph | |
| These warnings are already included in /W3. | |||
| 2022-10-22 | CMakeLists: Treat MSVC warnings as errors | Morph | |
| 2022-10-22 | general: Enforce C4800 everywhere except in video_core | Morph | |
| 2022-10-22 | CMakeLists: Remove all redundant warnings | Morph | |
| These are already explicitly or implicitly set in src/CMakeLists.txt | |||
| 2022-09-20 | video_core: Generate mipmap texture by drawing | FengChen | |
| 2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | |
| [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||
| 2022-06-13 | CMakeLists: Make variable shadowing a compile-time error | Morph | |
| Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug. | |||
| 2021-12-05 | shader_recompiler: Rename backend emit_context files | ameerj | |
| 2021-11-16 | shader: Fix resolution scaling pass | ReinUsesLisp | |
| 2021-07-22 | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | |
| Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | |||
| 2021-07-22 | shader: Add int64 to int32 lowering pass | ReinUsesLisp | |
| 2021-07-22 | shader: Split profile and runtime info headers | ReinUsesLisp | |
| 2021-07-22 | shader: Add support for native 16-bit floats | ReinUsesLisp | |
| 2021-07-22 | shader: Rename maxwell/program.h to translate_program.h | ReinUsesLisp | |
| 2021-07-22 | glsl: Reorganize backend code, remove unneeded [[maybe_unused]] | ameerj | |
| 2021-07-22 | glsl: Rework variable allocator to allow for variable reuse | ameerj | |
| 2021-07-22 | glsl: Initial backend | ameerj | |
| 2021-07-22 | glasm: Use storage buffers instead of global memory when possible | ReinUsesLisp | |
| 2021-07-22 | glasm: Implement image atomics | ReinUsesLisp | |
| 2021-07-22 | glasm: Rework control flow introducing a syntax list | ReinUsesLisp | |
| This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow. | |||
| 2021-07-22 | glasm: Add GLASM backend infrastructure | ReinUsesLisp | |
| 2021-07-22 | Move SPIR-V emission functions to their own header | ReinUsesLisp | |
| 2021-07-22 | shader: Implement Int32 SUATOM/SURED | ameerj | |
| 2021-07-22 | shader: Remove shader util | ReinUsesLisp | |
| 2021-07-22 | shader: Implement VertexA stage | FernandoS27 | |
| 2021-07-22 | cmake: Link to common in shader_recompiler | ReinUsesLisp | |
| 2021-07-22 | shader: Move microinstruction header to the value header | ReinUsesLisp | |
| 2021-07-22 | shader: Implement PIXLD.MY_INDEX | ReinUsesLisp | |
| 2021-07-22 | shader: Implement tessellation shaders, polygon mode and invocation id | ReinUsesLisp | |
| 2021-07-22 | shader: Implement OUT | ReinUsesLisp | |
| 2021-07-22 | shader: Stub ISBERD | ReinUsesLisp | |
| 2021-07-22 | shader: Implement ATOM/S and RED | ameerj | |
| 2021-07-22 | shader: Implement SULD and SUST | ReinUsesLisp | |
| 2021-07-22 | shader: Address feedback + clang format | lat9nq | |
| 2021-07-22 | shader_recompiler,video_core: Cleanup some GCC and Clang errors | lat9nq | |
| Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc> | |||
| 2021-07-22 | shader: Implement AL2P | FernandoS27 | |
| 2021-07-22 | shader: Abstract breadth searches and use the abstraction | ReinUsesLisp | |
| 2021-07-22 | shader: Implement MEMBAR | FernandoS27 | |
| 2021-07-22 | shader: Implement TXD | FernandoS27 | |
