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2018-07-04GPU: Stub the shader SYNC and DEPBAR instructions.Subv
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-03Merge pull request #609 from Subv/clear_buffersbunnei
GPU: Implemented the CLEAR_BUFFERS register.
2018-07-03GPU: Support clears that don't clear the color buffer.Subv
2018-07-03GPU: Bind and clear the render target when the CLEAR_BUFFERS register is ↵Subv
written to.
2018-07-03GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.Subv
2018-07-03Merge pull request #607 from jroweboy/loggingbunnei
Logging - Customizable backends
2018-07-02Merge pull request #611 from Subv/enabled_depth_testbunnei
GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
2018-07-02Merge pull request #610 from Subv/mufu_8bunnei
GPU: Implemented MUFU suboperation 8, sqrt.
2018-07-02GPU: Use only the least significant 3 bits when reading the depth test func.Subv
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
2018-07-02Update clang formatJames Rowe
2018-07-02Rename logging macro back to LOG_*James Rowe
2018-07-02Merge pull request #608 from Subv/depthbunnei
GPU: Implemented the depth buffer and depth test + culling
2018-07-02GPU: Implemented MUFU suboperation 8, sqrt.Subv
2018-07-02Merge pull request #606 from Subv/base_vertexSebastian Valle
GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
2018-07-02Merge pull request #605 from Subv/dma_copySebastian Valle
GPU: Directly copy the pixels when performing a same-layout DMA.
2018-07-02GPU: Added registers for depth test and cull mode.Subv
2018-07-02GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv
2018-07-02GPU: Added register definitions for the vertex buffer base element.Subv
2018-07-02GPU: Directly copy the pixels when performing a same-layout DMA.Subv
2018-07-01Merge pull request #602 from Subv/mufu_subopbunnei
GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
2018-06-30GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" ↵Subv
operation.
2018-06-30gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei
2018-06-27maxwell_3d: Add a struct for RenderTargetConfig.bunnei
2018-06-20Build: Fixed some MSVC warnings in various parts of the code.Subv
2018-06-18GPU: Don't mark uniform buffers and registers as used for instructions which ↵Subv
don't have them. Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
2018-06-17gl_shader_decompiler: Implement LOP instructions.bunnei
2018-06-17gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei
2018-06-15gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei
2018-06-12Merge pull request #556 from Subv/dma_enginebunnei
GPU: Partially implemented the Maxwell DMA engine.
2018-06-12Merge pull request #558 from Subv/iadd32ibunnei
GPU: Implemented the iadd32i shader instruction.
2018-06-12GPU: Implemented the iadd32i shader instruction.Subv
2018-06-12GPU: Partially implemented the Maxwell DMA engine.Subv
Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
2018-06-11gl_shader_decompiler: Implement saturate for float instructions.bunnei
2018-06-09GPU: Implement the iset family of shader instructions.Subv
2018-06-09GPU: Added decodings for the ISET family of instructions.Subv
2018-06-09Merge pull request #550 from Subv/ssybunnei
GPU: Stub the SSY shader instruction.
2018-06-09Merge pull request #551 from bunnei/shrbunnei
gl_shader_decompiler: Implement SHR instruction.
2018-06-09gl_shader_decompiler: Implement SHR instruction.bunnei
2018-06-08GPU: Stub the SSY shader instruction.Subv
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
2018-06-08gl_shader_decompiler: Implement IADD instruction.bunnei
2018-06-08gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei
2018-06-08GPU: Added registers for normal and independent blending.Subv
2018-06-07gl_shader_decompiler: Implement BFE_IMM instruction.bunnei
2018-06-06gl_shader_decompiler: F2F: Implement rounding modes.bunnei
2018-06-06shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.bunnei
2018-06-06Merge pull request #534 from Subv/multitexturingbunnei
GPU: Implement sampling multiple textures in the generated glsl shaders.
2018-06-06gl_shader_decompiler: Implement LD_C instruction.bunnei
2018-06-06gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei
2018-06-06GPU: Implement sampling multiple textures in the generated glsl shaders.Subv
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
2018-06-05Merge pull request #516 from Subv/f2i_rbunnei
GPU: Implemented the F2I_R shader instruction.