| Age | Commit message (Collapse) | Author |
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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.
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GPU: Implemented the CLEAR_BUFFERS register.
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written to.
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Logging - Customizable backends
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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
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GPU: Implemented MUFU suboperation 8, sqrt.
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Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
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GPU: Implemented the depth buffer and depth test + culling
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GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
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GPU: Directly copy the pixels when performing a same-layout DMA.
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GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
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operation.
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don't have them.
Like the MOV32I and FMUL32I instructions.
This fixes a potential crash when using these instructions.
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GPU: Partially implemented the Maxwell DMA engine.
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GPU: Implemented the iadd32i shader instruction.
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Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
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GPU: Stub the SSY shader instruction.
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gl_shader_decompiler: Implement SHR instruction.
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This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
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GPU: Implement sampling multiple textures in the generated glsl shaders.
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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.
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GPU: Implemented the F2I_R shader instruction.
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