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2018-09-05Merge pull request #1243 from degasus/VAO_cachebunnei
gl_rasterizer: Implement a VAO cache.
2018-09-05Implemented IPA ProperlyFernandoS27
2018-09-05gl_rasterizer: Implement a VAO cache.Markus Wick
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-02Merge pull request #1213 from DarkLordZach/octopath-fsbunnei
filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
2018-09-02Merge pull request #1215 from ogniK5377/texs-nodep-assertbunnei
Added assert for TEXS nodep
2018-09-02Merge pull request #1214 from ogniK5377/ipa-assertbunnei
Added better asserts to IPA, Renamed IPA modes to match mesa
2018-09-02Merge pull request #1216 from ogniK5377/ffma-assertbunnei
Added FFMA asserts and missing fields
2018-09-01Removed saturate assertDavid Marcec
Unneeded as we already implement it
2018-09-01Removed saturate assertDavid Marcec
Saturate already implemented
2018-09-01Added FMUL assertsDavid Marcec
2018-09-01Added FFMA assertsDavid Marcec
2018-09-01Added assert for TEXS nodepDavid Marcec
2018-09-01Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec
IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
2018-08-31maxwell_3d: Use CoreTiming for query timestampZach Hilman
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
2018-08-31Added predicate comparison GreaterEqualWithNanHexagon12
2018-08-30gl_shader_decompiler: Implement POPC (#1203)Laku
* Implement POPC * implement invert
2018-08-30Merge pull request #1200 from bunnei/improve-ipabunnei
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-29Shaders: Implemented IADD3tech4me
2018-08-29gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei
2018-08-27Merge pull request #1169 from Lakumakkara/selbunnei
shader_bytecode: fix SEL_IMM bitstring
2018-08-25Merge pull request #1173 from lioncash/batchbunnei
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-24maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash
The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
2018-08-24fix SEL_IMM bitstringLaku
2018-08-23Shaders: Added decodings for IADD3 instructionstech4me
2018-08-23maxwell_3d: Update to include additional stencil registers.bunnei
2018-08-22implement lop3Laku
2018-08-22Merge pull request #1124 from Subv/logic_opsbunnei
GPU: Implemented logic ops.
2018-08-21shader_bytecode: Parenthesize conditional expression within GetTextureType()Lioncash
Resolves a -Wlogical-op-parentheses warning.
2018-08-20shader_bytecode: Replace some UNIMPLEMENTED logs.bunnei
2018-08-20GPU: Added registers for the logicop functionality.Subv
2018-08-20Merge pull request #1104 from Subv/instanced_arraysbunnei
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20Merge pull request #1112 from Subv/sampler_typesbunnei
Shaders: Use the correct shader type when sampling textures.
2018-08-19Merge pull request #1089 from Subv/neg_bitsbunnei
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19Shader: Added bitfields for the texture type of the various sampling ↵Subv
instructions.
2018-08-19Shaders: Added decodings for TLD4 and TLD4SSubv
2018-08-19Merge pull request #1109 from Subv/ldg_decodebunnei
Shaders: Added decodings for the LDG and STG instructions.
2018-08-19Merge pull request #1108 from Subv/front_facingbunnei
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19Shaders: Added decodings for the LDG and STG instructions.Subv
2018-08-19Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv
2018-08-18GLRasterizer: Implemented instanced vertex arrays.Subv
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18Shader: Implemented the predicate and mode arguments of LOP.Subv
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
2018-08-18Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic ↵Subv
instructions. We should definitely audit our shader generator for more errors like this.
2018-08-18Added predcondition GreaterThanWithNanDavid Marcec
2018-08-14Rasterizer: Implemented instanced rendering.Subv
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are. Instanced vertex arrays are not yet implemented.
2018-08-12gl_shader_decompiler: Implement XMAD instruction.bunnei
2018-08-11Merge pull request #1024 from Subv/blend_glbunnei
GPU/Maxwell3D: Implemented an alternative set of blend factors.
2018-08-11GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv
These are used by nouveau and some games like SMO.
2018-08-11RasterizerGL: Ignore invalid/unset vertex attributes.Subv
This should make the es2gears example not crash anymore.