| Age | Commit message (Collapse) | Author |
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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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GPU: Corrected the branch targets for the shader bra instruction.
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GPU: Implemented the LOP32I instruction.
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GPU: Implemented the ISETP_R and ISETP_C instructions
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GPU: Corrected the FSET and I2F instructions.
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GPU: Partially implemented the bra shader instruction
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translate registers.
This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
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GPU: Partial implementation of long GPU queries.
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