| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-04-13 | Merge pull request #3651 from ReinUsesLisp/line-widths | Mat M | |
| gl_rasterizer: Implement line widths and smooth lines | |||
| 2020-04-13 | Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents | Mat M | |
| texture_cache: Remove preserve_contents | |||
| 2020-04-13 | Merge pull request #3627 from ReinUsesLisp/layered-view | Mat M | |
| gl_texture_cache: Attach view instead of base texture for layered attchments | |||
| 2020-04-13 | gl_rasterizer: Implement line widths and smooth lines | ReinUsesLisp | |
| Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width. | |||
| 2020-04-12 | gl_shader_decompiler: Implement merges with bitfieldInsert | ReinUsesLisp | |
| This also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats. | |||
| 2020-04-12 | gl_shader_decompiler: Improve generated code in HMergeH* | ReinUsesLisp | |
| Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games. | |||
| 2020-04-11 | texture_cache: Remove preserve_contents | ReinUsesLisp | |
| preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times. | |||
| 2020-04-08 | gl_texture_cache: Attach view instead of base texture for layered attachments | ReinUsesLisp | |
| This way we are not ignoring the base layer of the current texture. | |||
| 2020-04-08 | Memory: Address Feedback. | Fernando Sahmkow | |
| 2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | |
| 2020-04-06 | Query Cache: Use VAddr instead of physical memory for adressing. | Fernando Sahmkow | |
| 2020-04-06 | Buffer Cache: Use vAddr instead of physical memory. | Fernando Sahmkow | |
| 2020-04-06 | Texture Cache: Use vAddr instead of physical memory for caching. | Fernando Sahmkow | |
| 2020-04-06 | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr | Fernando Sahmkow | |
| 2020-04-06 | Merge pull request #3513 from ReinUsesLisp/native-astc | Fernando Sahmkow | |
| video_core: Use native ASTC when available | |||
| 2020-04-05 | Merge pull request #3592 from ReinUsesLisp/ipa | Fernando Sahmkow | |
| shader_decompiler: Remove FragCoord.w hack and change IPA implementation | |||
| 2020-04-05 | Merge pull request #3589 from ReinUsesLisp/fix-clears | Fernando Sahmkow | |
| gl_rasterizer: Mark cleared textures as dirty | |||
| 2020-04-02 | Merge pull request #3552 from jroweboy/single-context | Rodrigo Locatti | |
| Refactor Context management (Fixes renderdoc on opengl issues) | |||
| 2020-04-01 | shader_decompiler: Remove FragCoord.w hack and change IPA implementation | ReinUsesLisp | |
| Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html | |||
| 2020-04-01 | gl_texture_cache: Fix software ASTC fallback | ReinUsesLisp | |
| 2020-04-01 | video_core: Use native ASTC when available | ReinUsesLisp | |
| 2020-04-01 | gl_device: Detect if ASTC is reported and expose it | ReinUsesLisp | |
| 2020-03-31 | gl_rasterizer: Mark cleared textures as dirty | ReinUsesLisp | |
| Fixes a potential edge case where cleared textures read from the CPU were not flushed. | |||
| 2020-03-31 | Merge pull request #3506 from namkazt/patch-9 | Rodrigo Locatti | |
| shader_decode: Implement partial ATOM/ATOMS instr | |||
| 2020-03-30 | gl_decompiler: min/max op not implement yet | namkazy | |
| 2020-03-30 | gl_decompiler: add atomic op | Nguyen Dac Nam | |
| 2020-03-25 | Address review and fix broken yuzu-tester build | James Rowe | |
| 2020-03-26 | gl_rasterizer: Update stencil test regardless of it being disabled | ReinUsesLisp | |
| 2020-03-26 | gl_rasterizer: Synchronize stencil testing on clears | ReinUsesLisp | |
| 2020-03-25 | Merge pull request #3520 from ReinUsesLisp/legacy-varyings | bunnei | |
| gl_shader_decompiler: Implement legacy varyings | |||
| 2020-03-24 | Frontend/GPU: Refactor context management | James Rowe | |
| Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result | |||
| 2020-03-22 | gl_rasterizer: Use transformed viewport for depth ranges | ReinUsesLisp | |
| Implement depth ranges using the transformed viewport instead of the generic one. This matches the current Vulkan implementation but doesn't support negative depth ranges. An update to glad is required for this. | |||
| 2020-03-18 | gl_shader_decompiler: Remove deprecated function and its usages | ReinUsesLisp | |
| 2020-03-18 | gl_rasterizer: Silence misc warnings | ReinUsesLisp | |
| 2020-03-18 | gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceID | ReinUsesLisp | |
| 2020-03-17 | Merge pull request #3510 from FernandoS27/dirty-write | Mat M | |
| DirtyFlags: relax need to set render_targets as dirty | |||
| 2020-03-17 | Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl | bunnei | |
| gl_shader_decompiler: Add layer component to texelFetch | |||
| 2020-03-16 | renderer_opengl: Move some logic to an anonymous namespace | ReinUsesLisp | |
| 2020-03-16 | renderer_opengl: Detect Nvidia Nsight as a debugging tool | ReinUsesLisp | |
| Use getenv to detect Nsight. | |||
| 2020-03-15 | Merge pull request #3501 from ReinUsesLisp/rgba16-snorm | Rodrigo Locatti | |
| video_core: Implement RGBA16_SNORM | |||
| 2020-03-15 | gl_shader_decompiler: Implement legacy varyings | ReinUsesLisp | |
| Legacy varyings are special attributes carried over in hardware from the OpenGL 1 and OpenGL 2 days. These were generally used instead of the generic attributes we use today. They are deprecated or removed from most APIs, but Nvidia still ships them in hardware. To implement these, this commit maps them 1:1 to OpenGL compatibility. | |||
| 2020-03-14 | renderer_opengl: Keep presentation frames in lock-step when GPU debugging. | bunnei | |
| - Fixes renderdoc with OpenGL renderer. | |||
| 2020-03-14 | gl_device: Add option to check GL_EXT_debug_tool. | bunnei | |
| 2020-03-14 | DirtyFlags: relax need to set render_targets as dirty | Fernando Sahmkow | |
| The texture cache already takes care of setting a render target to dirty when invalidated. | |||
| 2020-03-13 | vk/gl_shader_decompiler: Silence assertion on compute | ReinUsesLisp | |
| 2020-03-13 | gl_shader_decompiler: Fix implicit conversion errors | ReinUsesLisp | |
| 2020-03-13 | shader/transform_feedback: Expose buffer stride | ReinUsesLisp | |
| 2020-03-13 | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | |
| 2020-03-13 | gl_shader_decompiler: Decorate output attributes with XFB layout | ReinUsesLisp | |
| We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback). | |||
| 2020-03-13 | Merge branch 'master' into shader-purge | Rodrigo Locatti | |
