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2019-01-30Merge pull request #1485 from FernandoS27/render-infobunnei
Add more info into textures' object labels
2019-01-29Merge pull request #2070 from ReinUsesLisp/cubearray-viewbunnei
gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
2019-01-30gl_shader_cache: Use explicit bindingsReinUsesLisp
2019-01-30gl_rasterizer: Implement global memory managementReinUsesLisp
2019-01-30shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp
2019-01-29gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps).
2019-01-25Merge pull request #1927 from ReinUsesLisp/shader-irbunnei
video_core: Replace gl_shader_decompiler with an IR based decompiler
2019-01-23frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.bunnei
2019-01-22maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp
Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools).
2019-01-20Merge pull request #2008 from ReinUsesLisp/dirty-framebuffersbunnei
gl_rasterizer_cache: Use dirty flags for framebuffers
2019-01-20Merge pull request #2002 from ReinUsesLisp/dsa-vao-bufferbunnei
gl_rasterizer: Use DSA for VAOs and buffers
2019-01-18gl_rasterizer: Silent unsafe mix warningReinUsesLisp
2019-01-15gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS ↵ReinUsesLisp
compatibility
2019-01-15gl_shader_decompiler: Inline textureGather componentReinUsesLisp
2019-01-15shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp
2019-01-15gl_shader_decompiler: Fixup AssignCompositeHalfReinUsesLisp
2019-01-15shader_decode: Use proper primitive namesReinUsesLisp
2019-01-15shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp
2019-01-15shader_ir: Remove Ipa primitiveReinUsesLisp
2019-01-15gl_shader_decompiler: Use rasterizer's UBO size limitReinUsesLisp
2019-01-15gl_shader_gen: Fixup code formattingReinUsesLisp
2019-01-15video_core: Rename glsl_decompiler to gl_shader_decompilerReinUsesLisp
2019-01-15glsl_decompiler: Fixup geometry shadersReinUsesLisp
2019-01-15video_core: Implement IR based geometry shadersReinUsesLisp
2019-01-15video_core: Replace gl_shader_decompilerReinUsesLisp
2019-01-09gl_rasterizer: Workaround Intel VAO DSA bugReinUsesLisp
There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue.
2019-01-08gl_global_cache: Add dummy global cache managerReinUsesLisp
2019-01-07gl_rasterizer: Skip framebuffer configuration if rendertargets have not been ↵ReinUsesLisp
changed
2019-01-07Merge pull request #1999 from ReinUsesLisp/dirty-shaderbunnei
gl_shader_cache: Use dirty flags for shaders
2019-01-07gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp
2019-01-07gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp
2019-01-07gl_shader_cache: Use dirty flags for shadersReinUsesLisp
2019-01-06gl_stream_buffer: Use DSA for buffer managementReinUsesLisp
2019-01-06gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp
2019-01-06gl_state: Drop uniform buffer state trackingReinUsesLisp
2019-01-05gl_rasterizer_cache: Use GL_STREAM_COPY for PBOsReinUsesLisp
Since the data is doing the path CPU -> GPU -> GPU copy is the most approximate hint. Using GL_STREAM_DRAW generated a performance warning on Nvidia's stack. Changing this hint removed the warning.
2019-01-02Merge pull request #1961 from ReinUsesLisp/tex-view-2dbunnei
gl_rasterizer_cache: Texture view if shader samples array but OGL is not
2018-12-29gl_rasterizer_cache: Texture view if shader samples array but OGL is notReinUsesLisp
When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view.
2018-12-28gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
2018-12-27Add missing uintBitsToFloat to SetRegisterToHalfFloatRodolfo Bogado
2018-12-27Merge pull request #1892 from Tinob/masterbunnei
Improve Zero flag implementation
2018-12-26renderer_opengl: Correct forward declaration of FramebufferLayoutLioncash
This is actually a struct, not a class, which can lead to compilation warnings.
2018-12-26Apply CC test to the final value to be stored in the registerRodolfo Bogado
2018-12-26Fixed shader linking error due to TLDS (#1934)David
* Fixed shader linking error due to TLDS coord should be coords * Fix remaining coords
2018-12-23Merge pull request #1886 from FearlessTobi/port-4164bunnei
Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
2018-12-22Includde saturation in the evaluation of the control codeRodolfo Bogado
2018-12-22Handle RZ cases evaluating the expression instead of the register value.Rodolfo Bogado
2018-12-22complete emulation of ZeroFlagRodolfo Bogado
2018-12-21Merge pull request #1921 from ogniK5377/no-unitbunnei
Fixed uninitialized memory due to missing returns in canary
2018-12-21Merge pull request #1920 from heapo/texture_format_selectionbunnei
Texture format fixes for RGBA16UI for copies and R16U when used as depth