| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-04-25 | shader/arithmetic_integer: Implement CC for IADD | ReinUsesLisp | |
| 2020-04-22 | GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop, | Fernando Sahmkow | |
| 2020-04-22 | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. | Fernando Sahmkow | |
| 2020-04-22 | ShaderCache/PipelineCache: Cache null shaders. | Fernando Sahmkow | |
| 2020-04-22 | Address Feedback. | Fernando Sahmkow | |
| 2020-04-22 | Fix GCC error. | Fernando Sahmkow | |
| 2020-04-22 | QueryCache: Implement Async Flushes. | Fernando Sahmkow | |
| 2020-04-22 | OpenGL: Guarantee writes to Buffers. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Implement Flush Requests for Async mode. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Implement async buffer cache flushes on High settings | Fernando Sahmkow | |
| 2020-04-22 | GPU: Fix rebase errors. | Fernando Sahmkow | |
| 2020-04-22 | Rasterizer: Disable fence managing in synchronous gpu. | Fernando Sahmkow | |
| 2020-04-22 | ThreadManager: Sync async reads on accurate gpu. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Implement a Fence Manager. | Fernando Sahmkow | |
| 2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | |
| 2020-04-22 | BufferCache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | |
| 2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | |
| 2020-04-22 | UI: Replasce accurate GPU option for GPU Accuracy Level | Fernando Sahmkow | |
| 2020-04-21 | Merge pull request #3714 from lioncash/copies | bunnei | |
| gl_shader_decompiler: Avoid copies where applicable | |||
| 2020-04-18 | Merge pull request #3716 from bunnei/fix-another-impl-fallthrough | Mat M | |
| video_core: gl_shader_decompiler: Fix implicit fallthrough errors. | |||
| 2020-04-18 | video_core: gl_shader_decompiler: Fix implicit fallthrough errors. | bunnei | |
| 2020-04-17 | gl_shader_decompiler: Avoid copies where applicable | Lioncash | |
| Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not? | |||
| 2020-04-17 | video_code: Fix implicit switch fallthrough. | Markus Wick | |
| Since yesterday, this breaks the build on linux. So let's fix it. | |||
| 2020-04-17 | Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" | Rodrigo Locatti | |
| 2020-04-17 | Merge pull request #3682 from lioncash/uam | bunnei | |
| gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator | |||
| 2020-04-16 | Merge pull request #3673 from lioncash/extra | bunnei | |
| CMakeLists: Specify -Wextra on linux builds | |||
| 2020-04-16 | Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache | Fernando Sahmkow | |
| buffer_cache: Return handles instead of pointer to handles | |||
| 2020-04-16 | buffer_cache: Return handles instead of pointer to handles | ReinUsesLisp | |
| The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers. | |||
| 2020-04-15 | gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator | Lioncash | |
| Avoids potential invalid junk data from being read. | |||
| 2020-04-15 | gl_device: Mark stage_swizzle as constexpr | Lioncash | |
| Previously this was mutable even though it shouldn't be. | |||
| 2020-04-15 | CMakeLists: Specify -Wextra on linux builds | Lioncash | |
| Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well. | |||
| 2020-04-15 | Merge pull request #3612 from ReinUsesLisp/red | Fernando Sahmkow | |
| shader/memory: Implement RED.E.ADD and minor changes to ATOM | |||
| 2020-04-15 | CMakeLists: Make -Wreorder a compile-time error | Lioncash | |
| This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them. | |||
| 2020-04-15 | Merge pull request #3662 from ReinUsesLisp/constant-attrs | Mat M | |
| gl_rasterizer: Implement constant vertex attributes | |||
| 2020-04-15 | Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile | Mat M | |
| gl_shader_cache: Use CompileDepth::FullDecompile on GLSL | |||
| 2020-04-15 | Merge pull request #3654 from ReinUsesLisp/fix-fb-attach | Mat M | |
| gl_texture_cache: Fix layered texture attachment base level | |||
| 2020-04-14 | Revert "gl_shader_decompiler: Implement merges with bitfieldInsert" | ReinUsesLisp | |
| This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back. | |||
| 2020-04-14 | gl_rasterizer: Implement constant vertex attributes | ReinUsesLisp | |
| Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games. | |||
| 2020-04-14 | gl_shader_cache: Use CompileDepth::FullDecompile on GLSL | ReinUsesLisp | |
| From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile. | |||
| 2020-04-13 | gl_texture_cache: Fix layered texture attachment base level | ReinUsesLisp | |
| The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds. | |||
| 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 | |
