| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-02-03 | maxwell_3d: Allow texture handles with TIC id zero | ReinUsesLisp | |
| Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused. | |||
| 2019-02-01 | Merge pull request #2074 from ReinUsesLisp/shader-ir-unify-offset | bunnei | |
| shader_ir: Unify constant buffer offset values | |||
| 2019-02-01 | Merge pull request #2067 from ReinUsesLisp/workaround-fb | bunnei | |
| gl_rasterizer: Workaround invalid zeta clears | |||
| 2019-02-01 | rasterizer_interface: Remove unused AccelerateFill operation | ReinUsesLisp | |
| 2019-02-01 | video_core: Remove unused Fill surface type | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer_cache: Fixup test clause | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer_cache: Guard clause swizzle testing | Mat M | |
| Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||
| 2019-01-30 | gl_state: Remove texture target tracking | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer_cache: Move swizzling to textures instead of state | ReinUsesLisp | |
| 2019-01-30 | gl_state: Use DSA and multi bind to update texture bindings | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer: Use DSA for textures | ReinUsesLisp | |
| 2019-01-30 | Merge pull request #1485 from FernandoS27/render-info | bunnei | |
| Add more info into textures' object labels | |||
| 2019-01-30 | shader_ir: Unify constant buffer offset values | ReinUsesLisp | |
| Constant buffer values on the shader IR were using different offsets if the access direct or indirect. cbuf34 has a non-multiplied offset while cbuf36 does. On shader decoding this commit multiplies it by four on cbuf34 queries. | |||
| 2019-01-29 | Merge pull request #2070 from ReinUsesLisp/cubearray-view | bunnei | |
| gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | |||
| 2019-01-30 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer: Implement global memory management | ReinUsesLisp | |
| 2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | |
| 2019-01-29 | gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | ReinUsesLisp | |
| 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). | |||
| 2019-01-29 | gl_rasterizer: Workaround invalid zeta clears | ReinUsesLisp | |
| Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error. | |||
| 2019-01-25 | Merge pull request #1927 from ReinUsesLisp/shader-ir | bunnei | |
| video_core: Replace gl_shader_decompiler with an IR based decompiler | |||
| 2019-01-23 | frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. | bunnei | |
| 2019-01-22 | maxwell_3d: Set rt_separate_frag_data to 1 by default | ReinUsesLisp | |
| 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). | |||
| 2019-01-20 | Merge pull request #2008 from ReinUsesLisp/dirty-framebuffers | bunnei | |
| gl_rasterizer_cache: Use dirty flags for framebuffers | |||
| 2019-01-20 | Merge pull request #2002 from ReinUsesLisp/dsa-vao-buffer | bunnei | |
| gl_rasterizer: Use DSA for VAOs and buffers | |||
| 2019-01-18 | gl_rasterizer: Silent unsafe mix warning | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS ↵ | ReinUsesLisp | |
| compatibility | |||
| 2019-01-15 | gl_shader_decompiler: Inline textureGather component | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Remove composite primitives and use temporals instead | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: Fixup AssignCompositeHalf | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Use proper primitive names | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Use BitfieldExtract instead of shift + and | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Remove Ipa primitive | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: Use rasterizer's UBO size limit | ReinUsesLisp | |
| 2019-01-15 | gl_shader_gen: Fixup code formatting | ReinUsesLisp | |
| 2019-01-15 | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | |
| 2019-01-15 | glsl_decompiler: Fixup geometry shaders | ReinUsesLisp | |
| 2019-01-15 | video_core: Implement IR based geometry shaders | ReinUsesLisp | |
| 2019-01-15 | video_core: Replace gl_shader_decompiler | ReinUsesLisp | |
| 2019-01-09 | gl_rasterizer: Workaround Intel VAO DSA bug | ReinUsesLisp | |
| 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. | |||
| 2019-01-08 | gl_global_cache: Add dummy global cache manager | ReinUsesLisp | |
| 2019-01-07 | gl_rasterizer: Skip framebuffer configuration if rendertargets have not been ↵ | ReinUsesLisp | |
| changed | |||
| 2019-01-07 | Merge pull request #1999 from ReinUsesLisp/dirty-shader | bunnei | |
| gl_shader_cache: Use dirty flags for shaders | |||
| 2019-01-07 | gl_rasterizer_cache: Use dirty flags for the depth buffer | ReinUsesLisp | |
| 2019-01-07 | gl_rasterizer_cache: Use dirty flags for color buffers | ReinUsesLisp | |
| 2019-01-07 | gl_shader_cache: Use dirty flags for shaders | ReinUsesLisp | |
| 2019-01-06 | gl_stream_buffer: Use DSA for buffer management | ReinUsesLisp | |
| 2019-01-06 | gl_rasterizer: Use DSA for vertex array objects | ReinUsesLisp | |
| 2019-01-06 | gl_state: Drop uniform buffer state tracking | ReinUsesLisp | |
| 2019-01-05 | gl_rasterizer_cache: Use GL_STREAM_COPY for PBOs | ReinUsesLisp | |
| 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. | |||
| 2019-01-02 | Merge pull request #1961 from ReinUsesLisp/tex-view-2d | bunnei | |
| gl_rasterizer_cache: Texture view if shader samples array but OGL is not | |||
