| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-08-19 | Merge pull request #1113 from Subv/texs_mask | bunnei | |
| Shaders/TEXS: Fixed the component mask in the TEXS instruction. | |||
| 2018-08-19 | Shaders/TEXS: Fixed the component mask in the TEXS instruction. | Subv | |
| Previously we could end up with a TEXS that didn't write any outputs, this was wrong. | |||
| 2018-08-19 | Merge pull request #1102 from ogniK5377/mirror-clamp-edge | bunnei | |
| Added WrapMode MirrorOnceClampToEdge | |||
| 2018-08-19 | Merge pull request #1101 from Subv/ssy_stack | bunnei | |
| Shaders: Implemented a stack for the SSY/SYNC instructions. | |||
| 2018-08-19 | Merge pull request #1109 from Subv/ldg_decode | bunnei | |
| Shaders: Added decodings for the LDG and STG instructions. | |||
| 2018-08-19 | Merge pull request #1108 from Subv/front_facing | bunnei | |
| Shaders: Implemented the gl_FrontFacing input attribute (attr 63). | |||
| 2018-08-19 | Shaders: Added decodings for the LDG and STG instructions. | Subv | |
| 2018-08-19 | Shaders: Implemented the gl_FrontFacing input attribute (attr 63). | Subv | |
| 2018-08-18 | Shader: Implemented the predicate and mode arguments of LOP. | Subv | |
| The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey. | |||
| 2018-08-19 | Added WrapMode MirrorOnceClampToEdge | David Marcec | |
| Used by splatoon 2 | |||
| 2018-08-18 | Shaders: Implemented a stack for the SSY/SYNC instructions. | Subv | |
| The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not. | |||
| 2018-08-18 | Added predcondition GreaterThanWithNan | David Marcec | |
| 2018-08-17 | Merge pull request #1096 from bunnei/supported-blits | bunnei | |
| gl_rasterizer_cache: Remove asserts for supported blits. | |||
| 2018-08-17 | gl_rasterizer_cache: Remove asserts for supported blits. | bunnei | |
| 2018-08-17 | renderer_opengl: Treat OpenGL errors as critical. | bunnei | |
| 2018-08-17 | Merge pull request #1019 from Subv/vertex_divisor | bunnei | |
| Rasterizer: Manually implemented instanced rendering. | |||
| 2018-08-15 | gl_rasterizer_cache: Treat Depth formats differently from DepthStencil. | bunnei | |
| 2018-08-15 | Shader/Conversion: Implemented the negate bit in F2F and I2I instructions. | Subv | |
| 2018-08-15 | Shader/I2F: Implemented the negate I2F_C instruction variant. | Subv | |
| 2018-08-15 | Shader/F2I: Implemented the negate bit in the I2F instruction | Subv | |
| 2018-08-15 | Shader/F2I: Implemented the F2I_C instruction variant. | Subv | |
| 2018-08-15 | Shader/F2I: Implemented the negate bit in the F2I instruction. | Subv | |
| 2018-08-15 | Merge pull request #1077 from bunnei/rgba16u | bunnei | |
| gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat. | |||
| 2018-08-14 | gl_rasterizer_cache: Cleanup some PixelFormat names and logging. | bunnei | |
| 2018-08-14 | Rasterizer: Implemented instanced rendering. | Subv | |
| We keep track of the current instance and update an uniform in the shaders to let them know which instance they are. Instanced vertex arrays are not yet implemented. | |||
| 2018-08-14 | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-14 | Merge pull request #1069 from bunnei/vtx-sz | bunnei | |
| maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes. | |||
| 2018-08-14 | Merge pull request #1070 from bunnei/cbuf-sz | bunnei | |
| gl_rasterizer: Fix upload size for constant buffers. | |||
| 2018-08-14 | Merge pull request #1071 from bunnei/fix-ldc | bunnei | |
| gl_shader_decompiler: Several fixes for indirect constant buffer loads. | |||
| 2018-08-14 | Merge pull request #1068 from bunnei/g8r8s | bunnei | |
| gl_rasterizer_cache: Implement G8R8S format. | |||
| 2018-08-15 | Implement Z16_UNORM in PixelFormatFromTextureFormat function | greggameplayer | |
| Require by Zelda Breath Of The Wild | |||
| 2018-08-14 | gl_shader_decompiler: Several fixes for indirect constant buffer loads. | bunnei | |
| 2018-08-14 | gl_rasterizer: Fix upload size for constant buffers. | bunnei | |
| 2018-08-14 | maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes. | bunnei | |
| 2018-08-14 | gl_rasterizer_cache: Implement G8R8S format. | bunnei | |
| - Used by Super Mario Odyssey. | |||
| 2018-08-14 | Merge pull request #1058 from greggameplayer/BC7U_Fix | bunnei | |
| Fix BC7U | |||
| 2018-08-14 | Fix BC7U | greggameplayer | |
| 2018-08-13 | renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-13 | Merge pull request #1052 from ogniK5377/xeno | bunnei | |
| Implement RG32UI and R32UI | |||
| 2018-08-13 | Implement RG32UI and R32UI | David Marcec | |
| Needed for xenoblade | |||
| 2018-08-13 | maxwell_to_gl: Implement VertexAttribute::Size::Size_8. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-13 | renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-13 | Merge pull request #1045 from bunnei/rg8-unorm | bunnei | |
| renderer_opengl: Implement RenderTargetFormat::RG8_UNORM. | |||
| 2018-08-12 | maxwell_to_gl: Implement PrimitiveTopology::LineStrip. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-12 | renderer_opengl: Implement RenderTargetFormat::RG8_UNORM. | bunnei | |
| - Used by Breath of the Wild. | |||
| 2018-08-12 | gl_shader_decompiler: Implement XMAD instruction. | bunnei | |
| 2018-08-12 | gl_rasterizer: Use a shared helper to upload from CPU memory. | Markus Wick | |
| 2018-08-12 | gl_state: Don't track constant buffer mappings. | Markus Wick | |
| 2018-08-12 | gl_rasterizer: Use the stream buffer for constant buffers. | Markus Wick | |
| 2018-08-12 | gl_rasterizer: Use the streaming buffer itself for the constant buffer. | Markus Wick | |
| Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead. | |||
