| Age | Commit message (Collapse) | Author |
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This is required for proper conversion to RGBA8_UNORM or RGBA8_SRGB
surfaces when a backend can target both native and converted ASTC.
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Removes the sRGB hack of tracking if a frame used an sRGB rendertarget
to apply at least once to blit the final texture as sRGB. Instead of
doing this apply sRGB if the presented image has sRGB.
Also enable sRGB by default on Maxwell3D registers as some games seem to
assume this.
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shader/shift: Implement SHR wrapped and clamped variants
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maxwell_3d: Avoid moving macro_params
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gl_shader_cache: Remove special casing for geometry shaders
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gl_rasterizer: Fix stencil testing
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Loads from shared memory.
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This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
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half_set_predicate: Fix HSETP2 predicate assignments
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* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
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Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
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Now that ProgramVariants holds the primitive topology we no longer need
to keep track of individual geometry shaders topologies.
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GLSL decompiler type system was broken. We converted all return values
to float except for some cases where returning we couldn't and
implicitly broke the rule of returning floats (e.g. for bools or bool
pairs).
Instead of doing this introduce class Expression that knows what type a
return value has and when a consumer wants to use the string it asks for
it with a required type, emitting a runtime error if types are
incompatible.
This has the disadvantage that there's more C++ code, but we can emit
better GLSL code that's easier to read.
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renderer_opengl: Implement RGB565 framebuffer format
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shader_ir/conversion: Implement F2I and F2F F16 selector
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float_set_predicate: Add missing negation bit for the second operand
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maxwell_3d: Fix macro binding cursor
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MaxwellDMA: Fixes, corrections and relaxations.
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* texture_cache/surface_params: Remove unused local variable
* rasterizer_interface: Add missing documentation commentary
* maxwell_dma: Remove unused rasterizer reference
* video_core/gpu: Sort member declaration order to silent -Wreorder warning
* fermi_2d: Remove unused MemoryManager reference
* video_core: Silent unused variable warnings
* buffer_cache: Silent -Wreorder warnings
* kepler_memory: Remove unused MemoryManager reference
* gl_texture_cache: Add missing override
* buffer_cache: Add missing include
* shader/decode: Remove unused variables
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RasterizerInterface was considered an incomplete object by clang.
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gl_texture_cache: Miscellaneous texture buffer fixes
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Implement a New LLE Buffer Cache
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shader/decode: Implement S2R Tic
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Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics
Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.
To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:
* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true
ballotARB, also known as "uint64_t(activeThreadsNV())", emits
VOTE.ANY Rd, PT, PT;
on nouveau's compiler. This doesn't match exactly to Nvidia's code
VOTE.ALL Rd, PT, PT;
Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
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