| Age | Commit message (Collapse) | Author |
|
This commit uses guest fences on vSync event instead of an articial fake
fence we had.
It also corrects to keep signaling display events while loading the game
as the OS is suppose to send buffers to vSync during that time.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
modes.
|
|
|
|
|
|
|
|
|
|
|
|
For some reason hardware divides polygon offset units by two. This is
visible since drivers multiply the application requested polygon offset
by two.
|
|
|
|
|
|
shader/image: Implement SULD and fix SUATOM
|
|
Implement a MME Draw commands Inliner and correct host instance drawing
|
|
video_core: Implement RGBX16F and lower Surface Copy log severity
|
|
gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
|
|
|
|
|
|
|
|
|
|
shader_ir: Implement ICMP
|
|
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
|
|
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
|
|
|
|
|
|
maxwell_to_gl: Fix mipmap filtering
|
|
There's no reason to clog logs with DrawArray.
|
|
gl_shader_decompiler: Avoid writing output attribute when unimplemented
|
|
shader_ir/warp: Implement SHFL for Nvidia devices
|
|
a draw call from executing
|
|
|
|
|
|
|
|
|
|
management.
|
|
|
|
shader_ir: Implement shared memory
|