| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-02-12 | Merge pull request #2109 from FernandoS27/fix-f2i | bunnei | |
| Corrected F2I None mode to RoundEven. | |||
| 2019-02-12 | Merge pull request #2068 from ReinUsesLisp/shader-cleanup-textures | bunnei | |
| shader_ir: Clean texture management code | |||
| 2019-02-11 | Corrected F2I None mode to RoundEven. | Fernando Sahmkow | |
| 2019-02-08 | Merge pull request #1904 from bunnei/better-fermi-copy | bunnei | |
| gl_rasterizer: Implement a more accurate fermi 2D copy. | |||
| 2019-02-08 | Implement linear textures (#2089) | Fernando Sahmkow | |
| 2019-02-08 | gl_rasterizer_cache: Fixup texture view parameters | ReinUsesLisp | |
| These parameters were declared as constants and passed to glTextureView but then they were removed on a rabase. This addresses that mistake. | |||
| 2019-02-07 | shader_ir: Remove F4 prefix to texture operations | ReinUsesLisp | |
| This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything. | |||
| 2019-02-07 | shader_ir: Clean texture management code | ReinUsesLisp | |
| Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach. | |||
| 2019-02-06 | Merge pull request #2083 from ReinUsesLisp/shader-ir-cbuf-tracking | bunnei | |
| shader/track: Add a more permissive global memory tracking | |||
| 2019-02-06 | gl_rasterizer_cache: Mark surface copy destinations as modified. | bunnei | |
| 2019-02-06 | gl_rasterizer: Implement a more accurate fermi 2D copy. | bunnei | |
| - This is a blit, use the blit registers. | |||
| 2019-02-06 | gl_shader_disk_cache: Check LZ4 size limit | Frederic L | |
| Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||
| 2019-02-06 | gl_shader_disk_cache: Consider compressed size zero as an error | Frederic L | |
| Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||
| 2019-02-06 | gl_shader_disk_cache: Use unordered containers | ReinUsesLisp | |
| 2019-02-06 | gl_shader_cache: Fixup GLSL unique identifiers | ReinUsesLisp | |
| 2019-02-06 | gl_shader_cache: Link loading screen with disk shader cache load | ReinUsesLisp | |
| 2019-02-06 | gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shaders | ReinUsesLisp | |
| i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using glProgramBinary. This is probably required by the standard but it's ignored by permisive proprietary drivers. | |||
| 2019-02-06 | gl_shader_disk_cache: Pass core system as argument and guard against games ↵ | ReinUsesLisp | |
| without title ids | |||
| 2019-02-06 | gl_shader_disk_cache: Guard reads and writes against failure | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Address miscellaneous feedback | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Pass return values returning instead of by parameters | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Compress program binaries using LZ4 | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Compress GLSL code using LZ4 | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | |
| 2019-02-06 | settings: Hide shader cache behind a setting | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Invalidate shader cache changes with CMake hash | ReinUsesLisp | |
| 2019-02-06 | gl_shader_cache: Refactor to support disk shader cache | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add transferable cache invalidation | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add precompiled load | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add precompiled save | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add transferable load | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add transferable stores | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpers | ReinUsesLisp | |
| 2019-02-06 | gl_shader_disk_cache: Add file and move BaseBindings declaration | ReinUsesLisp | |
| 2019-02-06 | gl_shader_decompiler: Remove name entries | ReinUsesLisp | |
| 2019-02-06 | gl_shader_util: Add parameter to handle retrievable programs | ReinUsesLisp | |
| 2019-02-06 | rasterizer_interface: Add disk cache entry for the rasterizer | ReinUsesLisp | |
| 2019-02-06 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | |
| 2019-02-06 | Merge pull request #2042 from ReinUsesLisp/nouveau-tex | bunnei | |
| maxwell_3d: Allow texture handles with TIC id zero | |||
| 2019-02-06 | Merge pull request #2071 from ReinUsesLisp/dsa-texture | bunnei | |
| gl_rasterizer: Use DSA for textures and move swizzling to texture state | |||
| 2019-02-05 | Merge pull request #2085 from ReinUsesLisp/cube-minus-one | bunnei | |
| video_core/texture: Fix BitField size for depth_minus_one | |||
| 2019-02-05 | Merge pull request #2081 from ReinUsesLisp/lmem-64 | bunnei | |
| shader_ir/memory: Add LD_L 64 bits loads | |||
| 2019-02-05 | video_core/texture: Fix BitField size for depth_minus_one | ReinUsesLisp | |
| 2019-02-04 | Merge pull request #2082 from FernandoS27/txq-stl | bunnei | |
| Fix TXQ not using the component mask. | |||
| 2019-02-03 | Update src/video_core/engines/shader_bytecode.h | Mat M | |
| Co-Authored-By: FernandoS27 <fsahmkow27@gmail.com> | |||
| 2019-02-03 | Fix TXQ not using the component mask. | Fernando Sahmkow | |
| 2019-02-03 | shader_ir/memory: Add ST_L 64 and 128 bits stores | ReinUsesLisp | |
| 2019-02-03 | shader/track: Search inside of conditional nodes | ReinUsesLisp | |
| Some games search conditionally use global memory instructions. This allows the heuristic to search inside conditional nodes for the source constant buffer. | |||
| 2019-02-03 | shader_ir: Rename BasicBlock to NodeBlock | ReinUsesLisp | |
| It's not always used as a basic block. Rename it for consistency. | |||
| 2019-02-03 | shader_ir: Pass decoded nodes as a whole instead of per basic blocks | ReinUsesLisp | |
| Some games call LDG at the top of a basic block, making the tracking heuristic to fail. This commit lets the heuristic the decoded nodes as a whole instead of per basic blocks. This may lead to some false positives but allows it the heuristic to track cases it previously couldn't. | |||
