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2020-02-03Merge pull request #3337 from ReinUsesLisp/vulkan-stagedbunnei
yuzu: Implement Vulkan frontend
2020-02-01shader: Remove curly braces initializers on shared pointersReinUsesLisp
2020-02-01Merge pull request #3282 from FernandoS27/indexed-samplersbunnei
Partially implement Indexed samplers in general and specific code in GLSL
2020-01-30Merge pull request #3347 from ReinUsesLisp/local-membunnei
shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
2020-01-29Merge pull request #3350 from ReinUsesLisp/atombunnei
shader/memory: Implement ATOM.ADD
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2020-01-29settings: Add settings for graphics backendReinUsesLisp
2020-01-29shader/other: Fix skips for SYNC and BRKReinUsesLisp
2020-01-29shader/other: Stub S2R LaneIdReinUsesLisp
2020-01-29buffer_cache: Delay buffer destructionsReinUsesLisp
Delay buffer destruction some extra frames to avoid destroying buffers that are still being used from older frames. This happens on Nvidia's driver with mailbox.
2020-01-29Merge pull request #3355 from ReinUsesLisp/break-downbunnei
texture_cache/surface_base: Fix layered break down
2020-01-29Merge pull request #3358 from ReinUsesLisp/implicit-texture-cachebunnei
gl_texture_cache: Silence implicit sign cast warnings
2020-01-28Merge pull request #3359 from ReinUsesLisp/assert-point-sizebunnei
gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
2020-01-28gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSizeReinUsesLisp
This was implemented by a previous commit and it's no longer required.
2020-01-27gl_texture_cache: Silence implicit sign cast warningsReinUsesLisp
2020-01-26texture_cache/surface_base: Fix layered break downReinUsesLisp
Layered break downs was passing "layer" as a "depth" parameter. This commit addresses that.
2020-01-26gl_texture_cache: Properly implement depth/stencil samplingReinUsesLisp
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle.
2020-01-26shader/memory: Implement ATOM.ADDReinUsesLisp
ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition.
2020-01-25Shader_IR: Address feedback.Fernando Sahmkow
2020-01-25shader/memory: Implement STL.S16 and STS.S16ReinUsesLisp
2020-01-25shader/memory: Implement unaligned LDL.S16 and LDS.S16ReinUsesLisp
2020-01-25shader/memory: Move unaligned load/store to functionsReinUsesLisp
2020-01-25shader/memory: Implement LDL.S16 and LDS.S16ReinUsesLisp
2020-01-24Merge pull request #3344 from ReinUsesLisp/vk-botwbunnei
vk_shader_decompiler: Disable default values on unwritten render targets
2020-01-24Shader_IR: Change name of TrackSampler function so it does not confuse with ↵Fernando Sahmkow
the type.
2020-01-24Shader_IR: Corrections, styling and extras.Fernando Sahmkow
2020-01-24Shader_IR: Correct Custom Variable assignment.Fernando Sahmkow
2020-01-24Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow
2020-01-24Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow
2020-01-24GL Backend: Introduce indexed samplers into the GL backendFernando Sahmkow
2020-01-24Shader_IR: deduce size of indexed samplersFernando Sahmkow
2020-01-24Shader_IR: Setup Indexed Samplers on the IRFernando Sahmkow
2020-01-24Shader_IR: Implement initial code for tracking indexed samplers.Fernando Sahmkow
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow
2020-01-24Shader_IR: Address FeedbackFernando Sahmkow
2020-01-24Guest_driver: Correct compiling errors in GCC.Fernando Sahmkow
2020-01-24Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow
2020-01-24Merge pull request #3273 from FernandoS27/txd-arraybunnei
Shader_IR: Implement TXD Array.
2020-01-24vk_shader_decompiler: Disable default values on unwritten render targetsReinUsesLisp
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change.
2020-01-21gl_shader_cache: Disable fastmath on NvidiaReinUsesLisp
2020-01-20Merge pull request #3330 from ReinUsesLisp/vk-blit-screenFernando Sahmkow
vk_blit_screen: Initial implementation
2020-01-20vk_blit_screen: Address feedbackReinUsesLisp
2020-01-20Merge pull request #3328 from ReinUsesLisp/vulkan-atomsbunnei
vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
2020-01-19Merge pull request #3322 from ReinUsesLisp/vk-front-facebunnei
vk_graphics_pipeline: Set front facing properly
2020-01-19vk_blit_screen: Initial implementationReinUsesLisp
This abstraction takes care of presenting accelerated and non-accelerated or "framebuffer" images to the Vulkan swapchain.
2020-01-19Merge pull request #3313 from ReinUsesLisp/vk-rasterizerbunnei
vk_rasterizer: Implement Vulkan's rasterizer
2020-01-19vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-VReinUsesLisp
Also updates sirit to include atomic instructions.
2020-01-18Merge pull request #3317 from ReinUsesLisp/gl-decomp-cc-decompFernando Sahmkow
gl_shader_decompiler: Fix decompilation of condition codes