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2018-08-18Shader: Remove an unneeded assert, the negate bit is implemented for ↵Subv
conversion instructions.
2018-08-18GLRasterizer: Implemented instanced vertex arrays.Subv
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18Shader: 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.
2018-08-19Added WrapMode MirrorOnceClampToEdgeDavid Marcec
Used by splatoon 2
2018-08-18Shaders: 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.
2018-08-18Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic ↵Subv
instructions. We should definitely audit our shader generator for more errors like this.
2018-08-18Added predcondition GreaterThanWithNanDavid Marcec
2018-08-17Merge pull request #1096 from bunnei/supported-blitsbunnei
gl_rasterizer_cache: Remove asserts for supported blits.
2018-08-17gl_rasterizer_cache: Remove asserts for supported blits.bunnei
2018-08-17renderer_opengl: Treat OpenGL errors as critical.bunnei
2018-08-17Merge pull request #1019 from Subv/vertex_divisorbunnei
Rasterizer: Manually implemented instanced rendering.
2018-08-15gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.bunnei
2018-08-15Shader/Conversion: Implemented the negate bit in F2F and I2I instructions.Subv
2018-08-15Shader/I2F: Implemented the negate I2F_C instruction variant.Subv
2018-08-15Shader/F2I: Implemented the negate bit in the I2F instructionSubv
2018-08-15Shader/F2I: Implemented the F2I_C instruction variant.Subv
2018-08-15Shader/F2I: Implemented the negate bit in the F2I instruction.Subv
2018-08-15Merge pull request #1077 from bunnei/rgba16ubunnei
gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
2018-08-14gl_rasterizer_cache: Cleanup some PixelFormat names and logging.bunnei
2018-08-14Rasterizer: 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.
2018-08-14gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.bunnei
- Used by Breath of the Wild.
2018-08-14Merge pull request #1069 from bunnei/vtx-szbunnei
maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
2018-08-14Merge pull request #1070 from bunnei/cbuf-szbunnei
gl_rasterizer: Fix upload size for constant buffers.
2018-08-14Merge pull request #1071 from bunnei/fix-ldcbunnei
gl_shader_decompiler: Several fixes for indirect constant buffer loads.
2018-08-14Merge pull request #1068 from bunnei/g8r8sbunnei
gl_rasterizer_cache: Implement G8R8S format.
2018-08-15Implement Z16_UNORM in PixelFormatFromTextureFormat functiongreggameplayer
Require by Zelda Breath Of The Wild
2018-08-14gl_shader_decompiler: Several fixes for indirect constant buffer loads.bunnei
2018-08-14gl_rasterizer: Fix upload size for constant buffers.bunnei
2018-08-14maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.bunnei
2018-08-14gl_rasterizer_cache: Implement G8R8S format.bunnei
- Used by Super Mario Odyssey.
2018-08-14Merge pull request #1058 from greggameplayer/BC7U_Fixbunnei
Fix BC7U
2018-08-14Fix BC7Ugreggameplayer
2018-08-13renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei
- Used by Breath of the Wild.
2018-08-13Merge pull request #1052 from ogniK5377/xenobunnei
Implement RG32UI and R32UI
2018-08-13Implement RG32UI and R32UIDavid Marcec
Needed for xenoblade
2018-08-13maxwell_to_gl: Implement VertexAttribute::Size::Size_8.bunnei
- Used by Breath of the Wild.
2018-08-13renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei
- Used by Breath of the Wild.
2018-08-13Merge pull request #1045 from bunnei/rg8-unormbunnei
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
2018-08-12maxwell_to_gl: Implement PrimitiveTopology::LineStrip.bunnei
- Used by Breath of the Wild.
2018-08-12renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei
- Used by Breath of the Wild.
2018-08-12gl_shader_decompiler: Implement XMAD instruction.bunnei
2018-08-12gl_rasterizer: Use a shared helper to upload from CPU memory.Markus Wick
2018-08-12gl_state: Don't track constant buffer mappings.Markus Wick
2018-08-12gl_rasterizer: Use the stream buffer for constant buffers.Markus Wick
2018-08-12gl_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.
2018-08-12gl_rasterizer: Use a helper for aligning the buffer.Markus Wick
2018-08-12Update the stream_buffer helper from Citra.Markus Wick
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
2018-08-12gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.bunnei
2018-08-12gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.bunnei
2018-08-11Merge pull request #1020 from lioncash/namespacebunnei
core: Namespace EmuWindow