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2018-04-17gl_shader_decompiler: Add support for TEXS instruction.bunnei
2018-04-17gl_shader_decompiler: Use fragment output color for GPR 0-3.bunnei
2018-04-17gl_shader_decompiler: Partially implement MUFU.bunnei
2018-04-17Merge pull request #343 from Subv/tex_wrap_4bunnei
GPU: Implement some wrap modes
2018-04-17MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Subv
2018-04-17MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 ↵Subv
(Clamp, GL_CLAMP). This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
2018-04-16gl_rendering: Use NGLOG* for changed code.bunnei
2018-04-16gl_rasterizer: Implement indexed vertex mode.bunnei
2018-04-15GPU: Use the same buffer names in the generated GLSL and the buffer ↵Subv
uploading code.
2018-04-15GPU: Don't use explicit binding points when uploading the constbuffers to ↵Subv
opengl. The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
2018-04-15GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.Subv
2018-04-15GPU: Use the buffer hints from the shader decompiler to upload only the ↵Subv
necessary const buffers for each shader stage.
2018-04-15shaders: Expose hints about used const buffers.bunnei
2018-04-14GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.Subv
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
2018-04-14GPU: Allow configuring ssbos in the opengl state manager.Subv
2018-04-14GPU: Added a function to determine whether a shader stage is enabled or not.Subv
2018-04-14shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei
2018-04-14shaders: Address PR review feedback.bunnei
2018-04-14gl_shader_decompiler: Cleanup log statements.bunnei
2018-04-14shaders: Fix GCC and clang build issues.bunnei
2018-04-14gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei
2018-04-14shader_bytecode: Add FSETP and KIL to GetInfo.bunnei
2018-04-14shader_bytecode: Add SubOp decoding.bunnei
2018-04-14gl_shader_decompiler: Add shader stage hint.bunnei
2018-04-14renderer_opengl: Fix Morton copy byteswap, etc.bunnei
2018-04-13gl_shader_manager: Implement SetShaderSamplerBindings.bunnei
2018-04-13gl_rasterizer: Generate shaders and upload uniforms.bunnei
2018-04-13gl_shader_decompiler: Basic impl. for very simple vertex shaders.bunnei
- Tested with Puyo Puyo Tetris and Cave Story+
2018-04-13gl_shader_manager: Cleanup and consolidate uniform handling.bunnei
2018-04-13maxwell_3d: Make memory_manager public.bunnei
2018-04-13maxwell_3d: Fix shader_config decodings.bunnei
2018-04-13gl_rasterizer: Use shader program manager, remove test shader.bunnei
2018-04-13renderer_opengl: Add gl_shader_manager class.bunnei
2018-04-13maxwell_to_gl: Add a few types, etc.bunnei
2018-04-13gl_shader_gen: Add hashable setup/config structs.bunnei
2018-04-13gl_shader_util: Add missing includes.bunnei
2018-04-13renderer_opengl: Use OGLProgram instead of OGLShader.bunnei
2018-04-13gl_shader_util: Grab latest upstream.bunnei
2018-04-13gl_resource_manager: Grab latest upstream.bunnei
2018-04-13gl_shader_decompiler: Add skeleton code from Citra for shader analysis.bunnei
2018-04-13shader_bytecode: Add initial module for shader decoding.bunnei
2018-04-06Fix clang format issuesJames Rowe
2018-04-06GPU: Assert when finding a texture with a format type other than UNORM.Subv
2018-04-06GL: Set up the textures used for each draw call.Subv
Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program. This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
2018-04-06GL: Bind the textures to the shaders used for drawing.Subv
2018-04-06GLCache: Specialize the MortonCopy function for the DXT1 texture format.Subv
It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
2018-04-06GLCache: Implemented GetTextureSurface.Subv
2018-04-06GLCache: Support uploading compressed textures to the GPU.Subv
Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
2018-04-06GL: Remove remaining references to 3DS-specific pixel formatsSubv
2018-04-06RasterizerCache: Remove 3DS-specific pixel formats.Subv
We're only left with RGB8 and DXT1 for now. More will be added as they are needed.