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2018-07-20gl_shader_manager: Replace unimplemented function prototypeLioncash
This was just a linker error waiting to happen.
2018-07-20Merge pull request #738 from lioncash/signbunnei
gl_state: Get rid of mismatched sign conversions in Apply()
2018-07-20Merge pull request #735 from lioncash/video-unusedbunnei
maxwell_3d: Remove unused variable within GetStageTextures()
2018-07-20Merge pull request #731 from lioncash/shadowbunnei
gl_shader_decompiler: Eliminate variable and declaration shadowing
2018-07-20gl_state: Make references const where applicable in Apply()Lioncash
2018-07-20gl_state: Get rid of mismatched sign conversionsLioncash
While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
2018-07-19maxwell_3d: Remove unused variable within GetStageTextures()Lioncash
2018-07-19gl_shader_decompiler: Eliminate variable and declaration shadowingLioncash
Ensures that no identifiers are being hidden, which also reduces compiler warnings.
2018-07-19gl_shader_decompiler: Remove unnecessary const from return valuesLioncash
This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO
2018-07-18gl_state: Temporarily disable culling and depth test.bunnei
2018-07-18Merge pull request #687 from lioncash/instancebunnei
core: Don't construct instance of Core::System, just to access its live instance
2018-07-18decoders: Fix calc of swizzle image_width_in_gobs.bunnei
2018-07-18core: Don't construct instance of Core::System, just to access its live instanceLioncash
This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances.
2018-07-17Merge pull request #678 from lioncash/astcbunnei
astc: Minor changes
2018-07-17astc: Initialize vector size directly in DecompressLioncash
There's no need to perform a separate resize.
2018-07-17astc: Mark functions as internally linked where applicableLioncash
2018-07-17astc: const-correctness changes where applicableLioncash
A few member functions didn't actually modify class state, so these can be amended as necessary.
2018-07-17astc: Delete Bits' copy contstructor and assignment operatorLioncash
This also potentially avoids warnings, considering the copy assignment operator is supposed to have a return value.
2018-07-17astc: In-class initialize member variables where appropriateLioncash
2018-07-17vi: Partially implement buffer crop parameters.bunnei
2018-07-17GPU: Added register definitions for the stencil parameters.Subv
2018-07-15gl_rasterizer_cache: Implement texture format G8R8.bunnei
2018-07-14Merge pull request #665 from bunnei/fix-z24-s8bunnei
gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
2018-07-15gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.bunnei
2018-07-14gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei
2018-07-14Merge pull request #598 from bunnei/makedonecurrentbunnei
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
2018-07-14OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei
2018-07-14GPU: Always enable the depth write when clearing the depth buffer.Subv
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
2018-07-12gl_rasterizer: Fix check for if a shader stage is enabled.bunnei
2018-07-12gl_shader_gen: Implement dual vertex shader mode.bunnei
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
2018-07-12Merge pull request #655 from bunnei/pred-lt-nanbunnei
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
2018-07-12gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei
2018-07-12gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei
2018-07-12Merge pull request #652 from Subv/fadd32iSebastian Valle
GPU: Implement the FADD32I shader instruction.
2018-07-12Merge pull request #651 from Subv/ffma_decodebunnei
GPU: Corrected the decoding of FFMA for immediate operands.
2018-07-12GPU: Implement the FADD32I shader instruction.Subv
2018-07-12GPU: Corrected the decoding of FFMA for immediate operands.Subv
2018-07-08gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is ↵bunnei
negative. - Fixes a regression with Binding of Isaac.
2018-07-07Merge pull request #625 from Subv/imnmxbunnei
GPU: Implemented the IMNMX shader instruction.
2018-07-07GPU: Implemented the BC7U texture format.Subv
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
2018-07-05Merge pull request #629 from Subv/depth_testbunnei
GPU: Allow using the old NV04 values for the depth test function.
2018-07-05GPU: Allow using the old NV04 values for the depth test function.Subv
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
2018-07-05Merge pull request #626 from Subv/shader_syncbunnei
GPU: Stub the shader SYNC and DEPBAR instructions.
2018-07-05Merge pull request #624 from Subv/f2f_roundbunnei
GPU: Implemented the F2F 'round' rounding mode.
2018-07-05Merge pull request #623 from Subv/vertex_typesbunnei
GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
2018-07-05Merge pull request #622 from Subv/unused_texbunnei
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
2018-07-05Merge pull request #621 from Subv/psetp_bunnei
GPU: Implemented the PSETP shader instruction.
2018-07-05Merge pull request #620 from Subv/depth_z32fbunnei
GPU: Implemented the 32 bit float depth buffer format.
2018-07-04GPU: Implemented the IMNMX shader instruction.Subv
It's similar to the FMNMX instruction but it works on integers.
2018-07-04GPU: Implemented the F2F 'round' rounding mode.Subv
It's implemented via the GLSL 'roundEven()' function.