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2018-09-25video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp
Add asserts for compute shader dispatching, transform feedback being enabled and alpha testing. These have in common that they'll probably break rendering without logging.
2018-09-23Added glObjectLabels for renderdoc for textures and shader programs (#1384)David
* Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize
2018-09-23correct BC6Hgreggameplayer
2018-09-22Merge pull request #1380 from lioncash/constbunnei
shader_bytecode: Make operator== and operator!= of IpaMode const qualified
2018-09-22Merge pull request #1382 from lioncash/incbunnei
gl_state: Remove unused type alias
2018-09-21gl_state: Remove unused type aliasLioncash
This isn't used anywhere within the header, so we can remove it, along with the include that was previously necessary. This also uncovers an indirect include in the cpp file for the assertion macros.
2018-09-21shader_bytecode: Lay out the Ipa-related enums betterLioncash
This is more consistent with the surrounding enums.
2018-09-21shader_bytecode: Make operator== and operator!= of IpaMode const qualifiedLioncash
These don't affect the state of the struct and can be const member functions.
2018-09-21Merge pull request #1379 from lioncash/bitwisebunnei
gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
2018-09-21gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()Lioncash
This was very likely intended to be a logical OR based off the conditioning and testing of inversion in one case. Even if this was intentional, this is the kind of non-obvious thing one should be clarifying with a comment.
2018-09-20RasterizerGL: Use the correct framebuffer when clearing via the ↵Subv
CLEAR_BUFFERS register. Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :)
2018-09-19gl_rasterizer: Fix StartAddress handling with indexed draw calls.Markus Wick
We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds. Let's just offset the upload instead.
2018-09-18Merge pull request #1342 from lioncash/truncbunnei
gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
2018-09-18Merge pull request #1279 from FernandoS27/csetpbunnei
shader_decompiler: Implemented (Partialy) Control Codes and CSETP
2018-09-18Merge pull request #1299 from FernandoS27/texture-sanatizebunnei
shader_decompiler: Asserts for Texture Instructions
2018-09-17Implemented Internal FlagsFernandoS27
2018-09-17gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A codeLioncash
These are internally stored as u64 values, so using u32 here causes truncation warnings. Instead, we can just use u64 and preserve the bit width.
2018-09-17Merge pull request #1290 from FernandoS27/shader-headerbunnei
Implemented (Partialy) Shader Header
2018-09-17Implemented I2I.CC on the NEU control code, used by SMOFernandoS27
2018-09-17Implemented CSETPFernandoS27
2018-09-17Implemented Control CodesFernandoS27
2018-09-17Added asserts for texture misc modes to texture instructionsFernandoS27
2018-09-17Added texture misc modes to texture instructionsFernandoS27
2018-09-17Merge pull request #1311 from FernandoS27/fast-swizzlebunnei
Optimized Texture Swizzling
2018-09-17Merge pull request #1316 from lioncash/shadowbunnei
gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
2018-09-17Merge pull request #1326 from FearlessTobi/port-4182bunnei
Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-17Merge pull request #1329 from raven02/bgr5a1ubunnei
Implement RenderTargetFormat::BGR5A1_UNORM
2018-09-17Implement ASTC_2D_8X8 (Bayonetta 2)raven02
2018-09-15Merge pull request #1273 from Subv/ld_sizesbunnei
Shaders: Implemented multiple-word loads and stores to and from attribute memory.
2018-09-15Merge pull request #1271 from Subv/kepler_enginebunnei
GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
2018-09-16Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)raven02
2018-09-15Shaders: Implemented multiple-word loads and stores to and from attribute ↵Subv
memory. This seems to be an optimization performed by nouveau.
2018-09-15Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi
2018-09-14Optimized Texture SwizzlingFernandoS27
2018-09-13gl_shader_decompiler: Get rid of variable shadowing within LEA instructionsLioncash
These variables are already defined within an outer scope.
2018-09-12Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
2018-09-12gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.bunnei
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12Merge pull request #1263 from FernandoS27/tex-modebunnei
shader_decompiler: Implemented (Partially) Texture Processing Modes
2018-09-12GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).Subv
This engine writes data from a FIFO register into the configured address.
2018-09-12Implemented Texture Processing ModesFernandoS27
2018-09-11Merge pull request #1278 from tech4me/bg-color-fixbunnei
Port Citra #4047 & #4052: add change background color support
2018-09-11Merge pull request #1295 from bunnei/accurate-copiesbunnei
gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11Merge pull request #1294 from degasus/optimizationsbunnei
gl_rasterizer: Use ARB_texture_storage.
2018-09-11gl_rasterizer_cache: Always blit on recreate, regardless of format.bunnei
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11gl_shader_cache: Remove cache_width/cache_height.bunnei
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
2018-09-11gl_rasterizer: Use ARB_texture_storage.Markus Wick
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11Implemented LEA and PSETFernandoS27
2018-09-11Implemented encodings for LEA and PSETFernandoS27
2018-09-11Replace old FragmentHeader for the new HeaderFernandoS27
2018-09-11Implemented (Partialy) Shader HeaderFernandoS27