| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-04-24 | Fix -Werror=conversion error. | Markus Wick | |
| 2020-04-23 | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits | ReinUsesLisp | |
| The encoding for negation and absolute value was wrong. Extracting is now done manually. Similar instructions having different encodings is the rule, not the exception. To keep sanity and readability I preferred to extract the desired bit manually. This is implemented against nxas: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68 That is itself tested against nvdisasm (Nvidia's official disassembler). | |||
| 2020-04-23 | shader/texture: Support multiple unknown sampler properties | ReinUsesLisp | |
| This allows deducing some properties from the texture instruction before asking the runtime. By doing this we can handle type mismatches in some instructions from the renderer instead of the shader decoder. Fixes texelFetch issues with games using 2D texture instructions on a 1D sampler. | |||
| 2020-04-23 | shader_ir: Turn classes into data structures | ReinUsesLisp | |
| 2020-04-23 | vk_rasterizer: Fix framebuffer creation validation errors | ReinUsesLisp | |
| Framebuffer creation was ignoring the number of color attachments. | |||
| 2020-04-23 | vk_pipeline_cache: Unify pipeline cache keys into a single operation | ReinUsesLisp | |
| This allows us to call Common::CityHash and std::memcmp only once for GraphicsPipelineCacheKey. While we are at it, do the same for compute. | |||
| 2020-04-23 | vk_renderpass_cache: Pack renderpass cache key to 12 bytes | ReinUsesLisp | |
| 2020-04-23 | kernel: memory: Improve implementation of device shared memory. (#3707) | bunnei | |
| * kernel: memory: Improve implementation of device shared memory. * fixup! kernel: memory: Improve implementation of device shared memory. * fixup! kernel: memory: Improve implementation of device shared memory. | |||
| 2020-04-23 | Clang Format. | Fernando Sahmkow | |
| 2020-04-23 | GPU: Add Fast GPU Time Option. | Fernando Sahmkow | |
| 2020-04-23 | Maxwell3D: Process Macros on MultiMethod. | Fernando Sahmkow | |
| 2020-04-23 | DMAPusher: Propagate multimethod writes into the engines. | Fernando Sahmkow | |
| 2020-04-23 | Merge pull request #3697 from lioncash/declarations | bunnei | |
| CMakeLists: Enable -Wmissing-declarations on Linux builds | |||
| 2020-04-22 | Merge pull request #3677 from FernandoS27/better-sync | bunnei | |
| Introduce Predictive Flushing and Improve ASYNC GPU | |||
| 2020-04-22 | vk_pipeline_cache: Fix unintentional memcpy into optional | ReinUsesLisp | |
| The intention behind this was to assign a float to from an uint32_t, but it was unintentionally being copied directly into the std::optional. Copy to a temporary and assign that temporary to std::optional. This can be replaced with std::bit_cast<float> once we are in C++20. | |||
| 2020-04-22 | GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop, | Fernando Sahmkow | |
| 2020-04-22 | Merge pull request #3653 from ReinUsesLisp/nsight-aftermath | Fernando Sahmkow | |
| renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows | |||
| 2020-04-22 | Address Feedback. | Fernando Sahmkow | |
| 2020-04-22 | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. | Fernando Sahmkow | |
| 2020-04-22 | MaxwellDMA: Correct copying on accuracy level. | Fernando Sahmkow | |
| 2020-04-22 | ShaderCache/PipelineCache: Cache null shaders. | Fernando Sahmkow | |
| 2020-04-22 | Address Feedback. | Fernando Sahmkow | |
| 2020-04-22 | Fix GCC error. | Fernando Sahmkow | |
| 2020-04-22 | QueryCache: Only do async flushes on async gpu. | Fernando Sahmkow | |
| 2020-04-22 | Async GPU: Only do reactive flushing on Extreme Level. | Fernando Sahmkow | |
| 2020-04-22 | vk_fence_manager: Initial implementation | ReinUsesLisp | |
| 2020-04-22 | QueryCache: Implement Async Flushes. | Fernando Sahmkow | |
| 2020-04-22 | OpenGL: Guarantee writes to Buffers. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Implement Flush Requests for Async mode. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | Fernando Sahmkow | |
| 2020-04-22 | BufferCache: Refactor async managing. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Implement async buffer cache flushes on High settings | Fernando Sahmkow | |
| 2020-04-22 | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Fix rebase errors. | Fernando Sahmkow | |
| 2020-04-22 | Rasterizer: Disable fence managing in synchronous gpu. | Fernando Sahmkow | |
| 2020-04-22 | ThreadManager: Sync async reads on accurate gpu. | Fernando Sahmkow | |
| 2020-04-22 | FenceManager: Implement should wait. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Implement a Fence Manager. | Fernando Sahmkow | |
| 2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | |
| 2020-04-22 | TextureCache: Flush linear textures after finishing rendering. | Fernando Sahmkow | |
| 2020-04-22 | GPU: Delay Fences. | Fernando Sahmkow | |
| 2020-04-22 | BufferCache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | |
| 2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | |
| 2020-04-22 | Texture Cache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | |
| 2020-04-22 | UI: Replasce accurate GPU option for GPU Accuracy Level | Fernando Sahmkow | |
| 2020-04-21 | vk_memory_manager: Remove unified memory model flag | ReinUsesLisp | |
| All drivers (even Intel) seem to have a device local memory type that is not host visible. Remove this flag so all devices follow the same path. This fixes a crash when trying to map to host device local memory on integrated devices. | |||
| 2020-04-21 | Merge pull request #3714 from lioncash/copies | bunnei | |
| gl_shader_decompiler: Avoid copies where applicable | |||
| 2020-04-21 | vk_rasterizer: Add lazy default buffer maker and use it for empty buffers | ReinUsesLisp | |
| Introduce a default buffer getter that lazily constructs an empty buffer. This is intended to match OpenGL's buffer 0. Use this for disabled vertex and uniform buffers. While we are at it, include vertex buffer usages for staging buffers to silence validation errors. | |||
| 2020-04-21 | gl_rasterizer: Fix buffers without size | ReinUsesLisp | |
| On NVN buffers can be enabled but have no size. According to deko3d and the behavior we see in Animal Crossing: New Horizons these buffers get the special address of 0x1000 and limit themselves to 0xfff. Implement buffers without a size by binding a null buffer to OpenGL without a side. https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63 | |||
| 2020-04-21 | Merge pull request #3718 from ReinUsesLisp/better-pipeline-state | Rodrigo Locatti | |
| fixed_pipeline_state: Pack structure, use memcmp and CityHash on it | |||
