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2020-04-09Merge pull request #3610 from FernandoS27/gpu-cachesRodrigo Locatti
Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09astc: Use boost's static_vector to avoid heap allocationsReinUsesLisp
2020-04-09astc: Implement a fast precompiled alternative for ReplicateReinUsesLisp
2020-04-09astc: Move Replicate to a constexpr LUT when possibleReinUsesLisp
2020-04-09astc: Make InputBitStream constexprReinUsesLisp
2020-04-09astc: OutputBitStream style changes and make it constexprReinUsesLisp
2020-04-09Merge pull request #3601 from ReinUsesLisp/some-shader-encodingsbunnei
video_core/shader: Add some instruction and S2R encodings
2020-04-08gl_texture_cache: Attach view instead of base texture for layered attachmentsReinUsesLisp
This way we are not ignoring the base layer of the current texture.
2020-04-08VkRasterizer: Eliminate Legacy code.Fernando Sahmkow
2020-04-08Memory: Correct GCC errors.Fernando Sahmkow
2020-04-08Memory: Address Feedback.Fernando Sahmkow
2020-04-08GPUMemoryManager: Improve safety of memory reads.Fernando Sahmkow
2020-04-07video_core/textures: Move GetMaxAnisotropy to cpp fileReinUsesLisp
2020-04-07video_core/texture: Use a LUT to convert sRGB texture bordersReinUsesLisp
This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
2020-04-07Merge pull request #3599 from ReinUsesLisp/revert-3499bunnei
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07Merge pull request #3489 from namkazt/patch-2Rodrigo Locatti
shader: implement SULD.D bits32/64
2020-04-07address nit.Nguyen Dac Nam
2020-04-07renderer_vulkan: Query device names from the backendReinUsesLisp
2020-04-07shader/conversion: Implement I2I sign extension, saturation and selectionReinUsesLisp
Reimplements I2I adding sign extension, saturation (clamp source value to the destination), selection and destination sizes that are not 32 bits wide. It doesn't implement CC yet.
2020-04-07Apply suggestions from code reviewNguyen Dac Nam
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-06Clang Format.Fernando Sahmkow
2020-04-06Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow
2020-04-06Query Cache: Use VAddr instead of physical memory for adressing.Fernando Sahmkow
2020-04-06Buffer Cache: Use vAddr instead of physical memory.Fernando Sahmkow
2020-04-06Texture Cache: Use vAddr instead of physical memory for caching.Fernando Sahmkow
2020-04-06GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow
2020-04-06Merge pull request #3513 from ReinUsesLisp/native-astcFernando Sahmkow
video_core: Use native ASTC when available
2020-04-06shader_decode: SULD.D using std::pair instead of out parameternamkazy
2020-04-06shader_decode: SULD.D avoid duplicate code block.namkazy
2020-04-06shader_decode: SULD.D fix conversion error.namkazy
2020-04-06shader_decode: SULD.D implement bits64 and reverse shader ir init method to ↵namkazy
removed shader stage.
2020-04-06shader/memory: Implement RED.E.ADDReinUsesLisp
Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
2020-04-06shader/memory: Add "using std::move"ReinUsesLisp
2020-04-06shader/memory: Minor fixes in ATOMReinUsesLisp
2020-04-05Merge pull request #3592 from ReinUsesLisp/ipaFernando Sahmkow
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
2020-04-05Merge pull request #3589 from ReinUsesLisp/fix-clearsFernando Sahmkow
gl_rasterizer: Mark cleared textures as dirty
2020-04-05silent warning (conversion error)namkazy
2020-04-05shader_decode: SULD.D -> SINT actually same as UNORM.namkazy
2020-04-05shader_decode: SULD.D fix decode SNORM componentnamkazy
2020-04-05clang-formatnamkazy
2020-04-05shader_decode: get sampler descriptor from registry.namkazy
2020-04-05tweaking.namkazy
2020-04-05clang-formatNguyen Dac Nam
2020-04-05cleanup unuse paramsnamkazy
2020-04-05cleanup debug code.namkazy
2020-04-05reimplement get component type, uncomment mistaken codenamkazy
2020-04-05remove disable optimizenamkazy
2020-04-05[wip] reimplement SULD.Dnamkazy
2020-04-05add shader stage when init shader irnamkazy