| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2019-01-29 | Merge pull request #2070 from ReinUsesLisp/cubearray-view | bunnei | |
| gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | |||
| 2019-01-30 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | |
| 2019-01-30 | gl_rasterizer: Implement global memory management | ReinUsesLisp | |
| 2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | |
| 2019-01-29 | video_core/GPU Implemented the GPU PFIFO puller semaphore operations. (#1908) | Kevin | |
| * Implemented the puller semaphore operations. * Nit: Fix 2 style issues * Nit: Add Break to default case. * Fix style. * Update for comments. Added ReferenceCount method * Forgot to remove GpuSmaphoreAddress union. * Fix the clang-format issues. * More clang formatting. * two more white spaces for the Clang formatting. * Move puller members into the regs union * Updated to use Memory::WriteBlock instead of Memory::Write* * Fix clang style issues * White space clang error * Removing unused funcitons and other pr comment * Removing unused funcitons and other pr comment * More union magic for setting regs value. * union magic refcnt as well * Remove local var * Set up the regs and regs_assert_positions up properly * Fix clang error | |||
| 2019-01-29 | gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | ReinUsesLisp | |
| Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps). | |||
| 2019-01-29 | gl_rasterizer: Workaround invalid zeta clears | ReinUsesLisp | |
| Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error. | |||
| 2019-01-28 | shader/shader_ir: Amend three comment typos | Lioncash | |
| Given we're in the area, these are three trivial typos that can be corrected. | |||
| 2019-01-28 | shader/shader_ir: Amend constructor initializer ordering for AbufNode | Lioncash | |
| Orders the class members in the same order that they would actually be initialized in. Gets rid of two compiler warnings. | |||
| 2019-01-28 | shader/decode: Avoid a pessimizing std::move within DecodeRange() | Lioncash | |
| std::moveing a local variable in a return statement has the potential to prevent copy elision from occurring, so this can just be converted into a regular return. | |||
| 2019-01-26 | video_core: Silent implicit conversion warning | ReinUsesLisp | |
| 2019-01-25 | Merge pull request #1927 from ReinUsesLisp/shader-ir | bunnei | |
| video_core: Replace gl_shader_decompiler with an IR based decompiler | |||
| 2019-01-23 | frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. | bunnei | |
| 2019-01-22 | maxwell_3d: Set rt_separate_frag_data to 1 by default | ReinUsesLisp | |
| Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools). | |||
| 2019-01-20 | Rename step 1 and step 2 to be a little more descriptive | James Rowe | |
| 2019-01-20 | QT: Upgrade the Loading Bar to look much better | James Rowe | |
| 2019-01-20 | Merge pull request #2008 from ReinUsesLisp/dirty-framebuffers | bunnei | |
| gl_rasterizer_cache: Use dirty flags for framebuffers | |||
| 2019-01-20 | Merge pull request #2002 from ReinUsesLisp/dsa-vao-buffer | bunnei | |
| gl_rasterizer: Use DSA for VAOs and buffers | |||
| 2019-01-18 | gl_rasterizer: Silent unsafe mix warning | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Fixup clang build | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS ↵ | ReinUsesLisp | |
| compatibility | |||
| 2019-01-15 | gl_shader_decompiler: Inline textureGather component | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Fixup XMAD | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Pass to decoder functions basic block's code | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Improve zero flag implementation | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Remove composite primitives and use temporals instead | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: Fixup AssignCompositeHalf | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Use proper primitive names | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Use BitfieldExtract instead of shift + and | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Remove Ipa primitive | ReinUsesLisp | |
| 2019-01-15 | gl_shader_decompiler: Use rasterizer's UBO size limit | ReinUsesLisp | |
| 2019-01-15 | gl_shader_gen: Fixup code formatting | ReinUsesLisp | |
| 2019-01-15 | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | |
| 2019-01-15 | shader_ir: Remove RZ and use Register::ZeroIndex instead | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement TEXS.F16 | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Fixup R2P | ReinUsesLisp | |
| 2019-01-15 | glsl_decompiler: Fixup TLDS | ReinUsesLisp | |
| 2019-01-15 | glsl_decompiler: Fixup geometry shaders | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Fixup WriteLogicOperation zero comparison | ReinUsesLisp | |
| 2019-01-15 | glsl_decompiler: Fixup permissive member function declarations | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Fixup PSET | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Fixup clang-format | ReinUsesLisp | |
| 2019-01-15 | video_core: Implement IR based geometry shaders | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement VMAD and VSETP | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement HSET2 | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Rework HSETP2 | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement R2P | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement CSETP | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement PSET | ReinUsesLisp | |
| 2019-01-15 | shader_decode: Implement HFMA2 | ReinUsesLisp | |
