| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2018-08-27 | gl_rasterizer_cache: Update to use RasterizerCache base class. | bunnei | |
| 2018-08-27 | video_core: Add RasterizerCache class for common cache management code. | bunnei | |
| 2018-08-27 | Merge pull request #1169 from Lakumakkara/sel | bunnei | |
| shader_bytecode: fix SEL_IMM bitstring | |||
| 2018-08-27 | Merge pull request #1174 from lioncash/debug | bunnei | |
| debug_utils: Minor individual interface changes | |||
| 2018-08-25 | Merge pull request #1173 from lioncash/batch | bunnei | |
| maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch() | |||
| 2018-08-25 | Merge pull request #1167 from lioncash/assert | bunnei | |
| gl_rasterizer: Correct assertion condition in SyncLogicOpState() | |||
| 2018-08-24 | debug_utils: Remove unused includes | Lioncash | |
| Quite a bit of these aren't necessary directly within the debug_utils header and can be removed or included where actually necessary. | |||
| 2018-08-24 | debug_utils: Make BreakpointObserver class' constructor explicit | Lioncash | |
| Avoids implicit conversions. | |||
| 2018-08-24 | debug_utils: Initialize active_breakpoint member of DebugContext | Lioncash | |
| Ensures that all class members are initialized. | |||
| 2018-08-24 | maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch() | Lioncash | |
| The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately | |||
| 2018-08-24 | fix SEL_IMM bitstring | Laku | |
| 2018-08-23 | gl_rasterizer: Correct assertion condition in SyncLogicOpState() | Lioncash | |
| Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true. | |||
| 2018-08-23 | Shaders: Added decodings for IADD3 instructions | tech4me | |
| 2018-08-23 | Merge pull request #1160 from bunnei/surface-reserve | bunnei | |
| gl_rasterizer_cache: Several improvements | |||
| 2018-08-23 | gl_rasterizer_cache: Blit when possible on RecreateSurface. | bunnei | |
| 2018-08-23 | gl_rasterizer_cache: Reserve surfaces that have already been created for ↵ | bunnei | |
| later use. | |||
| 2018-08-23 | gl_rasterizer_cache: Remove assert for RecreateSurface type. | bunnei | |
| 2018-08-23 | gl_rasterizer_cache: Implement compressed texture copies. | bunnei | |
| 2018-08-23 | gl_rasterizer: Implement stencil test. | bunnei | |
| - Used by Splatoon 2. | |||
| 2018-08-23 | gl_rasterizer: Implement partial color clear and stencil clear. | bunnei | |
| 2018-08-23 | maxwell_3d: Update to include additional stencil registers. | bunnei | |
| 2018-08-23 | gl_state: Update to handle stencil front/back face separately. | bunnei | |
| 2018-08-23 | Merge pull request #1157 from lioncash/vec | bunnei | |
| gl_shader_gen: Use a std::vector to represent program code instead of std::array | |||
| 2018-08-23 | Merge pull request #1156 from Lakumakkara/lop3 | bunnei | |
| gl_shader_decompiler: Implement LOP3 | |||
| 2018-08-22 | gl_shader_gen: Make ShaderSetup's constructor explicit | Lioncash | |
| Prevents implicit conversions. | |||
| 2018-08-22 | gl_shader_gen: Use a std::vector to represent program code instead of std::array | Lioncash | |
| While convenient as a std::array, it's also quite a large set of data as well (32KB). It being an array also means data cannot be std::moved. Any situation where the code is being set or relocated means that a full copy of that 32KB data must be done. If we use a std::vector we do need to allocate on the heap, however, it does allow us to std::move the data we have within the std::vector into another std::vector instance, eliminating the need to always copy the program data (as std::move in this case would just transfer the pointers and bare necessities over to the new vector instance). | |||
| 2018-08-23 | more fixes | Laku | |
| 2018-08-22 | fixes | Laku | |
| 2018-08-22 | renderer_opengl: Namespace OpenGL code | Lioncash | |
| Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future. | |||
| 2018-08-22 | remove debug logging | Laku | |
| 2018-08-22 | implement lop3 | Laku | |
| 2018-08-22 | Merge pull request #840 from FearlessTobi/port-3353 | bunnei | |
| Port #3353 from Citra: "citra-qt: Add customizable speed limit target " | |||
| 2018-08-22 | Merge pull request #1154 from OatmealDome/topology-lines | bunnei | |
| maxwell_to_gl: Implement PrimitiveTopology::Lines | |||
| 2018-08-22 | Merge pull request #1124 from Subv/logic_ops | bunnei | |
| GPU: Implemented logic ops. | |||
| 2018-08-22 | maxwell_to_gl: Implement PrimitiveTopology::Lines | OatmealDome | |
| Used by Splatoon 2's debug menu. | |||
| 2018-08-21 | Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS ↵ | bunnei | |
| instructions." - This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8. - This commit had broken a lot of games. We really should do a full implementation of this in one change. | |||
| 2018-08-21 | shader_bytecode: Parenthesize conditional expression within GetTextureType() | Lioncash | |
| Resolves a -Wlogical-op-parentheses warning. | |||
| 2018-08-21 | Merge pull request #1123 from lioncash/screen | bunnei | |
| rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface | |||
| 2018-08-21 | Merge pull request #1132 from Subv/gl_FragDepth | bunnei | |
| Shaders: Implement depth writing in fragment shaders. | |||
| 2018-08-21 | Merge pull request #1134 from lioncash/log | bunnei | |
| renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs | |||
| 2018-08-21 | Merge pull request #1121 from Subv/tex_reinterpret | bunnei | |
| Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory. | |||
| 2018-08-21 | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and ↵ | Lioncash | |
| GL_DEBUG_SEVERITY_LOW logs LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds. | |||
| 2018-08-20 | Merge pull request #1133 from lioncash/guard | bunnei | |
| gl_stream_buffer: Add missing header guard | |||
| 2018-08-20 | gl_stream_buffer: Add missing header guard | Lioncash | |
| Prevents potential compilation errors from occuring due to multiple inclusions | |||
| 2018-08-20 | Shaders: Implement depth writing in fragment shaders. | Subv | |
| We'll write <last color output reg + 2> to gl_FragDepth. | |||
| 2018-08-20 | Merge pull request #1131 from bunnei/impl-tex3d-texcube | bunnei | |
| gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS. | |||
| 2018-08-20 | Merge pull request #1106 from Subv/multiple_rendertargets | bunnei | |
| Shaders: Write all the enabled color outputs when a fragment shader exits. | |||
| 2018-08-20 | shader_bytecode: Replace some UNIMPLEMENTED logs. | bunnei | |
| 2018-08-20 | gl_shader_decompiler: Implement Texture3D for TEXS. | bunnei | |
| 2018-08-20 | gl_shader_decompiler: Implement TextureCube for TEX. | bunnei | |
