| Age | Commit message (Collapse) | Author |
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GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
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They're not compressed.
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GPU: Implemented the F2I_R shader instruction.
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GPU: Corrected the branch targets for the shader bra instruction.
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gl_shader_decompiler: Implement SHL instruction.
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GPU: Implemented predicated exit instructions in the shader programs.
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GPU: Implemented the LOP32I instruction.
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GPU: Implemented the ISETP_R and ISETP_C instructions
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analysis.
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GPU: Corrected the FSET and I2F instructions.
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GPU: Partially implemented the bra shader instruction
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GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
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translate registers.
This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
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the uncompressed alignment in GetSurface.
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and isetp instead of the type of an invalid output register.
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GPU: Partial implementation of long GPU queries.
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Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp.
In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU.
This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
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gl_shader_decompiler: Implement TEX, fixes for TEXS.
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gl_shader_decompiler: Implement RRO as a register move.
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Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
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the vertex shader.
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Several GPU fixes to boot Sonic Mania
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