| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-03-14 | clang-format | Nguyen Dac Nam | |
| 2020-03-14 | nit | Nguyen Dac Nam | |
| 2020-03-13 | astc: Call std::vector::reserve on texelWeightValues to avoid reallocating | ReinUsesLisp | |
| 2020-03-13 | astc: Create a LUT at compile time for encoding values | ReinUsesLisp | |
| 2020-03-13 | astc: Make IntegerEncodedValue a trivial structure | ReinUsesLisp | |
| 2020-03-13 | astc: Make IntegerEncodedValue constructor constexpr | ReinUsesLisp | |
| 2020-03-13 | astc: Make IntegerEncodedValue trivially copyable | ReinUsesLisp | |
| 2020-03-13 | astc: Rename C types to common_types | ReinUsesLisp | |
| 2020-03-13 | astc: Move Popcnt to an anonymous namespace and make it constexpr | ReinUsesLisp | |
| 2020-03-13 | astc: Use common types instead of stdint.h integer types | ReinUsesLisp | |
| 2020-03-13 | astc: Use 'enum class' instead of 'enum' for EIntegerEncoding | ReinUsesLisp | |
| 2020-03-13 | vk/gl_shader_decompiler: Silence assertion on compute | ReinUsesLisp | |
| 2020-03-13 | vk_shader_decompiler: Fix default varying regression | ReinUsesLisp | |
| 2020-03-13 | maxwell_3d: Add padding words to XFB entries | ReinUsesLisp | |
| Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement. | |||
| 2020-03-13 | gl_shader_decompiler: Fix implicit conversion errors | ReinUsesLisp | |
| 2020-03-13 | vk_shader_decompiler: Fix implicit type conversion | Rodrigo Locatti | |
| Co-Authored-By: Mat M. <mathew1800@gmail.com> | |||
| 2020-03-13 | vk_rasterizer: Implement transform feedback binding zero | ReinUsesLisp | |
| 2020-03-13 | vk_shader_decompiler: Add XFB decorations to generic varyings | ReinUsesLisp | |
| 2020-03-13 | vk_device: Enable VK_EXT_transform_feedback when available | ReinUsesLisp | |
| 2020-03-13 | vk_device: Shrink formatless capability name size | ReinUsesLisp | |
| 2020-03-13 | shader/transform_feedback: Expose buffer stride | ReinUsesLisp | |
| 2020-03-13 | vk_shader_decompiler: Use registry for specialization | ReinUsesLisp | |
| 2020-03-13 | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | |
| 2020-03-13 | gl_shader_decompiler: Decorate output attributes with XFB layout | ReinUsesLisp | |
| We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback). | |||
| 2020-03-13 | shader/transform_feedback: Add host API friendly TFB builder | ReinUsesLisp | |
| 2020-03-13 | Merge branch 'master' into shader-purge | Rodrigo Locatti | |
| 2020-03-13 | Merge pull request #3491 from ReinUsesLisp/polygon-modes | bunnei | |
| gl_rasterizer: Implement polygon modes and fill rectangles | |||
| 2020-03-13 | nit & remove some optional param | Nguyen Dac Nam | |
| 2020-03-13 | shader_decode: implement XMAD mode CSfu | Nguyen Dac Nam | |
| 2020-03-13 | fix formatting | makigumo | |
| 2020-03-13 | maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32 | makigumo | |
| 2020-03-13 | clang-format | Nguyen Dac Nam | |
| 2020-03-13 | Apply suggestions from code review | Nguyen Dac Nam | |
| Co-Authored-By: Mat M. <mathew1800@gmail.com> | |||
| 2020-03-13 | shader_decode: BFE add ref of reverse parallel method. | Nguyen Dac Nam | |
| 2020-03-13 | shader_decode: implement BREV on BFE | Nguyen Dac Nam | |
| Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel | |||
| 2020-03-13 | shader_bytecode: update BFE instructions struct. | Nguyen Dac Nam | |
| 2020-03-13 | node_helper: add IBitfieldExtract case | Nguyen Dac Nam | |
| 2020-03-13 | shader_decode: Reimplement BFE instructions | Nguyen Dac Nam | |
| 2020-03-12 | gl_shader_decompiler: Initialize gl_Position on vertex shaders | ReinUsesLisp | |
| 2020-03-12 | Merge pull request #3483 from namkazt/patch-1 | Fernando Sahmkow | |
| vk_rasterizer: fix mistype on SetupGraphicsImages | |||
| 2020-03-12 | Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo | Fernando Sahmkow | |
| vk_rasterizer: Support disabled uniform buffers | |||
| 2020-03-12 | gl_shader_decompiler: Add missing {} on smem GLSL emission | ReinUsesLisp | |
| 2020-03-12 | video_core: Implement RGBA16_SNORM | ReinUsesLisp | |
| Implement RGBA16_SNORM with the current API. Nothing special here. | |||
| 2020-03-12 | texture_cache: Report incompatible textures as black | ReinUsesLisp | |
| Some games bind incompatible texture types to certain types. For example Astral Chain binds a 2D texture with 1 layer (non-array) to a cubemap slot (that's how it's used in the shader). After testing this in hardware, the expected "undefined behavior" is to report all pixels as black. We already have a path for reporting black textures in the texture cache. When textures types are incompatible, this commit binds these kind of textures. This is done on the API agnostic texture cache so no extra code has to be inserted on OpenGL or Vulkan. As a side effect, this fixes invalidations of ASTC textures on Astral Chain. This happened because yuzu detected a cube texture and forced 6 faces, generating a texture larger than what the TIC reported. | |||
| 2020-03-12 | texture_cache/surface_params: Force depth=1 on 2D textures | ReinUsesLisp | |
| Sometimes games will sample a 2D array TIC with a 2D access in the shader. This causes bad interactions with the rest of the texture cache. To emulate what the game wants to do, force a depth=1 on 2D textures (not 2D arrays) and let the texture cache handle the rest. | |||
| 2020-03-12 | gl_shader_decompiler: Add layer component to texelFetch | ReinUsesLisp | |
| TexelFetch was not emitting the array component generating invalid GLSL. | |||
| 2020-03-12 | Merge pull request #3497 from FernandoS27/microprogfile-extend | bunnei | |
| Small corrections and features to microprofile | |||
| 2020-03-12 | Merge pull request #3496 from vitor-k/remove-enum | bunnei | |
| framebuffer_layout.h: drop the use of enum for screen dimensions | |||
| 2020-03-12 | NVFlinger: Do the microprofile Flip after processing a valid frame. | Fernando Sahmkow | |
| 2020-03-12 | gl_shader_decompiler: Fix regression in render target declarations | ReinUsesLisp | |
| A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games. | |||
