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2018-06-10Merge pull request #553 from Subv/isetbunnei
GPU: Implement the ISET family of shader instructions.
2018-06-09GPU: Implement the iset family of shader instructions.Subv
2018-06-09GPU: Added decodings for the ISET family of instructions.Subv
2018-06-09Merge pull request #550 from Subv/ssybunnei
GPU: Stub the SSY shader instruction.
2018-06-09Merge pull request #551 from bunnei/shrbunnei
gl_shader_decompiler: Implement SHR instruction.
2018-06-09Merge pull request #549 from bunnei/iaddbunnei
gl_shader_decompiler: Implement IADD instruction.
2018-06-09gl_shader_decompiler: Implement SHR instruction.bunnei
2018-06-08GPU: Stub the SSY shader instruction.Subv
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
2018-06-08gl_shader_decompiler: Implement IADD instruction.bunnei
2018-06-08gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei
2018-06-08Merge pull request #505 from janisozaur/ccache-travisbunnei
Enable ccache usage on Travis
2018-06-08Merge pull request #533 from mailwl/array-to-bufferbunnei
Common/string_util: add StringFromBuffer() function
2018-06-08Merge pull request #548 from Subv/blendbunnei
GPU: Fixed ghosting when drawing with blending disabled
2018-06-08GPU: Synchronize the blend state on every draw call.Subv
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
2018-06-08GPU: Added registers for normal and independent blending.Subv
2018-06-08Merge pull request #547 from Subv/compressed_alignmentbunnei
GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
2018-06-08Merge pull request #546 from Subv/flush_ubo_bufferbunnei
Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.
2018-06-08GLCache: Align compressed texture sizes to their compression ratio, and then ↵Subv
align that compressed size to the block height for tiled textures. This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
2018-06-08Rasterizer: Flush the written region when writing shader uniform data before ↵Subv
copying it to the uniform buffers. This fixes the flip_viewport uniform having invalid values when drawing.
2018-06-07Cache ccache on TravisMichał Janiszewski
2018-06-07Add ccache support for macOS on TravisMichał Janiszewski
2018-06-07Add ccache support for Linux on TravisMichał Janiszewski
2018-06-07Install cmake from repositories for UbuntuMichał Janiszewski
Ubuntu 18.04 already has cmake 3.10.2
2018-06-07Merge pull request #478 from janisozaur/patch-1bunnei
Use Ninja for Travis builds
2018-06-07Merge pull request #543 from Subv/uniformsbunnei
GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
2018-06-07GLRenderer: Write the shader stage configuration UBO data *before* copying ↵Subv
it to the GPU. This should fix the bug with the vs_config UBO being uninitialized during shader execution.
2018-06-07Common/string_util: add StringFromBuffer functionmailwl
convert input buffer (std::vector<u8>) to string, stripping zero chars
2018-06-07Merge pull request #522 from mailwl/mm-ubunnei
Service/MM: add service and stub some functions
2018-06-07Merge pull request #542 from bunnei/bfe_immbunnei
gl_shader_decompiler: Implement BFE_IMM instruction.
2018-06-07Merge pull request #541 from Subv/blittexturesbunnei
GLCache: Fixed copying compressed textures in the rasterizer cache.
2018-06-07gl_shader_decompiler: Implement BFE_IMM instruction.bunnei
2018-06-06GLCache: Use the full uncompressed size when blitting from one texture to ↵Subv
another. This avoids the problem of only copying a tiny piece of the textures when they are compressed.
2018-06-06GLCache: Simplify the logic to copy from one texture to another in BlitTextures.Subv
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
2018-06-07Merge pull request #539 from bunnei/f2f-roundingbunnei
gl_shader_decompiler: F2F: Implement rounding modes.
2018-06-06Merge pull request #503 from mailwl/nfp-stubsbunnei
Service/nfp:user : stub some functions.
2018-06-06gl_shader_decompiler: F2F: Implement rounding modes.bunnei
2018-06-06Merge pull request #537 from bunnei/misc-shaderbunnei
gl_shader_decompiler: Additional decodings, remove unused stuff from TEX
2018-06-06Merge pull request #535 from Subv/gpu_swizzlebunnei
GPU: Support changing the texture swizzles for Maxwell textures.
2018-06-06Merge pull request #536 from bunnei/isetp_immbunnei
gl_shader_decompiler: Implement ISETP_IMM instruction.
2018-06-06gl_shader_decompiler: Remove some attribute stuff that has nothing to do ↵bunnei
with TEX/TEXS.
2018-06-06shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.bunnei
2018-06-06gl_shader_decompiler: Implement ISETP_IMM instruction.bunnei
2018-06-06GPU: Support changing the texture swizzles for Maxwell textures.Subv
2018-06-06GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv
2018-06-06Merge pull request #534 from Subv/multitexturingbunnei
GPU: Implement sampling multiple textures in the generated glsl shaders.
2018-06-06Merge pull request #532 from bunnei/ld_cbunnei
gl_shader_decompiler: Implement LD_C instruction.
2018-06-06gl_shader_decompiler: Implement LD_C instruction.bunnei
2018-06-06gl_shader_gen: Add uniform handling for indirect const buffer access.bunnei
2018-06-06gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei
2018-06-06GPU: Implement sampling multiple textures in the generated glsl shaders.Subv
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.