Age | Commit message (Collapse) | Author |
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macro_jit_x64: Remove unused variable
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Fix compilation on macOS
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Removes a completely unused label and marks another variable as unused,
given it seems like it has potential uses in the future.
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Fix compilation when not building with boxcat
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macro_jit_x64: Inline Engines::Maxwell3D::GetRegisterValue
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Remove redundant moves
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Named return value optimization automatically applies here.
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Named return value optimization automatically applies here.
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Named return value optimization automatically applies here.
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Fixes compilation when trying to build without boxcat enabled
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audren: Implement RendererInfo
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macro_jit_x64: Optimization correctness
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maxwell_to_gl/vk: Miscellaneous changes
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arm_dynarmic_32: Fix implicit conversion error in SetTPIDR_EL0
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On MSVC builds we treat conversion warnings as errors.
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OpenGL macOS headers definitions clash heavily with each other
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VkDeviceSize
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* boost::hash_value returns a size_t
* boost::hash_combine takes a size_t& argument
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macOS header files #define PAGE_SHIFT
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Emulate GL_LINEAR/NEAREST minification filters using minLod = 0 and maxLod = 0.25 during sampler creation
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maxwell_to_vk: Reorder filtering modes to start with None, then Nearest, then Linear.
maxwell_to_vk: Logs filter modes under UNREACHABLE_MSG instead of UNIMPLEMENTED_MSG, since any unknown filter modes are invalid and not unimplemented.
maxwell_to_vk: Return VK_SAMPLER_MIPMAP_MODE_NEAREST instead of VK_SAMPLER_MIPMAP_MODE_LINEAR when mipmap_filter is None with the description from the VkSamplerCreateInfo(3) man page.
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maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk
maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one.
maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered.
maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in.
maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
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gl_device: Reserve 4 image bindings for fragment stage
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arm_dynarmic: CP15 changes
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xbyak_abi: Cleanup
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The code generated for these ALU ops assume src_a and src_b are always valid.
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macro_jit_x64: Cleanup
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qt_themes: remove unknown qss property from dark theme
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find_package(OpenSSL). (#4093)
* externals: Revert to libressl, as build is broken with find_package(OpenSLL).
* fixup! externals: Revert to libressl, as build is broken with find_package(OpenSLL).
* fixup! externals: Revert to libressl, as build is broken with find_package(OpenSLL).
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gl_arb_decompiler: Implement an assembly shader decompiler
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yuzu/frontend: Remove internal resolution option
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Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series).
No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs.
This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
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CMakeLists: xbyak comes before dynarmic
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buffer_cache: Avoid passing references of shared pointers and misc style changes
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Not required, as PARAMETERS can just be incremented directly.
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All registers are now callee-save registers.
RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix.
RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
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Unnecessary since this is just an offset from STATE.
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This can be passed in as an argument instead.
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