Age | Commit message (Collapse) | Author |
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Avoids the use of the global accessor in favor of explicitly making the
system a dependency within the interface.
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core_timing: De-globalize core_timing facilities
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Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
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gl_rasterizer_cache: Get rid of variable shadowing
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gl_shader_decompiler: Re-implement TLDS lod
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vulkan: Add dependencies and device abstraction
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core_timing: Make EmptyTimedCallback a local variable
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threadsafe_queue: Remove NeedSize template parameter
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Makes it consistent with the regular standard containers in terms of
size representation. This also gets rid of dependence on our own
type aliases, removing the need for an include.
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The necessity of this parameter is dubious at best, and in 2019 probably
offers completely negligible savings as opposed to just leaving this
enabled. This removes it and simplifies the overall interface.
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Given this is only used in one place, it can be moved closest to its
usage site.
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Implement BGRA8 framebuffer format
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renderer_opengl: Remove reference to global system instance
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VKDevice contains all the data required to manage and initialize a
physical device. Its intention is to be passed across Vulkan objects to
query device-specific data (for example the logical device and the
dispatch loader).
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We already store a reference to the system instance that the renderer is
created with, so we don't need to refer to the system instance via
Core::System::GetInstance()
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core_timing: Rename CoreTiming namespace to Core::Timing
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kepler_compute: Fixup assert and rename the engine
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Avoids shadowing the members of the struct itself, which results in a
-Wshadow warning.
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This file is intended to be included instead of vulkan/vulkan.hpp. It
includes declarations of unique handlers using a dynamic dispatcher
instead of a static one (which would require linking to a Vulkan
library).
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Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
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Fix incorrect value for CC bit in IADD
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Corrected F2I None mode to RoundEven.
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shader_ir: Clean texture management code
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When I originally added the compute assert I used the wrong
documentation. This addresses that.
The dispatch register was tested with homebrew against hardware and is
triggered by some games (e.g. Super Mario Odyssey). What exactly is
missing to get a valid program bound by this engine requires more
investigation.
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gl_rasterizer: Implement a more accurate fermi 2D copy.
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nvdisp_disp0: change drawing message log level from Warning to Trace
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gl_rasterizer_cache: Fixup texture view parameters
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These parameters were declared as constants and passed to glTextureView
but then they were removed on a rabase. This addresses that mistake.
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This is a leftover from the early yuzu days.
We shouldn't log every time when we are drawing by default, so let's change the log level to Trace.
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This was originally included because texture operations returned a vec4.
These operations now return a single float and the F4 prefix doesn't
mean anything.
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Previous code relied on GLSL parameter order (something that's always
ill-formed on an IR design). This approach passes spatial coordiantes
through operation nodes and array and depth compare values in the the
texture metadata. It still contains an "extra" vector containing generic
nodes for bias and component index (for example) which is still a bit
ill-formed but it should be better than the previous approach.
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shader/track: Add a more permissive global memory tracking
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- This is a blit, use the blit registers.
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Port citra-emu/citra#4603: "gdbstub: only let Execute breakpoints write/restore BKPT opcodes into target memory"
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gl_shader_cache: Disk based shader cache
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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