Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-03-17 | Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl | bunnei | |
gl_shader_decompiler: Add layer component to texelFetch | |||
2020-03-16 | renderer_opengl: Move some logic to an anonymous namespace | ReinUsesLisp | |
2020-03-16 | renderer_opengl: Detect Nvidia Nsight as a debugging tool | ReinUsesLisp | |
Use getenv to detect Nsight. | |||
2020-03-15 | Merge pull request #3515 from ReinUsesLisp/vertex-vk-assert | Rodrigo Locatti | |
vk_rasterizer: Fix vertex range assert | |||
2020-03-15 | Merge pull request #3501 from ReinUsesLisp/rgba16-snorm | Rodrigo Locatti | |
video_core: Implement RGBA16_SNORM | |||
2020-03-15 | Merge pull request #3502 from namkazt/patch-3 | Rodrigo Locatti | |
shader_decode: Reimplement BFE instructions | |||
2020-03-15 | Merge pull request #3503 from makigumo/patch-2 | Rodrigo Locatti | |
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32 | |||
2020-03-15 | Merge pull request #3512 from bunnei/fix-renderdoc | Rodrigo Locatti | |
renderer_opengl: Keep frames synchronized when using a GPU debugger. | |||
2020-03-15 | vk_shader_decompiler: fix linux build | makigumo | |
2020-03-15 | vk_rasterizer: Fix vertex range assert | ReinUsesLisp | |
End can be equal to start in CalculateVertexArraysSize. This is quite common when the vertex size is zero. | |||
2020-03-14 | renderer_opengl: Keep presentation frames in lock-step when GPU debugging. | bunnei | |
- Fixes renderdoc with OpenGL renderer. | |||
2020-03-14 | gl_device: Add option to check GL_EXT_debug_tool. | bunnei | |
2020-03-14 | Merge pull request #3508 from FernandoS27/page-table | bunnei | |
PageTable: move backing addresses to a children class as the CPU page table does not need them. | |||
2020-03-14 | Merge pull request #3500 from ReinUsesLisp/incompatible-types | Fernando Sahmkow | |
texture_cache: Report incompatible textures as black | |||
2020-03-14 | Merge pull request #3499 from ReinUsesLisp/depth-2d-array | Fernando Sahmkow | |
texture_cache/surface_params: Force depth=1 on 2D textures | |||
2020-03-14 | PageTable: move backing addresses to a children class as the CPU page table ↵ | Fernando Sahmkow | |
does not need them. This PR aims to reduce the memory usage in the CPU page table by moving GPU specific parameters into a child class. This saves 1Gb of Memory for most games. | |||
2020-03-14 | clang-format | Nguyen Dac Nam | |
2020-03-14 | nit | Nguyen Dac Nam | |
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 | 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. |