Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2020-03-14 | 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. | |||
2020-03-13 | 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 | |||
2020-03-12 | 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 | 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 | 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. | |||
2020-03-11 | Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline | bunnei | |
gl_shader_manager: Fix interaction between graphics and compute | |||
2020-03-11 | framebuffer_layout.h: drop the use of enum for screen dimensions. | Vitor Kiguchi | |
+clang format | |||
2020-03-11 | gl_shader_manager: Fix interaction between graphics and compute | ReinUsesLisp | |
After a compute shader was set to the pipeline, no graphics shader was invoked again. To address this use glUseProgram to bind compute shaders (without state tracking) and call glUseProgram(0) when transitioning out of it back to the graphics pipeline. | |||
2020-03-10 | Merge pull request #3458 from FearlessTobi/voice-issues | bunnei | |
cubeb_sink: Don't discard other channels when performing downmixing | |||
2020-03-09 | gl_rasterizer: Implement polygon modes and fill rectangles | ReinUsesLisp | |
2020-03-09 | engines/maxwell_3d: Add TFB registers and store them in shader registry | ReinUsesLisp | |
2020-03-09 | shader/registry: Address feedback | ReinUsesLisp | |
2020-03-09 | gl_shader_decompiler: Add identifier to decompiled code | ReinUsesLisp | |
2020-03-09 | gl_shader_decompiler: Roll back to GLSL core 430 | ReinUsesLisp | |
RenderDoc won't build shaders if we use GLSL compatibility. | |||
2020-03-09 | const_buffer_engine_interface: Store component types | ReinUsesLisp | |
This is required for Vulkan. Sampling integer textures with float handles is illegal. | |||
2020-03-09 | yuzu/loading_screen: Remove unused shader progress mode | ReinUsesLisp | |
2020-03-09 | gl_shader_cache: Reduce registry consistency to debug assert | ReinUsesLisp | |
Registry consistency is something that practically can't happen and it has a measurable runtime cost. Reduce it to a DEBUG_ASSERT. | |||
2020-03-09 | shader/registry: Cache tessellation state | ReinUsesLisp | |
2020-03-09 | shader/registry: Store graphics and compute metadata | ReinUsesLisp | |
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size). | |||
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. |