| Age | Commit message (Collapse) | Author | 
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gl_shader_decompiler: F2F: Implement rounding modes.
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Service/nfp:user : stub some functions.
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gl_shader_decompiler: Additional decodings, remove unused stuff from TEX
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GPU: Support changing the texture swizzles for Maxwell textures.
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with TEX/TEXS.
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GPU: Implement sampling multiple textures in the generated glsl shaders.
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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.
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* add IoctlCommands with their params in nvidia_ctrl_gpu.h
* add function related to the changes done previously
* fix clang-format
* delete trailing whitespace
* correct mistake
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Stub SetConnectionConfirmationOption, GetPseudoDeviceId
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gl_shader_decompiler: Fix un/signed mismatch with SHL.
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maxwell_to_gl: Implement WrapMode Mirror.
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GPU: Allow the usage of RGBA32_FLOAT and RGBA16_FLOAT in the texture copy engine.
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GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
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* GDB Stub should work now.
* Applied clang-format.
* Replaced htonll with swap64.
* Tidy up.
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They're not compressed.
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GPU: Implemented the F2I_R shader instruction.
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GPU: Corrected the branch targets for the shader bra instruction.
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gl_shader_decompiler: Implement SHL instruction.
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GPU: Implemented predicated exit instructions in the shader programs.
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GPU: Implemented the LOP32I instruction.
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GPU: Implemented the ISETP_R and ISETP_C instructions
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analysis.
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GPU: Corrected the FSET and I2F instructions.
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GPU: Partially implemented the bra shader instruction
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GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
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