Subv
7786f41cc0
Qt: Removed the Registers widget.
It was crashing and nobody actually uses this.
8 years ago
Subv
004b1b3830
GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.
This corrects the invalid position values in some games when doing attribute-less rendering.
8 years ago
Subv
b366b885a1
GPU: Implement the iset family of shader instructions.
8 years ago
Subv
3cb753eeb1
GPU: Added decodings for the ISET family of instructions.
8 years ago
bunnei
5440b9c634
gl_shader_decompiler: Implement SHR instruction.
8 years ago
Subv
abec5f82e2
GPU: Stub the SSY shader instruction.
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
8 years ago
bunnei
bbc4f369ed
gl_shader_decompiler: Implement IADD instruction.
8 years ago
bunnei
79e9c2e237
gl_shader_decompiler: Add missing asserts for saturate_a instructions.
8 years ago
Subv
c011b6f67e
GPU: Synchronize the blend state on every draw call.
Only independent blending on render target 0 is implemented for now.
This fixes the elongated squids in Splatoon 2's boot screen.
8 years ago
Subv
c712dafaee
GPU: Added registers for normal and independent blending.
8 years ago
Subv
8d9534d830
GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
8 years ago
Subv
47dc5e0dab
Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.
This fixes the flip_viewport uniform having invalid values when drawing.
8 years ago
Subv
86146ef819
GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
This should fix the bug with the vs_config UBO being uninitialized during shader execution.
8 years ago
mailwl
a2efb1dd48
Common/string_util: add StringFromBuffer function
convert input buffer (std::vector<u8>) to string, stripping zero chars
8 years ago
bunnei
92209f905f
gl_shader_decompiler: Implement BFE_IMM instruction.
8 years ago
Subv
f22e090b86
GLCache: Use the full uncompressed size when blitting from one texture to another.
This avoids the problem of only copying a tiny piece of the textures when they are compressed.
8 years ago
Subv
218a08df93
GLCache: Simplify the logic to copy from one texture to another in BlitTextures.
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it.
Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
8 years ago
bunnei
128aeba0f3
gl_shader_decompiler: F2F: Implement rounding modes.
8 years ago
bunnei
00c830405b
gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS.
8 years ago
bunnei
4b114e1b8a
shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.
8 years ago
bunnei
0a49c46353
gl_shader_decompiler: Implement ISETP_IMM instruction.
8 years ago
Subv
47629c89a8
GPU: Support changing the texture swizzles for Maxwell textures.
8 years ago
Subv
89e81a9be2
GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.
8 years ago
bunnei
4669f15f8b
gl_shader_decompiler: Implement LD_C instruction.
8 years ago
bunnei
4112aa68a6
gl_shader_gen: Add uniform handling for indirect const buffer access.
8 years ago
bunnei
6e386a334b
gl_shader_decompiler: Refactor uniform handling to allow different decodings.
8 years ago
Subv
dbfc39d214
GPU: Implement sampling multiple textures in the generated glsl shaders.
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.
8 years ago
mailwl
61fbf5c8e6
Stub IUser::AttachAvailabilityChangeEvent
8 years ago
greggameplayer
be09dfeed9
nvdrv/devices/nvidia_ctrl_gpu : add IoctlCommands with their params ( #524 )
* 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
8 years ago
mailwl
a776464a55
Remove unused header files
8 years ago
Hedges
39fb3e362c
GDB Stub Improvements ( #508 )
* GDB Stub should work now.
* Applied clang-format.
* Replaced htonll with swap64.
* Tidy up.
8 years ago
bunnei
566f97b580
gl_shader_decompiler: Fix un/signed mismatch with SHL.
8 years ago
bunnei
bf0543af23
maxwell_to_gl: Implement WrapMode Mirror.
8 years ago
bunnei
c5684411a0
nifm: Stub out IRequest::SetConnectionConfirmationOption.
8 years ago
bunnei
2abe5e39fc
am: Stub out IApplicationFunctions::GetPseudoDeviceId.
8 years ago
Subv
adf47cd59a
GPU: Allow the usage of RGBA16_FLOAT in the texture copy engine.
8 years ago
Subv
c531a92eda
GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
8 years ago
Subv
14afc704d4
GPU: Fixed the compression factor for RGBA16F textures.
They're not compressed.
8 years ago
Subv
8d70d1ea45
GPU: Allow the usage of RGBA32_FLOAT in the texture copy engine.
8 years ago
mailwl
62cd19e4ae
Small fixes
8 years ago
mailwl
7e3d746b06
Service/MM: add service and stub some functions
8 years ago
Subv
e7dfcdde74
GPU: Corrected the branch targets for the shader bra instruction.
8 years ago
Subv
4b89348c00
GPU: Implemented the F2I_R shader instruction.
8 years ago
bunnei
799e632ccb
gl_shader_decompiler: Fix typo with ISCADD instruction.
8 years ago
bunnei
c23c30c76f
gl_shader_decompiler: Implement SHL instruction.
8 years ago
bunnei
6ea1576513
gl_shader_decompiler: Implement PredCondition::NotEqual.
8 years ago
Subv
23b1e6eded
GPU: Implement the ISCADD shader instructions.
8 years ago
Subv
438a9b70cc
GPU: Added decodings for the ISCADD instructions.
8 years ago
Subv
6cf6fa2842
GPU: Implement predicated exit instructions in the shader programs.
8 years ago
Subv
d27279092f
GPU: Take into account predicated exits when performing shader control flow analysis.
8 years ago