Lioncash
4ef392906b
glsl_shader_decompiler: Append indentation without constructing a separate std::string
The interface of std::string already lets us append N copies of a
character to an existing string.
8 years ago
Subv
fe84842137
ShaderGen: Implemented the fmul32i shader instruction.
8 years ago
Subv
5367935d35
ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.
It will now save the coords before writing the outputs in a subscope.
8 years ago
N00byKing
8a47e7e493
Implement Pull #3528 from citra: use nvidia graphics automatically on laptops with optimus (with AMD support) ( #271 )
* Port 3528: use nvidia graphics automatically on laptops with optimus
* Force dedicated AMD Card for switchable Graphics
* Ran clang-format
8 years ago
Subv
057170928c
GPU: Add support for the DXT23 and DXT45 compressed texture formats.
8 years ago
bunnei
de18592179
nvflinger: Call MicroProfileFlip on NVFlinger::Compose.
8 years ago
Subv
2985056340
GPU: Implemented the B5G6R5 format.
8 years ago
bunnei
ce4f159b1c
gl_shader_gen: Support vertical/horizontal viewport flipping. ( #347 )
* gl_shader_gen: Support vertical/horizontal viewport flipping.
* fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
8 years ago
Subv
43d98ca8fe
GLCache: Added boilerplate code to make supporting configurable texture component types.
For now only the UNORM type is supported.
8 years ago
Subv
5b3fab6766
GLCache: Unify texture and framebuffer formats when converting to OpenGL.
8 years ago
Subv
b2c1672e10
GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.
8 years ago
Subv
48d4efbd69
GPU: Pitch textures are now supported, don't assert when encountering them.
8 years ago
Subv
a3e82e8e1f
GLCache: Take into account the texture's block height when caching and unswizzling.
8 years ago
Subv
ac09b5a2e9
GLCache: Added a function to convert cached PixelFormats back to texture formats.
TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
8 years ago
Subv
6b63aaa5b4
GPU: Allow using a configurable block height when unswizzling textures.
8 years ago
Subv
db5f2bfa7e
GPU/TIC: Added the pitch and block height fields to the TIC structure.
8 years ago
bunnei
7222d9a4c3
gl_rasterizer_cache: Add missing LOG statements.
8 years ago
bunnei
9df8e924fb
texture: Add missing formats.
8 years ago
bunnei
3ed8a1cac7
gpu: Add several framebuffer formats to RenderTargetFormat.
8 years ago
bunnei
4a8eb6745e
maxwell3d: Allow Texture2DNoMipmap as Texture2D.
8 years ago
bunnei
531c25386e
shader_bytecode: Make ctor's constexpr and explicit.
8 years ago
bunnei
174cba5c58
renderer_opengl: Implement BlendEquation and BlendFunc.
8 years ago
bunnei
e59126809c
bit_field: Remove is_pod check, add is_trivially_copyable_v.
8 years ago
bunnei
1f6fe062ca
gl_shader_decompiler: Fix warnings with MarkAsUsed.
8 years ago
bunnei
ed542a7309
gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.
8 years ago
bunnei
ef2d5ab0c1
gl_shader_decompiler: Implement several MUFU subops and abs_d.
8 years ago
bunnei
59f4ff4659
gl_shader_decompiler: Fix swizzle in GetRegister.
8 years ago
bunnei
5a28dce9eb
gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.
8 years ago
bunnei
8d4899d6ea
gl_shader_decompiler: Allow vertex position to be used in fragment shader.
8 years ago
bunnei
95144cc39c
gl_shader_decompiler: Implement IPA instruction.
8 years ago
bunnei
8b4443c966
gl_shader_decompiler: Add support for TEXS instruction.
8 years ago
bunnei
5ba71369ac
gl_shader_decompiler: Use fragment output color for GPR 0-3.
8 years ago
bunnei
5d529698c9
gl_shader_decompiler: Partially implement MUFU.
8 years ago
mailwl
5922f2c46d
Service/VI: stub SetLayerVisibility, fix GetDisplayResolution output
both SetLayerVisibility() functions used in Lego games, GetDisplayResolution()
fixed according switchbrew.org
8 years ago
shinyquagsire23
de580ccdd5
file_sys: Use NGLOG
8 years ago
Hexagon12
e52a87b98a
Various service name fixes - part 2 (rebased) ( #322 )
* Updated ACC with more service names
* Updated SVC with more service names
* Updated set with more service names
* Updated sockets with more service names
* Updated SPL with more service names
* Updated time with more service names
* Updated vi with more service names
8 years ago
Subv
636ad34707
MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).
8 years ago
Subv
7fc516cc1a
MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
8 years ago
bunnei
77bdc49343
gl_rendering: Use NGLOG* for changed code.
8 years ago
bunnei
1a1af3fda3
gl_rasterizer: Implement indexed vertex mode.
8 years ago
shinyquagsire23
83aa38b239
file_sys: tweaks
8 years ago
shinyquagsire23
c03795300a
file_sys: Add HFS/PFS helper component
8 years ago
bunnei
ac628f139d
pl_u: Use empty shared font if none is available.
- Makes games work in lieu of shared_font.bin.
8 years ago
Subv
477aab5960
GPU: Use the same buffer names in the generated GLSL and the buffer uploading code.
8 years ago
Subv
14ac40436e
GPU: Don't use explicit binding points when uploading the constbuffers to opengl.
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
8 years ago
bunnei
bddad50dd4
fsp_srv: Implement DeleteFile.
- Used by Binding of Isaac.
8 years ago
Subv
e128e90350
GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.
8 years ago
Subv
7da47da66e
GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage.
8 years ago
bunnei
73d9c494ea
shaders: Expose hints about used const buffers.
8 years ago
Subv
c9b511da08
GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
8 years ago