greggameplayer
be1f5dedfb
Implement GetAvailableLanguageCodes2 ( #575 )
* Implement GetAvailableLanguageCodes2
* Revert "Implement GetAvailableLanguageCodes2"
This reverts commit caadd9eea3 .
* Implement GetAvailableLanguageCodes2
* Implement GetAvailableLanguageCodes2
8 years ago
Subv
38989bef43
GPU: Perform negation after absolute value in the float shader instructions.
8 years ago
Subv
eab7457c00
GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.
Like the MOV32I and FMUL32I instructions.
This fixes a potential crash when using these instructions.
8 years ago
Jules Blok
bf4e2b2f0b
svc: Add a stub for UserExceptionContextAddr.
8 years ago
Jules Blok
7c7f4a9be2
gl_rasterizer: Get loose on independent blending.
8 years ago
bunnei
61779fa072
gl_rasterizer: Implement texture format ASTC_2D_4X4.
8 years ago
bunnei
fe906fff36
gl_rasterizer_cache: Loosen things up a bit.
8 years ago
bunnei
afdd657d30
gl_shader_decompiler: Implement LOP instructions.
8 years ago
bunnei
5673ce39c7
gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.
8 years ago
bunnei
d383043e07
gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.
8 years ago
bunnei
55c49d5bf4
gl_shader_gen: Set position.w to 1.
8 years ago
bunnei
61f9d9c4ab
gl_shader_decompiler: Implement LOP32I LogicOperation PassB.
8 years ago
Zach Hilman
acc8fe5a2a
Bug fixes, testing, and review changes
8 years ago
Zach Hilman
f969ddb54e
Add 'Load Folder' menu option
8 years ago
Zach Hilman
9f8fbce35b
Add support for main files in file picker
8 years ago
Zach Hilman
94d27b1717
Recognize main files in game list
8 years ago
Zach Hilman
ac88d3e89f
Narrow down filter of layout configs
8 years ago
Zach Hilman
a353322b58
Move loop condition to free function
8 years ago
Zach Hilman
50153a1cb2
Avoid initializing single-joycon layouts with handheld controller
8 years ago
Subv
7786f41cc0
Qt: Removed the Registers widget.
It was crashing and nobody actually uses this.
8 years ago
Subv
db0497b808
GPU: Implemented the iadd32i shader instruction.
8 years ago
Subv
987a170665
GPU: Partially implemented the Maxwell DMA engine.
Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
8 years ago
bunnei
5f3d6c85db
gl_shader_decompiler: Implement saturate for float instructions.
8 years ago
shinyquagsire23
2f9c0e7c7e
hid: Update all layouts and only show handheld as connected, fixes libnx input for P1_AUTO
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