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* shader_recompiler: Fix spelling of "derivate" (#12067)Gravatar Ameer J2023-11-181-14/+15
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* Shader Recompiler: Auto stub special registers and dump pipelines on exception.Gravatar Fernando Sahmkow2023-08-271-1/+2
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* Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagationGravatar Fernando Sahmkow2023-08-184-5/+8
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* shader_recompiler: fix copy-paste errorGravatar Liam2023-05-261-1/+1
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* Fix Tears of the Kingdom flickering clouds and depths.Gravatar Kelebek12023-05-111-6/+1
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* shader_recompiler: TXQ: Skip QueryLevels when possibleGravatar ameerj2023-01-281-3/+5
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* general: fix compile for Apple ClangGravatar Liam2022-11-221-3/+4
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* video_core: Fix few issues in Tess stageGravatar FengChen2022-11-071-2/+1
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* chore: make yuzu REUSE compliantGravatar Andrea Pappacoda2022-07-271-4/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* general: Convert source file copyright comments over to SPDXGravatar Morph2022-04-2391-273/+182
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* fix: typosGravatar Andrea Pappacoda2022-04-022-2/+2
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* Merge pull request #8038 from liamwhite/exit-register-detectionGravatar Ameer J2022-03-211-0/+4
|\ | | | | shader_recompiler/EXIT: increment output register on failed enable test
| * shader_recompiler/EXIT: skip render targets with no outputsGravatar Liam2022-03-181-0/+3
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| * shader_recompiler/EXIT: increment output register on failed enable testGravatar Liam2022-03-171-0/+1
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* | shader_recompiler: Reduce unused includesGravatar ameerj2022-03-2020-29/+2
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* shader_recompiler: Implement LDC.IS address modeGravatar Liam2022-03-161-2/+12
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* shader_recompiler/LOP3: Use brute force python results within switch/case.Gravatar Markus Wick2022-03-082-52/+620
| | | | | | | | | | | | | | | | | | | | | Thanks to @asLody for optimizing this function. This raised the focus that this function should be optimized more. The current table assumes that the host GPU is able to invert for free, so only AND,OR,XOR are accumulated in the performance metrik. Performance results: Instructions 0: 8 1: 30 2: 114 3: 80 4: 24 Latency 0: 8 1: 30 2: 194 3: 24
* video_minimum_maximum: Implement src operand selectorsGravatar ameerj2022-01-271-12/+6
| | | | Used by Pokemon Legends: Arceus
* shader: Support out of bound local memory reads and immediate writesGravatar ReinUsesLisp2021-07-221-4/+21
| | | | | | | | | Support ignoring immediate out of bound writes. Writing dynamically out of bounds is not yet supported (e.g. R0+0x4). Reading out of bounds yields zero. This is supported checking for the size from the IR; if the input is immediate, the optimization passes will drop it.
* shader: Implement ISETP.XGravatar ameerj2021-07-224-44/+57
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* shader_recompiler, video_core: Resolve clang errorsGravatar lat9nq2021-07-225-20/+19
| | | | | | | | | | Silences the following warnings-turned-errors: -Wsign-conversion -Wunused-private-field -Wbraced-scalar-init -Wunused-variable And some other errors
* shader: Account for 33-bit IADD3 scenarioGravatar ameerj2021-07-221-2/+10
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* shader: Only apply shift on register mode for IADD3Gravatar ReinUsesLisp2021-07-221-10/+14
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* shader_recompiler: Fix IADD3 input partitioningGravatar ameerj2021-07-221-14/+13
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* shader: Add loggingGravatar ReinUsesLisp2021-07-223-6/+6
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* shader: Comment why the array component is not read in TMMLGravatar ReinUsesLisp2021-07-221-0/+2
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* tmml: Remove index component from coords vecGravatar ameerj2021-07-221-4/+3
| | | | The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing.
* shader: Add 2D and 3D variants to SUATOM and SUREDGravatar ReinUsesLisp2021-07-221-0/+4
| | | | Used by Claybook.
* shader: Avoid CPU side undefined behavior on I2FGravatar ReinUsesLisp2021-07-221-0/+2
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* shader: Add support for "negative" and unaligned offsetsGravatar ReinUsesLisp2021-07-221-2/+2
| | | | | | | | | "Negative" offsets don't exist. They are shown as such due to a bug in nvdisasm. Unaligned offsets have been proved to read the aligned offset. For example, when reading an U32, if the offset is 6, the offset read will be 4.
* shader: Implement ISCADD32IGravatar ReinUsesLisp2021-07-221-17/+31
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* shader: Fix ImageWrite indexingGravatar ReinUsesLisp2021-07-221-1/+1
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* shader: Fix TMML queriesGravatar ReinUsesLisp2021-07-221-5/+9
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* glasm: Implement TEX and TEXS instructionsGravatar ReinUsesLisp2021-07-222-12/+11
| | | | | Remove lod clamp from texture instructions with lod, as this is not needed (nor supported).
* shader: Add floating-point rounding to I2FGravatar ReinUsesLisp2021-07-221-1/+6
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* shader: ISET.X implementationGravatar ameerj2021-07-221-8/+58
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* shader: Stub SR_AFFINITYGravatar FernandoS272021-07-221-0/+3
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* shader: Implement Int32 SUATOM/SUREDGravatar ameerj2021-07-223-4/+205
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* shader: Initial OpenGL implementationGravatar ReinUsesLisp2021-07-221-0/+7
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* shader: Fix IADD3.CCGravatar ameerj2021-07-221-12/+5
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* shader: Fix VMNMX selector BGravatar ReinUsesLisp2021-07-221-1/+2
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* shader: Refactor atomic_operations_global_memoryGravatar ameerj2021-07-221-44/+36
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* shader: add missing include guard in half_floating_point_helper.hGravatar ameerj2021-07-221-0/+2
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* shader: Simplify code for local memoryGravatar ReinUsesLisp2021-07-221-6/+11
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* shader: Address feedbackGravatar FernandoS272021-07-222-7/+10
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* shader: Implement F2F (Imm)Gravatar FernandoS272021-07-221-2/+28
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* shader: Implement IADD3.CC/.XGravatar FernandoS272021-07-221-7/+22
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* shader: Implement SR_Y_DIRECTIONGravatar FernandoS272021-07-221-0/+2
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* shader: Fix memory barriersGravatar ReinUsesLisp2021-07-221-20/+10
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* shader: Implement BFE and BFI CCGravatar ameerj2021-07-222-12/+16
| | | | Fix two bugs in BFI.