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* Merge pull request #367 from lioncash/clampGravatar bunnei2018-04-202-16/+17
|\ | | | | math_util: Remove the Clamp() function
| * math_util: Remove the Clamp() functionGravatar Lioncash2018-04-202-16/+17
| | | | | | | | | | C++17 adds clamp() to the standard library, so we can remove ours in favor of it.
* | Merge pull request #363 from lioncash/array-sizeGravatar bunnei2018-04-201-2/+2
|\ \ | | | | | | common_funcs: Remove ARRAY_SIZE macro
| * | common_funcs: Remove ARRAY_SIZE macroGravatar Lioncash2018-04-191-2/+2
| |/ | | | | | | C++17 has non-member size() which we can just call where necessary.
* / renderer_opengl: Add missing header guardsGravatar Lioncash2018-04-192-0/+4
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* Merge pull request #356 from lioncash/shaderGravatar bunnei2018-04-191-12/+30
|\ | | | | glsl_shader_decompiler: Minor API changes to ShaderWriter
| * glsl_shader_decompiler: Use std::string_view instead of std::string for ↵Gravatar Lioncash2018-04-191-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | AddLine() This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending.
| * glsl_shader_decompiler: Add AddNewLine() function to ShaderWriterGravatar Lioncash2018-04-191-6/+12
| | | | | | | | Avoids constructing a std::string just to append a newline character
| * glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()Gravatar Lioncash2018-04-191-4/+11
| | | | | | | | Avoids constructing a std::string just to append a character.
| * glsl_shader_decompiler: Append indentation without constructing a separate ↵Gravatar Lioncash2018-04-191-1/+5
| | | | | | | | | | | | | | std::string The interface of std::string already lets us append N copies of a character to an existing string.
* | ShaderGen: Implemented the fmul32i shader instruction.Gravatar Subv2018-04-192-9/+30
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* | ShaderGen: Fixed a case where the TEXS instruction would use the same ↵Gravatar Subv2018-04-191-2/+9
|/ | | | | | registers for the input and the output. It will now save the coords before writing the outputs in a subscope.
* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Gravatar Subv2018-04-183-28/+35
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* Merge pull request #351 from Subv/tex_formatsGravatar bunnei2018-04-184-8/+28
|\ | | | | GPU: Implemented the B5G6R5 format.
| * GPU: Implemented the B5G6R5 format.Gravatar Subv2018-04-184-8/+28
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* | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)Gravatar bunnei2018-04-184-5/+29
|/ | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GLCache: Added boilerplate code to make supporting configurable texture ↵Gravatar Subv2018-04-183-9/+69
| | | | | | component types. For now only the UNORM type is supported.
* GLCache: Unify texture and framebuffer formats when converting to OpenGL.Gravatar Subv2018-04-182-26/+13
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* GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.Gravatar Subv2018-04-182-10/+10
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* GPU: Pitch textures are now supported, don't assert when encountering them.Gravatar Subv2018-04-181-2/+3
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* GLCache: Take into account the texture's block height when caching and ↵Gravatar Subv2018-04-183-43/+43
| | | | unswizzling.
* GLCache: Added a function to convert cached PixelFormats back to texture ↵Gravatar Subv2018-04-181-0/+12
| | | | | | formats. TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
* GPU: Allow using a configurable block height when unswizzling textures.Gravatar Subv2018-04-184-7/+23
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* GPU/TIC: Added the pitch and block height fields to the TIC structure.Gravatar Subv2018-04-181-1/+16
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* Merge pull request #346 from bunnei/misc-gpu-improvementsGravatar bunnei2018-04-174-2/+11
|\ | | | | Misc gpu improvements
| * gl_rasterizer_cache: Add missing LOG statements.Gravatar bunnei2018-04-171-0/+3
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| * texture: Add missing formats.Gravatar bunnei2018-04-171-1/+3
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| * gpu: Add several framebuffer formats to RenderTargetFormat.Gravatar bunnei2018-04-171-0/+3
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| * maxwell3d: Allow Texture2DNoMipmap as Texture2D.Gravatar bunnei2018-04-171-1/+2
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* | Merge pull request #344 from bunnei/shader-decompiler-p2Gravatar bunnei2018-04-173-67/+179
|\ \ | | | | | | Shader decompiler changes part 2
| * | shader_bytecode: Make ctor's constexpr and explicit.Gravatar bunnei2018-04-171-7/+7
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| * | gl_shader_decompiler: Fix warnings with MarkAsUsed.Gravatar bunnei2018-04-171-1/+2
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| * | gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.Gravatar bunnei2018-04-171-24/+22
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| * | gl_shader_decompiler: Implement several MUFU subops and abs_d.Gravatar bunnei2018-04-171-7/+21
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| * | gl_shader_decompiler: Fix swizzle in GetRegister.Gravatar bunnei2018-04-171-1/+1
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| * | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.Gravatar bunnei2018-04-172-12/+53
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| * | gl_shader_decompiler: Allow vertex position to be used in fragment shader.Gravatar bunnei2018-04-172-16/+18
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| * | gl_shader_decompiler: Implement IPA instruction.Gravatar bunnei2018-04-171-0/+11
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| * | gl_shader_decompiler: Add support for TEXS instruction.Gravatar bunnei2018-04-172-12/+43
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| * | gl_shader_decompiler: Use fragment output color for GPR 0-3.Gravatar bunnei2018-04-171-0/+5
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| * | gl_shader_decompiler: Partially implement MUFU.Gravatar bunnei2018-04-171-2/+11
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* / renderer_opengl: Implement BlendEquation and BlendFunc.Gravatar bunnei2018-04-176-7/+140
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* Merge pull request #343 from Subv/tex_wrap_4Gravatar bunnei2018-04-171-0/+7
|\ | | | | GPU: Implement some wrap modes
| * MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Gravatar Subv2018-04-171-0/+2
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| * MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 ↵Gravatar Subv2018-04-171-0/+5
| | | | | | | | | | | | (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.
* | gl_rendering: Use NGLOG* for changed code.Gravatar bunnei2018-04-162-10/+11
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* | gl_rasterizer: Implement indexed vertex mode.Gravatar bunnei2018-04-165-23/+92
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* GPU: Use the same buffer names in the generated GLSL and the buffer ↵Gravatar Subv2018-04-154-17/+24
| | | | uploading code.
* GPU: Don't use explicit binding points when uploading the constbuffers to ↵Gravatar Subv2018-04-153-7/+47
| | | | | | opengl. The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
* GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.Gravatar Subv2018-04-151-3/+4
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