| Commit message (Collapse) | Author | Age | Files | Lines |
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shader_decompiler: Remove FragCoord.w hack and change IPA implementation
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Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082
yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.
While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).
https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
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gl_rasterizer: Mark cleared textures as dirty
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Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
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configuration: Reorder shoulder buttons
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services: ldr: Fix MemoryState for read/write regions of NROs.
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- Fixes #3541, used by Final Fantasy VIII Remastered.
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Silences a warning about control paths not all returning a value.
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Refactor Context management (Fixes renderdoc on opengl issues)
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Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).
This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.
Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc
Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
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renderer_vulkan/wrapper: Add a Vulkan wrapper (part 2 of 2)
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GetAlbumContentsFileListForApplication (#3571)
* Organize capture services into individual files
* Stub GetAlbumContentsFileListForApplication
* Address feedback
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shader/conversion: Fix F2F rounding operations with different sizes
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Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.
When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
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shader/lea: Fix LEA implementation
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They were swapped.
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shader_decode: Implement partial ATOM/ATOMS instr
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