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* Merge pull request #1263 from FernandoS27/tex-modebunnei2018-09-121-0/+10
|\ | | | | shader_decompiler: Implemented (Partially) Texture Processing Modes
| * Implemented Texture Processing ModesFernandoS272018-09-121-0/+10
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* | Implemented encodings for LEA and PSETFernandoS272018-09-111-0/+64
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* rasterizer: Drop unused handler.Markus Wick2018-09-101-2/+0
| | | | | | | | This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
* gl_rasterizer: Implement multiple color attachments.bunnei2018-09-101-1/+21
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* Merge pull request #1268 from FernandoS27/tmmlbunnei2018-09-101-5/+19
|\ | | | | shader_decompiler: Implemented TMML
| * Implemented TMMLFernandoS272018-09-101-5/+19
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* | Merge pull request #1272 from Subv/dma_2dbunnei2018-09-101-2/+10
|\ \ | |/ |/| GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
| * GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.Subv2018-09-081-2/+10
| | | | | | | | | | | | | | When not set, this tells the GPU to only use the X size when performing a DMA copy. This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert. This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
* | Implemented TXQ dimension query type, used by SMO.FernandoS272018-09-091-1/+16
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* | Change name of TEXQ to TXQ, in order to match NVIDIA's namingFernandoS272018-09-091-2/+2
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* | maxwell_3d: Remove assert that no longer applies.bunnei2018-09-081-4/+0
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* Merge pull request #1243 from degasus/VAO_cachebunnei2018-09-061-2/+7
|\ | | | | gl_rasterizer: Implement a VAO cache.
| * gl_rasterizer: Implement a VAO cache.Markus Wick2018-09-051-2/+7
| | | | | | | | | | | | This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
* | Implemented IPA ProperlyFernandoS272018-09-061-0/+12
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* Merge pull request #1213 from DarkLordZach/octopath-fsbunnei2018-09-021-2/+3
|\ | | | | filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
| * maxwell_3d: Use CoreTiming for query timestampZach Hilman2018-09-011-2/+3
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* | Merge pull request #1215 from ogniK5377/texs-nodep-assertbunnei2018-09-021-0/+1
|\ \ | | | | | | Added assert for TEXS nodep
| * | Added assert for TEXS nodepDavid Marcec2018-09-011-0/+1
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* | Merge pull request #1214 from ogniK5377/ipa-assertbunnei2018-09-021-2/+5
|\ \ | | | | | | Added better asserts to IPA, Renamed IPA modes to match mesa
| * | Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec2018-09-011-2/+5
| |/ | | | | | | | | | | | | | | | | | | IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
* | Merge pull request #1216 from ogniK5377/ffma-assertbunnei2018-09-021-0/+3
|\ \ | | | | | | Added FFMA asserts and missing fields
| * | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | | | | | Saturate already implemented
| * | Added FFMA assertsDavid Marcec2018-09-011-0/+4
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* | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | Unneeded as we already implement it
* | Added FMUL assertsDavid Marcec2018-09-011-0/+5
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* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-2/+1
| | | | | | | | | | | The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
* Added predicate comparison GreaterEqualWithNanHexagon122018-08-311-0/+1
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* gl_shader_decompiler: Implement POPC (#1203)Laku2018-08-311-0/+10
| | | | | | * Implement POPC * implement invert
* Merge pull request #1200 from bunnei/improve-ipabunnei2018-08-301-0/+6
|\ | | | | gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
| * gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei2018-08-291-0/+6
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* | Shaders: Implemented IADD3tech4me2018-08-291-1/+23
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* Merge pull request #1169 from Lakumakkara/selbunnei2018-08-281-1/+1
|\ | | | | shader_bytecode: fix SEL_IMM bitstring
| * fix SEL_IMM bitstringLaku2018-08-241-1/+1
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* | Merge pull request #1173 from lioncash/batchbunnei2018-08-251-4/+4
|\ \ | |/ |/| maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
| * maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash2018-08-251-4/+4
| | | | | | | | | | The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
* | Shaders: Added decodings for IADD3 instructionstech4me2018-08-231-0/+6
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* maxwell_3d: Update to include additional stencil registers.bunnei2018-08-231-20/+50
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* implement lop3Laku2018-08-221-0/+19
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* Merge pull request #1124 from Subv/logic_opsbunnei2018-08-221-1/+28
|\ | | | | GPU: Implemented logic ops.
| * GPU: Added registers for the logicop functionality.Subv2018-08-211-1/+28
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* | shader_bytecode: Parenthesize conditional expression within GetTextureType()Lioncash2018-08-211-1/+1
| | | | | | | | Resolves a -Wlogical-op-parentheses warning.
* | shader_bytecode: Replace some UNIMPLEMENTED logs.bunnei2018-08-211-2/+6
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* Merge pull request #1104 from Subv/instanced_arraysbunnei2018-08-201-1/+14
|\ | | | | GLRasterizer: Implemented instanced vertex arrays.
| * GLRasterizer: Implemented instanced vertex arrays.Subv2018-08-181-1/+14
| | | | | | | | Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
* | Merge pull request #1112 from Subv/sampler_typesbunnei2018-08-201-4/+72
|\ \ | | | | | | Shaders: Use the correct shader type when sampling textures.
| * | Shader: Added bitfields for the texture type of the various sampling instructions.Subv2018-08-191-1/+65
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| * | Shaders: Added decodings for TLD4 and TLD4SSubv2018-08-191-3/+7
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* | | Merge pull request #1089 from Subv/neg_bitsbunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
| * | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv2018-08-181-0/+4
| | | | | | | | | | | | | | | | We should definitely audit our shader generator for more errors like this.
* | | | Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv2018-08-191-6/+11
| |/ / |/| | | | | | | | Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
* | | Merge pull request #1109 from Subv/ldg_decodebunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Added decodings for the LDG and STG instructions.
| * | | Shaders: Added decodings for the LDG and STG instructions.Subv2018-08-191-0/+4
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* | | Merge pull request #1108 from Subv/front_facingbunnei2018-08-191-0/+3
|\ \ \ | | | | | | | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
| * | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv2018-08-191-0/+3
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* / / Shader: Implemented the predicate and mode arguments of LOP.Subv2018-08-181-1/+6
|/ / | | | | | | | | | | The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
* | Added predcondition GreaterThanWithNanDavid Marcec2018-08-181-0/+1
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* | Rasterizer: Implemented instanced rendering.Subv2018-08-152-0/+15
|/ | | | | | We keep track of the current instance and update an uniform in the shaders to let them know which instance they are. Instanced vertex arrays are not yet implemented.
* gl_shader_decompiler: Implement XMAD instruction.bunnei2018-08-131-4/+25
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* Merge pull request #1024 from Subv/blend_glbunnei2018-08-121-0/+21
|\ | | | | GPU/Maxwell3D: Implemented an alternative set of blend factors.
| * GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv2018-08-121-0/+21
| | | | | | | | These are used by nouveau and some games like SMO.
* | RasterizerGL: Ignore invalid/unset vertex attributes.Subv2018-08-121-0/+5
|/ | | | This should make the es2gears example not crash anymore.
* Merge pull request #1010 from bunnei/unk-vert-attrib-shaderbunnei2018-08-121-2/+1
|\ | | | | gl_shader_decompiler: Improve handling of unknown input/output attributes.
| * gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei2018-08-121-2/+1
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* | Merge pull request #1018 from Subv/ssy_syncbunnei2018-08-121-0/+7
|\ \ | |/ |/| GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
| * GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv2018-08-111-0/+7
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* | video_core: Use variable template variants of type_traits interfaces where applicableLioncash2018-08-101-2/+1
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* maxwell_3d: Ignore macros that have not been uploaded yet.bunnei2018-08-091-4/+9
| | | | - Used by Super Mario Odyssey (in game).
* Merge pull request #982 from bunnei/stub-unk-63bunnei2018-08-091-0/+2
|\ | | | | gl_shader_decompiler: Stub input attribute Unknown_63.
| * gl_shader_decompiler: Stub input attribute Unknown_63.bunnei2018-08-081-0/+2
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* | Merge pull request #976 from bunnei/shader-immbunnei2018-08-091-9/+4
|\ \ | | | | | | gl_shader_decompiler: Let OpenGL interpret floats.
| * | gl_shader_decompiler: Let OpenGL interpret floats.bunnei2018-08-081-9/+4
| |/ | | | | | | | | - Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
* / maxwell_3d: Use correct const buffer size and check bounds.bunnei2018-08-082-1/+3
|/ | | | - Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
* maxwell_3d: Remove outdated assert.bunnei2018-08-061-2/+0
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* video_core: Eliminate the g_renderer global variableLioncash2018-08-042-6/+12
| | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
* GPU: Remove the assert that required the CODE_ADDRESS to be 0.Subv2018-07-241-8/+0
| | | | Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
* shader_bytecode: Implement other TEXS masks.bunnei2018-07-221-5/+9
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* gl_shader_decompiler: Implement SEL instruction.bunnei2018-07-221-0/+11
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* maxwell_3d: Add depth buffer enable, width, and height registers.bunnei2018-07-221-2/+14
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* video_core: Use nested namespaces where applicableLioncash2018-07-216-28/+14
| | | | Compresses a few namespace specifiers to be more compact.
* maxwell_3d: Remove unused variable within GetStageTextures()Lioncash2018-07-201-2/+0
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* GPU: Added register definitions for the stencil parameters.Subv2018-07-171-2/+25
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* gl_rasterizer: Fix check for if a shader stage is enabled.bunnei2018-07-132-24/+8
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* Merge pull request #655 from bunnei/pred-lt-nanbunnei2018-07-131-0/+1
|\ | | | | gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
| * gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei2018-07-131-0/+1
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* | gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei2018-07-131-0/+9
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* Merge pull request #652 from Subv/fadd32iSebastian Valle2018-07-131-0/+9
|\ | | | | GPU: Implement the FADD32I shader instruction.
| * GPU: Implement the FADD32I shader instruction.Subv2018-07-121-0/+9
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* | Merge pull request #651 from Subv/ffma_decodebunnei2018-07-121-1/+1
|\ \ | | | | | | GPU: Corrected the decoding of FFMA for immediate operands.
| * | GPU: Corrected the decoding of FFMA for immediate operands.Subv2018-07-121-1/+1
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* | Merge pull request #625 from Subv/imnmxbunnei2018-07-081-3/+17
|\ \ | |/ |/| GPU: Implemented the IMNMX shader instruction.
| * GPU: Implemented the IMNMX shader instruction.Subv2018-07-041-3/+17
| | | | | | | | It's similar to the FMNMX instruction but it works on integers.
* | Merge pull request #629 from Subv/depth_testbunnei2018-07-051-9/+21
|\ \ | | | | | | GPU: Allow using the old NV04 values for the depth test function.
| * | GPU: Allow using the old NV04 values for the depth test function.Subv2018-07-051-9/+21
| | | | | | | | | | | | | | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
* | | Merge pull request #626 from Subv/shader_syncbunnei2018-07-051-0/+5
|\ \ \ | |/ / |/| | GPU: Stub the shader SYNC and DEPBAR instructions.
| * | GPU: Stub the shader SYNC and DEPBAR instructions.Subv2018-07-041-0/+5
| |/ | | | | | | It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
* | Merge pull request #622 from Subv/unused_texbunnei2018-07-051-1/+1
|\ \ | | | | | | GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
| * | GPU: Corrected the decoding for the TEX shader instruction.Subv2018-07-041-1/+1
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* | Merge pull request #621 from Subv/psetp_bunnei2018-07-051-0/+13
|\ \ | | | | | | GPU: Implemented the PSETP shader instruction.
| * | GPU: Implemented the PSETP shader instruction.Subv2018-07-041-0/+13
| |/ | | | | | | It's similar to the isetp and fsetp instructions but it works on predicates instead.
* / GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv2018-07-041-3/+19
|/ | | | | | OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen.
* Merge pull request #609 from Subv/clear_buffersbunnei2018-07-042-2/+39
|\ | | | | GPU: Implemented the CLEAR_BUFFERS register.
| * GPU: Support clears that don't clear the color buffer.Subv2018-07-031-2/+3
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| * GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv2018-07-031-0/+11
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| * GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.Subv2018-07-031-2/+27
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* | Merge pull request #607 from jroweboy/loggingbunnei2018-07-033-5/+5
|\ \ | | | | | | Logging - Customizable backends
| * | Update clang formatJames Rowe2018-07-032-3/+3
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| * | Rename logging macro back to LOG_*James Rowe2018-07-033-3/+3
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* | Merge pull request #611 from Subv/enabled_depth_testbunnei2018-07-031-9/+9
|\ \ | | | | | | GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
| * | GPU: Use only the least significant 3 bits when reading the depth test func.Subv2018-07-031-9/+9
| |/ | | | | | | Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
* | Merge pull request #610 from Subv/mufu_8bunnei2018-07-031-0/+1
|\ \ | |/ |/| GPU: Implemented MUFU suboperation 8, sqrt.
| * GPU: Implemented MUFU suboperation 8, sqrt.Subv2018-07-031-0/+1
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* | Merge pull request #608 from Subv/depthbunnei2018-07-031-4/+52
|\ \ | | | | | | GPU: Implemented the depth buffer and depth test + culling
| * | GPU: Added registers for depth test and cull mode.Subv2018-07-021-3/+51
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| * | GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-021-1/+1
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* | Merge pull request #606 from Subv/base_vertexSebastian Valle2018-07-021-1/+6
|\ \ | | | | | | GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
| * | GPU: Added register definitions for the vertex buffer base element.Subv2018-07-021-1/+6
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* | Merge pull request #605 from Subv/dma_copySebastian Valle2018-07-021-1/+5
|\ \ | |/ |/| GPU: Directly copy the pixels when performing a same-layout DMA.
| * GPU: Directly copy the pixels when performing a same-layout DMA.Subv2018-07-021-1/+5
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* | Merge pull request #602 from Subv/mufu_subopbunnei2018-07-011-2/+1
|\ \ | | | | | | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
| * | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv2018-06-301-2/+1
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* / gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei2018-06-301-0/+1
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* maxwell_3d: Add a struct for RenderTargetConfig.bunnei2018-06-271-17/+19
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* Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-202-4/+5
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* GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv2018-06-191-2/+3
| | | | | Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
* gl_shader_decompiler: Implement LOP instructions.bunnei2018-06-171-0/+14
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* gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei2018-06-171-3/+2
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* gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei2018-06-161-1/+2
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* Merge pull request #556 from Subv/dma_enginebunnei2018-06-123-0/+225
|\ | | | | GPU: Partially implemented the Maxwell DMA engine.
| * GPU: Partially implemented the Maxwell DMA engine.Subv2018-06-123-0/+225
| | | | | | | | Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
* | Merge pull request #558 from Subv/iadd32ibunnei2018-06-121-2/+10
|\ \ | | | | | | GPU: Implemented the iadd32i shader instruction.
| * | GPU: Implemented the iadd32i shader instruction.Subv2018-06-121-2/+10
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* / gl_shader_decompiler: Implement saturate for float instructions.bunnei2018-06-121-2/+1
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* GPU: Implement the iset family of shader instructions.Subv2018-06-091-0/+9
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* GPU: Added decodings for the ISET family of instructions.Subv2018-06-091-0/+7
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* Merge pull request #550 from Subv/ssybunnei2018-06-091-0/+2
|\ | | | | GPU: Stub the SSY shader instruction.
| * GPU: Stub the SSY shader instruction.Subv2018-06-091-0/+2
| | | | | | | | This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
* | Merge pull request #551 from bunnei/shrbunnei2018-06-091-0/+4
|\ \ | | | | | | gl_shader_decompiler: Implement SHR instruction.
| * | gl_shader_decompiler: Implement SHR instruction.bunnei2018-06-091-0/+4
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* | gl_shader_decompiler: Implement IADD instruction.bunnei2018-06-091-5/+11
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* | gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei2018-06-091-1/+1
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* GPU: Added registers for normal and independent blending.Subv2018-06-091-5/+26
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* gl_shader_decompiler: Implement BFE_IMM instruction.bunnei2018-06-071-3/+15
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* gl_shader_decompiler: F2F: Implement rounding modes.bunnei2018-06-071-3/+12
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* shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.bunnei2018-06-071-0/+20
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* Merge pull request #534 from Subv/multitexturingbunnei2018-06-072-0/+37
|\ | | | | GPU: Implement sampling multiple textures in the generated glsl shaders.
| * GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-062-0/+37
| | | | | | | | | | | | 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.
* | gl_shader_decompiler: Implement LD_C instruction.bunnei2018-06-071-0/+16
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* | gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei2018-06-061-6/+10
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* Merge pull request #516 from Subv/f2i_rbunnei2018-06-061-4/+20
|\ | | | | GPU: Implemented the F2I_R shader instruction.
| * GPU: Implemented the F2I_R shader instruction.Subv2018-06-051-4/+20
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* | Merge pull request #521 from Subv/brabunnei2018-06-051-4/+5
|\ \ | | | | | | GPU: Corrected the branch targets for the shader bra instruction.
| * | GPU: Corrected the branch targets for the shader bra instruction.Subv2018-06-051-4/+5
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* | | gl_shader_decompiler: Implement SHL instruction.bunnei2018-06-051-13/+17
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* | GPU: Implement the ISCADD shader instructions.Subv2018-06-051-0/+16
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* | GPU: Added decodings for the ISCADD instructions.Subv2018-06-051-0/+7
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* Merge pull request #514 from Subv/lop32ibunnei2018-06-051-1/+15
|\ | | | | GPU: Implemented the LOP32I instruction.
| * GPU: Implemented the LOP32I instruction.Subv2018-06-041-1/+15
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* | Merge pull request #510 from Subv/isetpbunnei2018-06-051-0/+10
|\ \ | | | | | | GPU: Implemented the ISETP_R and ISETP_C instructions
| * | GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv2018-06-041-0/+10
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* | Merge pull request #512 from Subv/fsetbunnei2018-06-051-1/+1
|\ \ | | | | | | GPU: Corrected the FSET and I2F instructions.
| * | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv2018-06-041-1/+1
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* | Merge pull request #501 from Subv/shader_brabunnei2018-06-051-0/+15
|\ \ | | | | | | GPU: Partially implemented the bra shader instruction
| * | GPU: Partially implemented the shader BRA instruction.Subv2018-06-041-0/+13
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| * | GPU: Added decoding for the BRA instruction.Subv2018-06-041-0/+2
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* / GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv2018-06-041-12/+28
|/ | | | This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
* Merge pull request #500 from Subv/long_queriesbunnei2018-06-041-9/+24
|\ | | | | GPU: Partial implementation of long GPU queries.
| * GPU: Partial implementation of long GPU queries.Subv2018-06-041-9/+24
| | | | | | | | | | | | | | | | Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp. In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU. This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
* | gl_shader_decompiler: Implement TEXS component mask.bunnei2018-06-031-2/+16
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* | Merge pull request #494 from bunnei/shader-texbunnei2018-06-031-0/+15
|\ \ | | | | | | gl_shader_decompiler: Implement TEX, fixes for TEXS.
| * | gl_shader_decompiler: Implement TEX instruction.bunnei2018-06-011-0/+10
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| * | gl_shader_decompiler: Support multi-destination for TEXS.bunnei2018-06-011-0/+5
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* / gl_shader_decompiler: Implement RRO as a register move.bunnei2018-06-031-3/+7
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* Merge pull request #489 from Subv/vertexidbunnei2018-05-301-0/+4
|\ | | | | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
| * Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv2018-05-301-0/+4
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* | gl_shader_decompiler: Partially implement F2F_R instruction.bunnei2018-05-301-3/+3
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* shader_bytecode: Implement other variants of FMNMX.bunnei2018-05-261-3/+7
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* Merge pull request #458 from Subv/fmnmxbunnei2018-05-211-0/+5
|\ | | | | Shaders: Implemented the FMNMX shader instruction.
| * Shaders: Implemented the FMNMX shader instruction.Subv2018-05-211-0/+5
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* | ShadersDecompiler: Added decoding for the PSETP instruction.Subv2018-05-191-0/+3
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* maxwell_3d: Reset vertex counts after drawing.bunnei2018-04-291-0/+10
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* shader_bytecode: Add decoding for FMNMX instruction.bunnei2018-04-291-0/+2
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* Merge pull request #416 from bunnei/shader-ints-p3bunnei2018-04-291-8/+25
|\ | | | | gl_shader_decompiler: Implement MOV32I, partially implement I2I, I2F
| * gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei2018-04-291-8/+8
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| * shader_bytecode: Add decodings for i2i instructions.bunnei2018-04-291-3/+20
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| * gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei2018-04-291-2/+2
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* | fermi_2d: Fix surface copy block height.bunnei2018-04-292-2/+7
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* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-2/+2
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* gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei2018-04-261-1/+9
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* Merge pull request #396 from Subv/shader_opsbunnei2018-04-261-8/+35
|\ | | | | Shaders: Implemented the FSET instruction.
| * Shaders: Added bit decodings for the I2I instruction.Subv2018-04-251-0/+6
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| * Shaders: Added decodings for the FSET instructions.Subv2018-04-251-8/+29
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* | GPU: Partially implemented the Fermi2D surface copy operation.Subv2018-04-252-0/+59
| | | | | | | | | | The hardware allows for some rather complicated operations to be performed on the data during the copy, this is not implemented. Only same-format same-size raw copies are implemented for now.
* | GPU: Added surface copy registers to Fermi2DSubv2018-04-251-1/+57
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* | GPU: Added boilerplate code for the Fermi2D engineSubv2018-04-252-2/+33
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* | GPU: Reduce the number of registers of Maxwell3D to 0xE00.Subv2018-04-252-5/+5
| | | | | | | | The rest are just macro shim registers.
* | GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.Subv2018-04-252-8/+23
| | | | | | | | It doesn't belong in the PFIFO handler.
* | video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-251-2/+2
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* memory_manager: Make GpuToCpuAddress return an optional.bunnei2018-04-241-10/+11
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* memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei2018-04-241-6/+5
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* Merge pull request #386 from Subv/gpu_querybunnei2018-04-242-2/+53
|\ | | | | GPU: Added asserts to our code for handling the QUERY_GET GPU command.
| * GPU: Added asserts to our code for handling the QUERY_GET GPU command.Subv2018-04-242-2/+53
| | | | | | | | | | This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future. This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
* | GPU: Support multiple enabled vertex arrays.Subv2018-04-231-0/+5
|/ | | | | | The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
* shader_bytecode: Add several more instruction decodings.bunnei2018-04-211-5/+52
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* shader_bytecode: Decode instructions based on bit strings.bunnei2018-04-211-185/+172
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* ShaderGen: Implemented predicated instruction execution.Subv2018-04-211-1/+5
| | | | Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
* ShaderGen: Implemented the fsetp instruction.Subv2018-04-211-3/+40
| | | | | | | | | | Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
* ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv2018-04-201-0/+3
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* ShaderGen: Implemented the fmul32i shader instruction.Subv2018-04-191-3/+14
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* gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-181-1/+10
| | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GPU: Pitch textures are now supported, don't assert when encountering them.Subv2018-04-181-2/+3
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* Merge pull request #346 from bunnei/misc-gpu-improvementsbunnei2018-04-181-1/+2
|\ | | | | Misc gpu improvements
| * maxwell3d: Allow Texture2DNoMipmap as Texture2D.bunnei2018-04-181-1/+2
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* | Merge pull request #344 from bunnei/shader-decompiler-p2bunnei2018-04-181-10/+33
|\ \ | | | | | | Shader decompiler changes part 2
| * | shader_bytecode: Make ctor's constexpr and explicit.bunnei2018-04-181-7/+7
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| * | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei2018-04-171-0/+14
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| * | gl_shader_decompiler: Add support for TEXS instruction.bunnei2018-04-171-5/+14
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* / renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2018-04-182-4/+48
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* gl_rasterizer: Implement indexed vertex mode.bunnei2018-04-172-2/+46
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* GPU: Added a function to determine whether a shader stage is enabled or not.Subv2018-04-152-0/+24
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* shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei2018-04-151-2/+0
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* shaders: Address PR review feedback.bunnei2018-04-141-1/+1
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* shaders: Fix GCC and clang build issues.bunnei2018-04-141-3/+3
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* gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei2018-04-141-20/+39
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* shader_bytecode: Add FSETP and KIL to GetInfo.bunnei2018-04-141-0/+3
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* shader_bytecode: Add SubOp decoding.bunnei2018-04-141-0/+10
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* maxwell_3d: Make memory_manager public.bunnei2018-04-141-2/+1
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* maxwell_3d: Fix shader_config decodings.bunnei2018-04-141-6/+3
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* shader_bytecode: Add initial module for shader decoding.bunnei2018-04-141-0/+297
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* GPU: Assert when finding a texture with a format type other than UNORM.Subv2018-04-071-0/+2
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* GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.Subv2018-04-012-121/+13
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* GPU: Implemented a gpu macro interpreter.Subv2018-04-012-0/+8
| | | | | | The Ryujinx macro interpreter and envydis were used as reference. Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
* gl_rasterizer: Add a SyncViewport method.bunnei2018-03-271-0/+10
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* gl_rasterizer: Normalize vertex array data as appropriate.bunnei2018-03-271-0/+4
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* maxwell_3d: Use names that match envytools for VertexType.bunnei2018-03-271-8/+8
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* maxwell_3d: Add VertexAttribute struct and cleanup.bunnei2018-03-271-121/+160
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* Maxwell3D: Call AccelerateDrawBatch on DrawArrays.bunnei2018-03-271-1/+8
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* gl_rasterizer: Implement AnalyzeVertexArray.bunnei2018-03-271-0/+35
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* maxwell: Add RenderTargetFormat enum.bunnei2018-03-271-3/+4
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* GPU: Load the sampler info (TSC) when retrieving active textures.Subv2018-03-262-21/+67
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* GPU: Make the debug_context variable a member of the frontend instead of a global.Subv2018-03-251-11/+13
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* GPU: Added a function to retrieve the active textures for a shader stage.Subv2018-03-242-50/+59
| | | | TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
* GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.Subv2018-03-241-0/+7
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* GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.Subv2018-03-241-0/+10
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* GPU: Added a method to unswizzle a texture without decoding it.Subv2018-03-241-1/+1
| | | | Allow unswizzling of DXT1 textures.
* GPU: Preliminary work for texture decoding.Subv2018-03-241-0/+45
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* GPU: Added viewport registers to Maxwell3D's reg structure.Subv2018-03-241-1/+18
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* maxwell_3d: Add some format decodings and string helper functions.bunnei2018-03-231-3/+107
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* GPU: Added vertex attribute format registers.Subv2018-03-211-1/+14
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* GPU: Added registers for the number of vertices to render.Subv2018-03-211-2/+13
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* Merge pull request #253 from Subv/rt_depthMat M2018-03-201-1/+48
|\ | | | | GPU: Added registers for color and Z buffers.
| * GPU: Added Z buffer registers to Maxwell3D's reg structure.Subv2018-03-191-1/+17
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| * GPU: Added the render target (RT) registers to Maxwell3D's reg structure.Subv2018-03-191-1/+32
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* | Clang FixesN00byKing2018-03-191-1/+2
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* | Clean Warnings (?)N00byKing2018-03-191-1/+1
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* GPU: Added the TSC registers to the Maxwell3D register structure.Subv2018-03-191-1/+15
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* GPU: Added the TIC registers to the Maxwell3D register structure.Subv2018-03-191-1/+16
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* GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.Subv2018-03-192-1/+29
| | | | This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
* GPU: Implement the BindStorageBuffer macro method in HLE.Subv2018-03-182-1/+36
| | | | | | This macro binds the SSBO Info Buffer as the current ConstBuffer. This buffer is usually bound to c0 during shader execution. Games seem to use this macro instead of directly writing the address for some reason.
* GPU: Handle writes to the CB_DATA method.Subv2018-03-182-0/+39
| | | | | | Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS. This method is usually used to upload uniforms or other shader-visible data.
* GPU: Store uploaded GPU macros and keep track of the number of method parameters.Subv2018-03-182-11/+24
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* GPU: Macros are specific to the Maxwell3D engine, so handle them internally.Subv2018-03-186-31/+55
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* GPU: Renamed ShaderType to ShaderStage as that is less confusing.Subv2018-03-182-19/+19
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* GPU: Store shader constbuffer bindings in the GPU state.Subv2018-03-182-5/+61
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* GPU: Corrected some register offsets and removed superfluous macro registers.Subv2018-03-181-9/+3
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* GPU: Make the SetShader macro call do the same as the real macro's code.Subv2018-03-182-3/+44
| | | | | | It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called. Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
* GPU: Corrected the parameter documentation for the SetShader macro call.Subv2018-03-172-11/+12
| | | | | | Register 0xE24 is actually a macro that sets some shader parameters in the register structure. Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
* Merge pull request #242 from Subv/set_shaderbunnei2018-03-172-4/+38
|\ | | | | GPU: Handle the SetShader method call (0xE24) and store the shader config.
| * GPU: Handle the SetShader method call (0xE24) and store the shader config.Subv2018-03-172-4/+38
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* | GPU: Added the vertex array registers.Subv2018-03-171-2/+33
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* Merge pull request #241 from Subv/gpu_method_callbunnei2018-03-176-1/+56
|\ | | | | GPU: Process command mode 5 (IncreaseOnce) differently from other commands
| * GPU: Process command mode 5 (IncreaseOnce) differently from other commands.Subv2018-03-176-1/+56
| | | | | | | | | | | | Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
* | GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.Subv2018-03-171-0/+8
| | | | | | | | Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
* | GPU: Added Maxwell registers for Shader Program control.Subv2018-03-171-2/+55
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* GPU: Intercept writes to the VERTEX_END_GL register.Subv2018-03-052-1/+18
| | | | | | This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here.
* maxwell_3d: Make constructor explicitLioncash2018-02-141-1/+1
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* GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.Subv2018-02-122-2/+94
| | | | Only QueryMode::Write is supported at the moment.
* Make a GPU class in VideoCore to contain the GPU state.Subv2018-02-126-18/+24
| | | | Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
* GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.Subv2018-02-126-0/+99