Commit message (Collapse) | Author | Age | Files | Lines | |
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* | video_core: Initialize renderer with a GPU | ReinUsesLisp | 2020-08-22 | 1 | -8/+9 |
| | | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance. | ||||
* | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 2020-06-05 | 1 | -1/+4 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch | ||||
* | Clang Format and Documentation. | Fernando Sahmkow | 2020-04-28 | 1 | -1/+1 |
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* | VideoCore/Engines: Refactor Engines CallMethod. | Fernando Sahmkow | 2020-04-28 | 1 | -7/+6 |
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* | Clang Format. | Fernando Sahmkow | 2020-04-23 | 1 | -1/+2 |
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* | DMAPusher: Propagate multimethod writes into the engines. | Fernando Sahmkow | 2020-04-23 | 1 | -0/+6 |
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* | kepler_compute: Remove unused variables | ReinUsesLisp | 2020-03-19 | 1 | -8/+0 |
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* | const_buffer_engine_interface: Store component types | ReinUsesLisp | 2020-03-09 | 1 | -1/+1 |
| | | | | | This is required for Vulkan. Sampling integer textures with float handles is illegal. | ||||
* | video_core: Reintroduce dirty flags infrastructure | ReinUsesLisp | 2020-02-28 | 1 | -0/+3 |
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* | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -3/+0 |
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* | Shader_IR: Allow constant access of guest driver. | Fernando Sahmkow | 2020-01-24 | 1 | -0/+4 |
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* | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | 2020-01-24 | 1 | -0/+4 |
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* | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 2019-11-23 | 1 | -0/+1 |
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* | maxwell_3d/kepler_compute: Remove unused arguments in GetTexture | ReinUsesLisp | 2019-10-28 | 1 | -7/+5 |
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* | Shader_IR: Clang format | Fernando Sahmkow | 2019-10-25 | 1 | -2/+1 |
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* | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 2019-10-25 | 1 | -0/+18 |
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* | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 2019-10-25 | 1 | -1/+2 |
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* | kepler_compute: Implement texture queries | ReinUsesLisp | 2019-09-06 | 1 | -0/+53 |
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* | Merge pull request #2734 from ReinUsesLisp/compute-shaders | bunnei | 2019-07-22 | 1 | -3/+4 |
|\ | | | | | gl_rasterizer: Implement compute shaders | ||||
| * | gl_rasterizer: Implement compute shaders | ReinUsesLisp | 2019-07-15 | 1 | -3/+4 |
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* | | Maxwell3D: Rework the dirty system to be more consistant and scaleable | Fernando Sahmkow | 2019-07-17 | 1 | -1/+1 |
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* | Corrections and styling | Fernando Sahmkow | 2019-04-23 | 1 | -1/+1 |
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* | Introduce skeleton of the GPU Compute Engine. | Fernando Sahmkow | 2019-04-23 | 1 | -4/+33 |
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* | video_core/engines: Remove unnecessary includes | Lioncash | 2019-03-06 | 1 | -2/+1 |
| | | | | | | | | | Removes a few unnecessary dependencies on core-related machinery, such as the core.h and memory.h, which reduces the amount of rebuilding necessary if those files change. This also uncovered some indirect dependencies within other source files. This also fixes those. | ||||
* | kepler_compute: Fixup assert and rename engines | ReinUsesLisp | 2019-02-10 | 1 | -0/+34 |
When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation. |