Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 2019-10-25 | 1 | -2/+11 |
| | |||||
* | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 2019-10-25 | 1 | -2/+3 |
| | |||||
* | kepler_compute: Implement texture queries | ReinUsesLisp | 2019-09-06 | 1 | -4/+19 |
| | |||||
* | kepler_compute: Use std::array for cbuf info | ReinUsesLisp | 2019-06-08 | 1 | -2/+3 |
| | |||||
* | kepler_compute: Fix block_dim_x encoding | ReinUsesLisp | 2019-06-08 | 1 | -1/+1 |
| | |||||
* | Refactors and name corrections. | Fernando Sahmkow | 2019-05-01 | 1 | -3/+1 |
| | |||||
* | Add Documentation Headers to all the GPU Engines | Fernando Sahmkow | 2019-04-23 | 1 | -0/+6 |
| | |||||
* | Introduce skeleton of the GPU Compute Engine. | Fernando Sahmkow | 2019-04-23 | 1 | -3/+168 |
| | |||||
* | video_core/engines: Make memory manager members private | Lioncash | 2019-04-06 | 1 | -2/+3 |
| | | | | | These aren't used externally by anything, so they can be made private data members. | ||||
* | video_core/engines: Remove unnecessary inclusions where applicable | Lioncash | 2019-04-06 | 1 | -1/+4 |
| | | | | | | Replaces header inclusions with forward declarations where applicable and also removes unused headers within the cpp file. This reduces a few more dependencies on core/memory.h | ||||
* | 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/+58 |
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. |