Commit message (Collapse) | Author | Files | Lines | ||
---|---|---|---|---|---|
2018-07-17 | GPU: Added register definitions for the stencil parameters. | Subv | 1 | -2/+25 | |
2018-07-13 | gl_rasterizer: Fix check for if a shader stage is enabled. | bunnei | 1 | -3/+8 | |
2018-07-05 | GPU: Allow using the old NV04 values for the depth test function. | Subv | 1 | -9/+21 | |
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5 | |||||
2018-07-04 | GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles. | Subv | 1 | -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. | |||||
2018-07-03 | GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods. | Subv | 1 | -2/+27 | |
2018-07-03 | GPU: Use only the least significant 3 bits when reading the depth test func. | Subv | 1 | -9/+9 | |
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits. | |||||
2018-07-02 | GPU: Added registers for depth test and cull mode. | Subv | 1 | -3/+51 | |
2018-07-02 | GPU: Implemented the Z24S8 depth format and load the depth framebuffer. | Subv | 1 | -1/+1 | |
2018-07-02 | GPU: Added register definitions for the vertex buffer base element. | Subv | 1 | -1/+6 | |
2018-06-27 | maxwell_3d: Add a struct for RenderTargetConfig. | bunnei | 1 | -17/+19 | |
2018-06-09 | GPU: Added registers for normal and independent blending. | Subv | 1 | -5/+26 | |
2018-06-06 | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 1 | -0/+3 | |
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. | |||||
2018-06-04 | GPU: Calculate the correct viewport dimensions based on the scale and translate registers. | Subv | 1 | -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? | |||||
2018-04-25 | GPU: Reduce the number of registers of Maxwell3D to 0xE00. | Subv | 1 | -2/+2 | |
The rest are just macro shim registers. | |||||
2018-04-25 | GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor. | Subv | 1 | -4/+13 | |
It doesn't belong in the PFIFO handler. | |||||
2018-04-24 | GPU: Added asserts to our code for handling the QUERY_GET GPU command. | Subv | 1 | -1/+27 | |
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. | |||||
2018-04-23 | GPU: Support multiple enabled vertex arrays. | Subv | 1 | -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. | |||||
2018-04-18 | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347) | bunnei | 1 | -1/+10 | |
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping. | |||||
2018-04-18 | renderer_opengl: Implement BlendEquation and BlendFunc. | bunnei | 1 | -1/+47 | |
2018-04-17 | gl_rasterizer: Implement indexed vertex mode. | bunnei | 1 | -1/+43 | |
2018-04-15 | GPU: Added a function to determine whether a shader stage is enabled or not. | Subv | 1 | -0/+3 | |
2018-04-14 | maxwell_3d: Make memory_manager public. | bunnei | 1 | -2/+1 | |
2018-04-14 | maxwell_3d: Fix shader_config decodings. | bunnei | 1 | -6/+3 | |
2018-04-01 | GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. | Subv | 1 | -21/+5 | |
2018-04-01 | GPU: Implemented a gpu macro interpreter. | Subv | 1 | -0/+3 | |
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. | |||||
2018-03-27 | gl_rasterizer: Add a SyncViewport method. | bunnei | 1 | -0/+10 | |
2018-03-27 | gl_rasterizer: Normalize vertex array data as appropriate. | bunnei | 1 | -0/+4 | |
2018-03-27 | maxwell_3d: Use names that match envytools for VertexType. | bunnei | 1 | -8/+8 | |
2018-03-27 | maxwell_3d: Add VertexAttribute struct and cleanup. | bunnei | 1 | -121/+160 | |
2018-03-27 | gl_rasterizer: Implement AnalyzeVertexArray. | bunnei | 1 | -0/+35 | |
2018-03-27 | maxwell: Add RenderTargetFormat enum. | bunnei | 1 | -3/+4 | |
2018-03-26 | GPU: Load the sampler info (TSC) when retrieving active textures. | Subv | 1 | -1/+7 | |
2018-03-24 | GPU: Added a function to retrieve the active textures for a shader stage. | Subv | 1 | -6/+10 | |
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. | |||||
2018-03-24 | GPU: Added viewport registers to Maxwell3D's reg structure. | Subv | 1 | -1/+18 | |
2018-03-23 | maxwell_3d: Add some format decodings and string helper functions. | bunnei | 1 | -3/+107 | |
2018-03-21 | GPU: Added vertex attribute format registers. | Subv | 1 | -1/+14 | |
2018-03-21 | GPU: Added registers for the number of vertices to render. | Subv | 1 | -2/+13 | |
2018-03-19 | GPU: Added Z buffer registers to Maxwell3D's reg structure. | Subv | 1 | -1/+17 | |
2018-03-19 | GPU: Added the render target (RT) registers to Maxwell3D's reg structure. | Subv | 1 | -1/+32 | |
2018-03-19 | GPU: Added the TSC registers to the Maxwell3D register structure. | Subv | 1 | -1/+15 | |
2018-03-19 | GPU: Added the TIC registers to the Maxwell3D register structure. | Subv | 1 | -1/+16 | |
2018-03-19 | GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE. | Subv | 1 | -1/+11 | |
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage. | |||||
2018-03-18 | GPU: Implement the BindStorageBuffer macro method in HLE. | Subv | 1 | -1/+15 | |
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. | |||||
2018-03-18 | GPU: Handle writes to the CB_DATA method. | Subv | 1 | -0/+3 | |
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. | |||||
2018-03-18 | GPU: Store uploaded GPU macros and keep track of the number of method parameters. | Subv | 1 | -4/+8 | |
2018-03-18 | GPU: Macros are specific to the Maxwell3D engine, so handle them internally. | Subv | 1 | -8/+19 | |
2018-03-18 | GPU: Renamed ShaderType to ShaderStage as that is less confusing. | Subv | 1 | -7/+7 | |
2018-03-18 | GPU: Store shader constbuffer bindings in the GPU state. | Subv | 1 | -3/+25 | |
2018-03-18 | GPU: Corrected some register offsets and removed superfluous macro registers. | Subv | 1 | -9/+3 | |
2018-03-18 | GPU: Make the SetShader macro call do the same as the real macro's code. | Subv | 1 | -2/+25 | |
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[]). | |||||
2018-03-17 | GPU: Corrected the parameter documentation for the SetShader macro call. | Subv | 1 | -6/+6 | |
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. | |||||
2018-03-17 | GPU: Handle the SetShader method call (0xE24) and store the shader config. | Subv | 1 | -2/+16 | |
2018-03-17 | GPU: Added the vertex array registers. | Subv | 1 | -2/+33 | |
2018-03-17 | GPU: Process command mode 5 (IncreaseOnce) differently from other commands. | Subv | 1 | -1/+21 | |
Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode? | |||||
2018-03-17 | GPU: Added Maxwell registers for Shader Program control. | Subv | 1 | -2/+55 | |
2018-03-05 | GPU: Intercept writes to the VERTEX_END_GL register. | Subv | 1 | -1/+9 | |
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. | |||||
2018-02-14 | maxwell_3d: Make constructor explicit | Lioncash | 1 | -1/+1 | |
2018-02-12 | GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine. | Subv | 1 | -1/+55 | |
Only QueryMode::Write is supported at the moment. | |||||
2018-02-12 | Make a GPU class in VideoCore to contain the GPU state. | Subv | 1 | -3/+7 | |
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there. | |||||
2018-02-12 | GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines. | Subv | 1 | -0/+18 | |