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* gpu: Move command list profiling to DmaPusher::DispatchCalls.bunnei2018-11-281-5/+0
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* gpu: Rewrite GPU command list processing with DmaPusher class.bunnei2018-11-271-0/+58
| | | | - More accurate impl., fixes Undertale (among other games).
* Use default values for unknown framebuffer pixel formatFernandoS272018-11-211-0/+2
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* GPU: Improved implementation of maxwell DMA (Subv).bunnei2018-10-191-1/+1
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* GPU: Invalidate destination address of kepler_memory writes.bunnei2018-10-191-1/+1
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* fermi_2d: Implement simple copies with AccelerateSurfaceCopy.bunnei2018-10-061-1/+1
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* GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).Subv2018-09-121-0/+2
| | | | This engine writes data from a FIFO register into the configured address.
* gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.bunnei2018-09-101-0/+1
| | | | - Used by Octopath Traveler (with multiple render targets).
* gpu: Make memory_manager privateLioncash2018-08-281-3/+11
| | | | | | | | | | Makes the class interface consistent and provides accessors for obtaining a reference to the memory manager instance. Given we also return references, this makes our more flimsy uses of const apparent, given const doesn't propagate through pointers in the way one would typically expect. This makes our mutable state more apparent in some places.
* Implemented RGBA8_UINTDavid Marcec2018-08-201-0/+1
| | | | Needed by kirby
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei2018-08-141-0/+1
| | | | - Used by Breath of the Wild.
* Implement RG32UI and R32UIDavid Marcec2018-08-131-0/+2
| | | | Needed for xenoblade
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei2018-08-131-0/+1
| | | | - Used by Breath of the Wild.
* renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei2018-08-131-0/+1
| | | | - Used by Breath of the Wild.
* Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)greggameplayer2018-08-121-0/+1
| | | | - Used by Go Vacation
* gl_rasterizer: Implement render target format RG8_SNORM.bunnei2018-08-121-0/+1
| | | | - Used by Super Mario Odyssey.
* gl_rasterizer: Implement render target format RGBA8_SNORM.bunnei2018-08-121-0/+1
| | | | - Used by Super Mario Odyssey.
* Merge pull request #1016 from lioncash/videobunnei2018-08-111-0/+10
|\ | | | | video_core: Get rid of global variable g_toggle_framelimit_enabled
| * video_core; Get rid of global g_toggle_framelimit_enabled variableLioncash2018-08-111-0/+10
| | | | | | | | | | | | | | | | | | Instead, we make a struct for renderer settings and allow the renderer to update all of these settings, getting rid of the need for global-scoped variables. This also uncovered a few indirect inclusions for certain headers, which this commit also fixes.
* | Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)greggameplayer2018-08-111-0/+32
|/ | | | | | | | | | | | | | | * Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
* gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.bunnei2018-08-081-0/+1
| | | | - Used by Super Mario Odyssey.
* video_core: Eliminate the g_renderer global variableLioncash2018-08-041-2/+3
| | | | | | | | | | | | | | 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.
* Implement R32_FLOAT RenderTargetFormatUnknown2018-08-011-0/+1
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* gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-241-0/+1
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* gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM.bunnei2018-07-241-0/+1
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* gpu: Rename Get3DEngine() to Maxwell3D()Lioncash2018-07-211-1/+5
| | | | This makes it match its const qualified equivalent.
* GPU: Partially implemented the Maxwell DMA engine.Subv2018-06-121-0/+2
| | | | Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
* GPU: Allow the usage of RGBA16_FLOAT in the texture copy engine.Subv2018-06-061-0/+2
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* GPU: Allow the usage of RGBA32_FLOAT in the texture copy engine.Subv2018-06-061-0/+2
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* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-1/+1
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* GPU: Added a function to retrieve the bytes per pixel of the render target formats.Subv2018-04-251-0/+12
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* GPU: Added boilerplate code for the Fermi2D engineSubv2018-04-251-1/+1
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* Frontend: Ported the GPU breakpoints and surface viewer widgets from citra.Subv2018-03-241-0/+4
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* GPU: Move the GPU's class constructor and destructors to a cpp file.Subv2018-03-181-0/+21
This should reduce recompile times when editing the Maxwell3D register structure.