1. 16 Feb, 2019 3 commits
    • Lioncash's avatar
      address_arbiter: Use nested namespaces where applicable · 0113c363
      Lioncash authored
      A fairly trivial change. Other sections of the codebase use nested
      namespaces instead of separate namespaces here. This one must have just
      been overlooked.
      0113c363
    • James Rowe's avatar
      Merge pull request #2123 from lioncash/coretiming-global · 99da6362
      James Rowe authored
      core_timing: De-globalize core_timing facilities
      99da6362
    • Lioncash's avatar
      core_timing: Convert core timing into a class · bd983414
      Lioncash authored
      Gets rid of the largest set of mutable global state within the core.
      This also paves a way for eliminating usages of GetInstance() on the
      System class as a follow-up.
      
      Note that no behavioral changes have been made, and this simply extracts
      the functionality into a class. This also has the benefit of making
      dependencies on the core timing functionality explicit within the
      relevant interfaces.
      bd983414
  2. 15 Feb, 2019 2 commits
  3. 14 Feb, 2019 3 commits
  4. 13 Feb, 2019 9 commits
  5. 12 Feb, 2019 11 commits
  6. 11 Feb, 2019 2 commits
  7. 10 Feb, 2019 1 commit
    • ReinUsesLisp's avatar
      kepler_compute: Fixup assert and rename engines · 1ddcd0e6
      ReinUsesLisp authored
      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.
      1ddcd0e6
  8. 09 Feb, 2019 3 commits
  9. 08 Feb, 2019 4 commits
  10. 07 Feb, 2019 2 commits
    • ReinUsesLisp's avatar
      shader_ir: Remove F4 prefix to texture operations · 889c646a
      ReinUsesLisp authored
      This was originally included because texture operations returned a vec4.
      These operations now return a single float and the F4 prefix doesn't
      mean anything.
      889c646a
    • ReinUsesLisp's avatar
      shader_ir: Clean texture management code · d62b0a9e
      ReinUsesLisp authored
      Previous code relied on GLSL parameter order (something that's always
      ill-formed on an IR design). This approach passes spatial coordiantes
      through operation nodes and array and depth compare values in the the
      texture metadata. It still contains an "extra" vector containing generic
      nodes for bias and component index (for example) which is still a bit
      ill-formed but it should be better than the previous approach.
      d62b0a9e