- Mar 19, 2018
- Mar 18, 2018
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Subv authored
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.
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Subv authored
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.
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Subv authored
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Subv authored
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- Mar 17, 2018
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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[]).
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Subv authored
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.
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Subv authored
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Subv authored
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Subv authored
Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
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Subv authored
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- Mar 05, 2018
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Subv authored
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.
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- Feb 14, 2018
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Lioncash authored
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- Feb 12, 2018
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Subv authored
Only QueryMode::Write is supported at the moment.
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Subv authored
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
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Subv authored
GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.
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