- Jun 26, 2020
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Fernando Sahmkow authored
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- Jun 18, 2020
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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ReinUsesLisp authored
On MSVC builds we treat conversion warnings as errors.
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- Jun 17, 2020
- Jun 16, 2020
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Morph authored
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series). No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs. This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
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- Jun 15, 2020
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MerryMage authored
Not required, as PARAMETERS can just be incremented directly.
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MerryMage authored
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MerryMage authored
All registers are now callee-save registers. RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix. RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
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MerryMage authored
Unnecessary since this is just an offset from STATE.
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MerryMage authored
This can be passed in as an argument instead.
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MerryMage authored
Unnecessary variable.
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MerryMage authored
This Reg64 codepath has the exact same behaviour as the Reg32 one.
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MerryMage authored
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MerryMage authored
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MerryMage authored
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MerryMage authored
Pushing GPRs twice.
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