- Nov 25, 2019
-
-
bunnei authored
* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. - See https://github.com/citra-emu/citra/pull/4710 for details.
-
bunnei authored
gl_shader_cache: Miscellaneous changes to shaders
-
- Nov 24, 2019
-
-
bunnei authored
maxwell_3d: Fix stencil_back_func_mask offset
-
bunnei authored
svc: GetSystemTick should return cntpct_el0, not core ticks.
-
bunnei authored
Port citra-emu/citra#4964: "Unfold UNREACHABLE implementation for dumb compilers"
-
bunnei authored
buffer_cache: Remove brace initialized for objects with default constructor
-
- Nov 23, 2019
-
-
bunnei authored
-
bunnei authored
-
bunnei authored
Kernel: Correct behavior of Condition Variables to be more similar to real hardware.
-
bunnei authored
gl_shader_gen: Apply default value to gl_Position
-
bunnei authored
Kernel: Correct Cancel Synchronization.
-
Weiyi Wang authored
-
Weiyi Wang authored
We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
-
ReinUsesLisp authored
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
-
ReinUsesLisp authored
glBindTextureUnit doesn't support null textures. Skip binding these.
-
ReinUsesLisp authored
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
-
ReinUsesLisp authored
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Stage and compute shaders were using a different binding counter. Normalize these.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Images were not being bound to draw invocations because these would require a cache invalidation.
-
ReinUsesLisp authored
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
-
ReinUsesLisp authored
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
-
ReinUsesLisp authored
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
-
ReinUsesLisp authored
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets used by instructions of 1D textures. To handle the discrepancy this commit uses the the texture type from the binding and modifies the emitted code IR to build a valid backend expression. E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples a 2D texture in the coordinate ivec2(X, 0).
-
ReinUsesLisp authored
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
-
- Nov 21, 2019
-
-
bunnei authored
Port citra-emu/citra#4953: "citra_qt/main.ui: remove unused actions "Load Symbol Map..." and "Select Game Directory...""
-
bunnei authored
service/am: Remove unnecessary Skip calls
-
bunnei authored
am: Stub QueryApplicationPlayStatistics
-
Fernando Sahmkow authored
-
Fernando Sahmkow authored
When the target is 0, all threads must be processed.
-
Fernando Sahmkow authored
This commit ensures cond var threads act exactly as they do in the real console. The original implementation uses an RBTree and the behavior of cond var threads is that at the same priority level they act like a FIFO.
-
- Nov 20, 2019
-
-
ReinUsesLisp authored
-
Mat M authored
shader/other: Reduce DEPBAR log severity
-
ReinUsesLisp authored
While DEPBAR is stubbed it doesn't change anything from our end. Shading languages handle what this instruction does implicitly. We are not getting anything out fo this log except noise.
-
- Nov 19, 2019
-
-
ReinUsesLisp authored
Nvidia has sane default output values for varyings, but the other vendors don't apply these. To properly emulate this we would have to analyze the shader header. For the time being, apply the same default Nvidia applies so we get the same behaviour on non-Nvidia drivers.
-
bunnei authored
texture_cache: Use a flat table instead of switch for texture format lookups
-
Tobias authored
..."Select Game Directory..." Co-authored-by:
vvanelslande <vvanelslandedev@gmail.com>
-