- Jun 29, 2020
- May 30, 2020
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bunnei authoredshader/other: Implement MEMBAR.CTS 
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Fernando Sahmkow authoredAdd xbyak external 
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David Marcec authored
 
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- May 29, 2020
- May 28, 2020
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ReinUsesLisp authoredThese logs were killing performance on some games when they were spammed. Reduce them to Debug severity. 
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lat9nq authored
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lat9nq authored
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bunnei authoredgl_shader_manager: Unbind GLSL program when binding a host pipeline 
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lat9nq authoredChanges many patch_manager functions to use a case-less variant of GetSubdirectory. Fixes patches not showing up on *nix systems when patch directories are named with odd cases, i.e. `exeFS'. 
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bunnei authoredmain: Log host system memory parameters 
 
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- May 27, 2020
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bunnei authoredmaxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM 
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Morph authored
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ReinUsesLisp authoredThis silences an assertion we were hitting and uses workgroup memory barriers when the game requests it. 
 
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- May 26, 2020
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ReinUsesLisp authoredNull texture cubes were not considered arrays, causing issues on Vulkan and OpenGL when creating views. 
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ReinUsesLisp authoredThis fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots. 
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ReinUsesLisp authoredStop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan. 
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bunnei authoredshader/other: Implement BAR.SYNC 0x0 
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bunnei authoredshader/memory: Implement non-addition operations in RED 
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ReinUsesLisp authoredFixes regression in Link's Awakening caused by 420cc132 
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bunnei authoredshader_decompiler: Visit source nodes even when they assign to RZ 
 
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- May 24, 2020
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bunnei authoredCorrect a series of crashes and intructions on Async GPU and Vulkan Pipeline 
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bunnei authoredrenderer_opengl: Add assembly program code paths 
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bunnei authoredshader/other: Implement thread comparisons (NV_shader_thread_group) 
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bunnei authoredbuffer_cache: Replace boost::icl::interval_map with boost::intrusive::set 
 
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- May 22, 2020
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Tobias authored
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bunnei authorednifm: correct assert string in CreateTemporaryNetworkProfile 
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ReinUsesLisp authoredTrivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here. 
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ReinUsesLisp authoredTrivially implement these instructions. They are used in Astral Chain. 
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ReinUsesLisp authoredHardware S2R special registers match gl_Thread*MaskNV. We can trivially implement these using Nvidia's extension on OpenGL or naively stubbing them with the ARB instructions to match. This might cause issues if the host device warp size doesn't match Nvidia's. That said, this is unlikely on proper shaders. Refer to the attached url for more documentation about these flags. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt 
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ReinUsesLisp authoredSome operations like atomicMin were ignored because they returned were being stored to RZ. This operations have a side effect and it was being ignored. 
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ReinUsesLisp authoredAtomic instructions can be used without returning anything and this is valid code. Remove the assert. 
 
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- May 21, 2020
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ReinUsesLisp authored
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ReinUsesLisp authoredDrop the std::list hack to allocate memory indefinitely. Instead use a custom allocator that keeps references valid until destruction. This allocates fixed chunks of memory and puts pointers in a free list. When an allocation is no longer used put it back to the free list, this doesn't heap allocate because std::vector doesn't change the capacity. If the free list is empty, allocate a new chunk. 
 
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