- 20 Aug, 2018 11 commits
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fearlessTobi authored
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bunnei authored
GLRasterizer: Implemented instanced vertex arrays.
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bunnei authored
Shaders/TEXS: Write to the correct output register when swizzling.
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bunnei authored
Shaders: Use the correct shader type when sampling textures.
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bunnei authored
Added CheckFreeCommunicationPermission
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bunnei authored
New account backend to allow for future extended support
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bunnei authored
Implemented RGBA8_UINT
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bunnei authored
game_list: Avoid uninitialized variables when retrieving program ID
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David Marcec authored
Needed by kirby
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Lioncash authored
Avoids potentially leaving this variable uninitialized based off the loader failing to retrieve the ID value.
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David Marcec authored
This fixes save files not loading in splatoon 2
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- 19 Aug, 2018 17 commits
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Subv authored
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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bunnei authored
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
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bunnei authored
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
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bunnei authored
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Subv authored
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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bunnei authored
Added WrapMode MirrorOnceClampToEdge
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bunnei authored
Shaders: Implemented a stack for the SSY/SYNC instructions.
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Subv authored
It is unknown how TLD4S determines the sampler type, more research is needed.
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Subv authored
Different sampler types have their parameters in different registers.
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Subv authored
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Subv authored
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bunnei authored
Shaders: Added decodings for the LDG and STG instructions.
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bunnei authored
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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bunnei authored
Shader: Implemented the predicate and mode arguments of LOP.
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Subv authored
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Subv authored
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David Marcec authored
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- 18 Aug, 2018 10 commits
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Subv authored
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Subv authored
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
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Subv authored
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
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James Rowe authored
Port #3616 from Citra: "appveyor: set jobs to 4 for mingw"
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David Marcec authored
Used by splatoon 2
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Subv authored
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
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Subv authored
We should definitely audit our shader generator for more errors like this.
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bunnei authored
Added pred-condition GreaterThanWithNan
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David Marcec authored
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bunnei authored
gl_rasterizer_cache: Remove asserts for supported blits.
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- 17 Aug, 2018 2 commits
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bunnei authored
renderer_opengl: Treat OpenGL errors as critical.
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greggameplayer authored
* Used by Mario Tennis Aces
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