Commit message (Collapse) | Author | Files | Lines | ||
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2020-03-13 | shader/transform_feedback: Add host API friendly TFB builder | ReinUsesLisp | 1 | -0/+2 | |
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 1 | -2/+2 | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 1 | -2/+0 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-01-16 | Fix git version in scm_rev.cpp | James Rowe | 1 | -0/+4 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 1 | -2/+4 | |
2019-10-05 | Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. | Fernando Sahmkow | 1 | -0/+2 | |
2019-10-05 | shader_ir: Corrections to outward movements and misc stuffs | Fernando Sahmkow | 1 | -0/+4 | |
2019-08-21 | shader_ir: Implement VOTE | ReinUsesLisp | 1 | -0/+1 | |
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers. | |||||
2019-07-09 | shader_ir: Implement a new shader scanner | Fernando Sahmkow | 1 | -0/+2 | |
2019-06-21 | shader: Decode SUST and implement backing image functionality | ReinUsesLisp | 1 | -0/+1 | |
2019-06-07 | cmake: Add missing shader hash file entries | ReinUsesLisp | 1 | -0/+3 | |
2019-04-16 | GenerateSCMRev: fix Travis compilation on repo forks | fearlessTobi | 1 | -1/+1 | |
2019-02-26 | shader/decode: Split memory and texture instructions decoding | ReinUsesLisp | 1 | -0/+1 | |
2019-02-07 | cmake: Fix title bar issue | ReinUsesLisp | 1 | -8/+1 | |
2019-02-07 | cmake: Fixup application string | Michael | 1 | -2/+2 | |
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||||
2019-02-07 | gl_shader_disk_cache: Invalidate shader cache changes with CMake hash | ReinUsesLisp | 1 | -0/+101 | |
2019-01-20 | QT Frontend: Add a Loading screen with progressbar | James Rowe | 1 | -1/+4 | |
With shader caches on the horizon, one requirement is to provide visible feedback for the progress. The shader cache reportedly takes several minutes to load for large caches that were invalidated, and as such we should provide a loading screen with progress. Adds a loading screen widget that will be shown until the first frame of the game is swapped. This was chosen in case shader caches are not being used, several games still take more than a few seconds to launch and could benefit from a loading screen. | |||||
2019-01-05 | build: Copy web engine resources to correct location | Zach Hilman | 1 | -2/+1 | |
2018-12-31 | Update Qt MSVC external to 5.12.0 | Zach Hilman | 1 | -1/+1 | |
2018-12-28 | cmake: Add USE_QT_WEB_ENGINE flag and update build system | Zach Hilman | 1 | -0/+27 | |
2018-09-19 | Update MinGWCross.cmake to lowercase | tech4me | 1 | -40/+40 | |
2018-09-19 | travis: running mingw build on travis ci | tech4me | 1 | -0/+54 | |
This commit also fixed a broken cmake dependency with unicorn | |||||
2018-08-07 | Fix missing qjpeg DLL | Zach Hilman | 1 | -0/+3 | |
2018-07-03 | Add qt windowsvistastyle dll to the build | James Rowe | 1 | -0/+3 | |
2018-06-23 | Revert "Use Ninja for MSVC AppVeyor builds" (#584) | bunnei | 3 | -3/+3 | |
2018-06-05 | Use Ninja for MSVC AppVeyor builds | Michał Janiszewski | 3 | -3/+3 | |
2018-01-13 | Fix build on macOS and linux | MerryMage | 2 | -4/+4 | |
2018-01-13 | Massive removal of unused modules | James Rowe | 1 | -1/+1 | |
2018-01-04 | cmake: Add CopyYuzuUnicornDeps script. | bunnei | 1 | -0/+9 | |
2018-01-04 | DownloadExternals: Use yuzu repo. | bunnei | 1 | -1/+1 | |
2017-09-11 | Build: Enable SSL in mingw by linking against WinSSL | James Rowe | 1 | -0/+18 | |
The mingw builds aren't submitting telemetry because the curl library they are linked against is configured to use openSSL and openSSL looks for the certificates in the users home folder. This keeps it from contacting web services because it can't communicate over SSL. This commit adds a download in mingw builds that will download a precompiled curl for mingw linked against winssl and sspi. | |||||
2016-12-13 | Modularized Qt and SDL file copying | freiro | 2 | -5/+8 | |
Now cmake relies on two submodules to copy the libraries in the proper folders | |||||
2016-12-11 | Modularization of copy_msvc_libraries cmake funct | freiro | 1 | -0/+19 | |
Created a new folder in Citra's root called CMakeModules that should contain cmake functions used by the various CMakeLists.txt. |