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* | Pica/VertexShader: Implement the LOOP instruction.Gravatar Tony Wasserka2015-02-18
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* | Pica/CommandProcessor: Properly implement shader load destination offset ↵Gravatar Tony Wasserka2015-02-18
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* | Pica/CommandProcessor: Work around initialized vertex attributes some more.Gravatar Tony Wasserka2015-02-18
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| * core/video_core: Use in-place construction where possibleGravatar Lioncash2015-02-17
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* | VideoCore: Fix a typo in Vec4 MakeVec(T, Vec3<T>), where the second argument ↵Gravatar Emmanuel Gil Peyrot2015-02-16
| | | | | | | | was Vec2<T> instead.
* | video_core: Implement the remaining framebuffer formats in the OpenGL renderer.Gravatar Emmanuel Gil Peyrot2015-02-15
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* Merge pull request #529 from Subv/masterGravatar bunnei2015-02-14
|\ | | | | Build: Fixed some warnings
| * Build: Fixed some warningsGravatar Subv2015-02-12
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* | Fix Min and Max blend equationsGravatar Darius Goad2015-02-11
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* Asserts: break/crash program, fit to style guide; log.h->assert.hGravatar archshift2015-02-10
| | | | | | | Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
* Add more blend equations from 3dbrewGravatar Darius Goad2015-02-09
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* Rasterizer: Implement the other color and alpha modifiers.Gravatar bunnei2015-02-04
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* VideoCore: Added same-component swizzlers to math utility functions.Gravatar bunnei2015-02-04
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* Pica: Implement blend factors.Gravatar bunnei2015-01-31
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* Pica: Implement color/alpha channel enable.Gravatar bunnei2015-01-27
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* Rasterizer: Implemented alpha testing.Gravatar bunnei2015-01-27
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* GPU: Implement the remaining depth testing functions.Gravatar bunnei2015-01-25
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* GSP: Update framebuffer info on all interruptsGravatar Yuri Kunde Schlesner2015-01-14
| | | | | | | | | | Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
* Merge pull request #473 from archshift/pp3portsGravatar bunnei2015-01-13
|\ | | | | Pica/Rasterizer: Add ETC1 texture decompression support.
| * Pica/Rasterizer: Add ETC1 texture decompression support.Gravatar Tony Wasserka2015-01-13
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* | Merge pull request #478 from archshift/pp3ports4Gravatar bunnei2015-01-12
|\ \ | | | | | | Pica/VertexShader: Implement the MAD instruction.
* | | Pica/VertexShader: Implement JMPC/JMPU/CALLC/CALLU.Gravatar Tony Wasserka2015-01-12
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| * Pica/VertexShader: Implement the MAD instruction.Gravatar Tony Wasserka2015-01-12
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* GSP: Toggle active framebuffer each frameGravatar bunnei2015-01-07
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* Pica/Rasterizer: Remove some redundant casts.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Make orient2d a free function and rename it to SignedArea.Gravatar Tony Wasserka2014-12-31
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* Pica: Cleanup color conversion.Gravatar Tony Wasserka2014-12-31
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* VideoCore: Remove some unused functions.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Fix a bug related to multitexturing and texture wrapping.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Clean up long code lines.Gravatar Tony Wasserka2014-12-31
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* Pica/VertexShader: Coding style fixes.Gravatar Tony Wasserka2014-12-31
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* Pica/CommandProcessor: Cleanups.Gravatar Tony Wasserka2014-12-31
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* Pica/CommandProcessor: Workaround games not setting the input position's w ↵Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Implement backface culling.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Textures seem to be laid out flipped vertically.Gravatar Tony Wasserka2014-12-31
| | | | Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
* Pica/DebugUtils: Fix a bug in RGBA4 texture decoding.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Implement alpha blending.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Implement depth testing.Gravatar Tony Wasserka2014-12-31
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* Pica/Rasterizer: Further enhance Tev support.Gravatar Tony Wasserka2014-12-31
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* Pica: Add output merger definitions.Gravatar Tony Wasserka2014-12-31
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* Pica: Fix A4, IA4 and IA8 texture formats.Gravatar Tony Wasserka2014-12-31
| | | | Both IA4 and IA8 had their component order mixed up. Additionally, IA4 used the wrong number of nibbles per texel. A4 skipped every second texel.
* Pica/CommandProcessor: Add support for integer uniforms.Gravatar Tony Wasserka2014-12-31
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* Rasterizer: Pre-divide vertex attributes by WGravatar Yuri Kunde Schlesner2014-12-29
| | | | | Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
* GPU: Bitwise texture swizzlingGravatar Yuri Kunde Schlesner2014-12-29
| | | | | | Replace the loop-based texture address swizzling code by a bit-twiddling implementation, providing a very small speed up. Also simplify addressing code.
* Rasterizer: Common sub-expression eliminationGravatar Yuri Kunde Schlesner2014-12-29
| | | | | Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
* Clipper: Compact buffers on each clipping passGravatar Yuri Kunde Schlesner2014-12-29
| | | | | | Use a new buffer management scheme in the clipper that allows using a bounded minimal amount of buffer space. Even though it copies more data it is still slightly faster likely due to using less cache.
* Clipper: Avoid dynamic allocationsGravatar Yuri Kunde Schlesner2014-12-29
| | | | | | The triangle clipper was allocating its temporary input, output and work buffers using a std::vector. Since this is a hot path, it's desirable to use stack allocation instead.
* Vertex Shader: Zero OutputVertex to avoid denormalsGravatar Yuri Kunde Schlesner2014-12-29
| | | | | | | | | Unused OutputVertex attributes were being left un-initialized. The leftover garbage sometimes decoded as floating-point denormalized values, causing fallbacks to microcode and massive slowdowns in the rest of the rasterization pipeline even though the results were unused. By zeroing the structure we ensure these attributes only contain harmless zeros.
* GPU: Implement frameskip and remove forced framebuffer swap hack.Gravatar bunnei2014-12-28
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* Merge pull request #327 from Apology11/masterGravatar bunnei2014-12-26
|\ | | | | Fix visual studio ambiguous symbol error