Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-11-18 | shader_recompiler: Fix spelling of "derivate" (#12067)mainline-0-1625 | Ameer J | |
2023-08-27 | Shader Recompiler: Auto stub special registers and dump pipelines on exception. | Fernando Sahmkow | |
2023-08-18 | Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation | Fernando Sahmkow | |
2023-05-26 | shader_recompiler: fix copy-paste error | Liam | |
2023-05-11 | Fix Tears of the Kingdom flickering clouds and depths. | Kelebek1 | |
2023-01-28 | shader_recompiler: TXQ: Skip QueryLevels when possible | ameerj | |
2022-11-22 | general: fix compile for Apple Clang | Liam | |
2022-11-07 | video_core: Fix few issues in Tess stage | FengChen | |
2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | |
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||
2022-04-23 | general: Convert source file copyright comments over to SPDX | Morph | |
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later. | |||
2022-04-02 | fix: typos | Andrea Pappacoda | |
2022-03-21 | Merge pull request #8038 from liamwhite/exit-register-detection | Ameer J | |
shader_recompiler/EXIT: increment output register on failed enable test | |||
2022-03-20 | shader_recompiler: Reduce unused includes | ameerj | |
2022-03-18 | shader_recompiler/EXIT: skip render targets with no outputs | Liam | |
2022-03-17 | shader_recompiler/EXIT: increment output register on failed enable test | Liam | |
2022-03-16 | shader_recompiler: Implement LDC.IS address mode | Liam | |
2022-03-08 | shader_recompiler/LOP3: Use brute force python results within switch/case. | Markus Wick | |
Thanks to @asLody for optimizing this function. This raised the focus that this function should be optimized more. The current table assumes that the host GPU is able to invert for free, so only AND,OR,XOR are accumulated in the performance metrik. Performance results: Instructions 0: 8 1: 30 2: 114 3: 80 4: 24 Latency 0: 8 1: 30 2: 194 3: 24 | |||
2022-01-27 | video_minimum_maximum: Implement src operand selectors | ameerj | |
Used by Pokemon Legends: Arceus | |||
2021-07-22 | shader: Support out of bound local memory reads and immediate writes | ReinUsesLisp | |
Support ignoring immediate out of bound writes. Writing dynamically out of bounds is not yet supported (e.g. R0+0x4). Reading out of bounds yields zero. This is supported checking for the size from the IR; if the input is immediate, the optimization passes will drop it. | |||
2021-07-22 | shader: Implement ISETP.X | ameerj | |
2021-07-22 | shader_recompiler, video_core: Resolve clang errors | lat9nq | |
Silences the following warnings-turned-errors: -Wsign-conversion -Wunused-private-field -Wbraced-scalar-init -Wunused-variable And some other errors | |||
2021-07-22 | shader: Account for 33-bit IADD3 scenario | ameerj | |
2021-07-22 | shader: Only apply shift on register mode for IADD3 | ReinUsesLisp | |
2021-07-22 | shader_recompiler: Fix IADD3 input partitioning | ameerj | |
2021-07-22 | shader: Add logging | ReinUsesLisp | |
2021-07-22 | shader: Comment why the array component is not read in TMML | ReinUsesLisp | |
2021-07-22 | tmml: Remove index component from coords vec | ameerj | |
The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing. | |||
2021-07-22 | shader: Add 2D and 3D variants to SUATOM and SURED | ReinUsesLisp | |
Used by Claybook. | |||
2021-07-22 | shader: Avoid CPU side undefined behavior on I2F | ReinUsesLisp | |
2021-07-22 | shader: Add support for "negative" and unaligned offsets | ReinUsesLisp | |
"Negative" offsets don't exist. They are shown as such due to a bug in nvdisasm. Unaligned offsets have been proved to read the aligned offset. For example, when reading an U32, if the offset is 6, the offset read will be 4. | |||
2021-07-22 | shader: Implement ISCADD32I | ReinUsesLisp | |
2021-07-22 | shader: Fix ImageWrite indexing | ReinUsesLisp | |
2021-07-22 | shader: Fix TMML queries | ReinUsesLisp | |
2021-07-22 | glasm: Implement TEX and TEXS instructions | ReinUsesLisp | |
Remove lod clamp from texture instructions with lod, as this is not needed (nor supported). | |||
2021-07-22 | shader: Add floating-point rounding to I2F | ReinUsesLisp | |
2021-07-22 | shader: ISET.X implementation | ameerj | |
2021-07-22 | shader: Stub SR_AFFINITY | FernandoS27 | |
2021-07-22 | shader: Implement Int32 SUATOM/SURED | ameerj | |
2021-07-22 | shader: Initial OpenGL implementation | ReinUsesLisp | |
2021-07-22 | shader: Fix IADD3.CC | ameerj | |
2021-07-22 | shader: Fix VMNMX selector B | ReinUsesLisp | |
2021-07-22 | shader: Refactor atomic_operations_global_memory | ameerj | |
2021-07-22 | shader: add missing include guard in half_floating_point_helper.h | ameerj | |
2021-07-22 | shader: Simplify code for local memory | ReinUsesLisp | |
2021-07-22 | shader: Address feedback | FernandoS27 | |
2021-07-22 | shader: Implement F2F (Imm) | FernandoS27 | |
2021-07-22 | shader: Implement IADD3.CC/.X | FernandoS27 | |
2021-07-22 | shader: Implement SR_Y_DIRECTION | FernandoS27 | |
2021-07-22 | shader: Fix memory barriers | ReinUsesLisp | |
2021-07-22 | shader: Implement BFE and BFI CC | ameerj | |
Fix two bugs in BFI. |