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* GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.Subv2018-04-011-21/+5
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* GPU: Implemented a gpu macro interpreter.Subv2018-04-011-0/+3
| | | | | | The Ryujinx macro interpreter and envydis were used as reference. Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
* gl_rasterizer: Add a SyncViewport method.bunnei2018-03-271-0/+10
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* gl_rasterizer: Normalize vertex array data as appropriate.bunnei2018-03-271-0/+4
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* maxwell_3d: Use names that match envytools for VertexType.bunnei2018-03-271-8/+8
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* maxwell_3d: Add VertexAttribute struct and cleanup.bunnei2018-03-271-121/+160
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* gl_rasterizer: Implement AnalyzeVertexArray.bunnei2018-03-271-0/+35
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* maxwell: Add RenderTargetFormat enum.bunnei2018-03-271-3/+4
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* GPU: Load the sampler info (TSC) when retrieving active textures.Subv2018-03-261-1/+7
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* GPU: Added a function to retrieve the active textures for a shader stage.Subv2018-03-241-6/+10
| | | | TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
* GPU: Added viewport registers to Maxwell3D's reg structure.Subv2018-03-241-1/+18
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* maxwell_3d: Add some format decodings and string helper functions.bunnei2018-03-231-3/+107
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* GPU: Added vertex attribute format registers.Subv2018-03-211-1/+14
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* GPU: Added registers for the number of vertices to render.Subv2018-03-211-2/+13
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* GPU: Added Z buffer registers to Maxwell3D's reg structure.Subv2018-03-191-1/+17
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* GPU: Added the render target (RT) registers to Maxwell3D's reg structure.Subv2018-03-191-1/+32
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* GPU: Added the TSC registers to the Maxwell3D register structure.Subv2018-03-191-1/+15
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* GPU: Added the TIC registers to the Maxwell3D register structure.Subv2018-03-191-1/+16
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* GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.Subv2018-03-191-1/+11
| | | | This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
* GPU: Implement the BindStorageBuffer macro method in HLE.Subv2018-03-181-1/+15
| | | | | | This macro binds the SSBO Info Buffer as the current ConstBuffer. This buffer is usually bound to c0 during shader execution. Games seem to use this macro instead of directly writing the address for some reason.
* GPU: Handle writes to the CB_DATA method.Subv2018-03-181-0/+3
| | | | | | Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS. This method is usually used to upload uniforms or other shader-visible data.
* GPU: Store uploaded GPU macros and keep track of the number of method parameters.Subv2018-03-181-4/+8
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* GPU: Macros are specific to the Maxwell3D engine, so handle them internally.Subv2018-03-181-8/+19
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* GPU: Renamed ShaderType to ShaderStage as that is less confusing.Subv2018-03-181-7/+7
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* GPU: Store shader constbuffer bindings in the GPU state.Subv2018-03-181-3/+25
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* GPU: Corrected some register offsets and removed superfluous macro registers.Subv2018-03-181-9/+3
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* GPU: Make the SetShader macro call do the same as the real macro's code.Subv2018-03-181-2/+25
| | | | | | It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called. Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
* GPU: Corrected the parameter documentation for the SetShader macro call.Subv2018-03-171-6/+6
| | | | | | Register 0xE24 is actually a macro that sets some shader parameters in the register structure. Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
* Merge pull request #242 from Subv/set_shaderbunnei2018-03-171-2/+16
|\ | | | | GPU: Handle the SetShader method call (0xE24) and store the shader config.
| * GPU: Handle the SetShader method call (0xE24) and store the shader config.Subv2018-03-171-2/+16
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* | GPU: Added the vertex array registers.Subv2018-03-171-2/+33
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* Merge pull request #241 from Subv/gpu_method_callbunnei2018-03-171-1/+21
|\ | | | | GPU: Process command mode 5 (IncreaseOnce) differently from other commands
| * GPU: Process command mode 5 (IncreaseOnce) differently from other commands.Subv2018-03-171-1/+21
| | | | | | | | | | | | Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
* | GPU: Added Maxwell registers for Shader Program control.Subv2018-03-171-2/+55
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* GPU: Intercept writes to the VERTEX_END_GL register.Subv2018-03-051-1/+9
| | | | | | This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here.
* maxwell_3d: Make constructor explicitLioncash2018-02-141-1/+1
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* GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.Subv2018-02-121-1/+55
| | | | Only QueryMode::Write is supported at the moment.
* Make a GPU class in VideoCore to contain the GPU state.Subv2018-02-121-3/+7
| | | | Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
* GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.Subv2018-02-121-0/+18