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anonymous/yuzu
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yuzu is the world's most popular, open-source, Nintendo Switch emulator — started by the creators of Citra. It is written in C++ with portability in mind,
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Author
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2018-03-26
GPU: Load the sampler info (TSC) when retrieving active textures.
Subv
2
-21
/
+67
2018-03-25
GPU: Make the debug_context variable a member of the frontend instead of a global.
Subv
1
-11
/
+13
2018-03-24
GPU: Added a function to retrieve the active textures for a shader stage.
Subv
2
-50
/
+59
2018-03-24
GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
Subv
1
-0
/
+7
2018-03-24
GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.
Subv
1
-0
/
+10
2018-03-24
GPU: Added a method to unswizzle a texture without decoding it.
Subv
1
-1
/
+1
2018-03-24
GPU: Preliminary work for texture decoding.
Subv
1
-0
/
+45
2018-03-24
GPU: Added viewport registers to Maxwell3D's reg structure.
Subv
1
-1
/
+18
2018-03-23
maxwell_3d: Add some format decodings and string helper functions.
bunnei
1
-3
/
+107
2018-03-21
GPU: Added vertex attribute format registers.
Subv
1
-1
/
+14
2018-03-21
GPU: Added registers for the number of vertices to render.
Subv
1
-2
/
+13
2018-03-19
GPU: Added Z buffer registers to Maxwell3D's reg structure.
Subv
1
-1
/
+17
2018-03-19
GPU: Added the render target (RT) registers to Maxwell3D's reg structure.
Subv
1
-1
/
+32
2018-03-19
Clang Fixes
N00byKing
1
-1
/
+2
2018-03-19
Clean Warnings (?)
N00byKing
1
-1
/
+1
2018-03-19
GPU: Added the TSC registers to the Maxwell3D register structure.
Subv
1
-1
/
+15
2018-03-19
GPU: Added the TIC registers to the Maxwell3D register structure.
Subv
1
-1
/
+16
2018-03-19
GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
Subv
2
-1
/
+29
2018-03-18
GPU: Implement the BindStorageBuffer macro method in HLE.
Subv
2
-1
/
+36
2018-03-18
GPU: Handle writes to the CB_DATA method.
Subv
2
-0
/
+39
2018-03-18
GPU: Store uploaded GPU macros and keep track of the number of method parameters.
Subv
2
-11
/
+24
2018-03-18
GPU: Macros are specific to the Maxwell3D engine, so handle them internally.
Subv
6
-31
/
+55
2018-03-18
GPU: Renamed ShaderType to ShaderStage as that is less confusing.
Subv
2
-19
/
+19
2018-03-18
GPU: Store shader constbuffer bindings in the GPU state.
Subv
2
-5
/
+61
2018-03-18
GPU: Corrected some register offsets and removed superfluous macro registers.
Subv
1
-9
/
+3
2018-03-18
GPU: Make the SetShader macro call do the same as the real macro's code.
Subv
2
-3
/
+44
2018-03-17
GPU: Corrected the parameter documentation for the SetShader macro call.
Subv
2
-11
/
+12
2018-03-17
GPU: Handle the SetShader method call (0xE24) and store the shader config.
Subv
2
-4
/
+38
2018-03-17
GPU: Added the vertex array registers.
Subv
1
-2
/
+33
2018-03-17
GPU: Process command mode 5 (IncreaseOnce) differently from other commands.
Subv
6
-1
/
+56
2018-03-17
GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
Subv
1
-0
/
+8
2018-03-17
GPU: Added Maxwell registers for Shader Program control.
Subv
1
-2
/
+55
2018-03-05
GPU: Intercept writes to the VERTEX_END_GL register.
Subv
2
-1
/
+18
2018-02-14
maxwell_3d: Make constructor explicit
Lioncash
1
-1
/
+1
2018-02-12
GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
Subv
2
-2
/
+94
2018-02-12
Make a GPU class in VideoCore to contain the GPU state.
Subv
6
-18
/
+24
2018-02-12
GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.
Subv
6
-0
/
+99