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path: root/src/video_core/renderer_opengl/gl_shader_decompiler.cpp (follow)
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* Merge pull request #356 from lioncash/shaderbunnei2018-04-201-12/+30
|\ | | | | glsl_shader_decompiler: Minor API changes to ShaderWriter
| * glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()Lioncash2018-04-201-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending.
| * glsl_shader_decompiler: Add AddNewLine() function to ShaderWriterLioncash2018-04-201-6/+12
| | | | | | | | Avoids constructing a std::string just to append a newline character
| * glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()Lioncash2018-04-201-4/+11
| | | | | | | | Avoids constructing a std::string just to append a character.
| * glsl_shader_decompiler: Append indentation without constructing a separate std::stringLioncash2018-04-201-1/+5
| | | | | | | | | | The interface of std::string already lets us append N copies of a character to an existing string.
* | ShaderGen: Implemented the fmul32i shader instruction.Subv2018-04-191-6/+16
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* | ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.Subv2018-04-191-2/+9
|/ | | | It will now save the coords before writing the outputs in a subscope.
* gl_shader_decompiler: Fix warnings with MarkAsUsed.bunnei2018-04-171-1/+2
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* gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.bunnei2018-04-171-24/+22
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* gl_shader_decompiler: Implement several MUFU subops and abs_d.bunnei2018-04-171-7/+21
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* gl_shader_decompiler: Fix swizzle in GetRegister.bunnei2018-04-171-1/+1
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* gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei2018-04-171-12/+39
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* gl_shader_decompiler: Allow vertex position to be used in fragment shader.bunnei2018-04-171-15/+13
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* gl_shader_decompiler: Implement IPA instruction.bunnei2018-04-171-0/+11
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* gl_shader_decompiler: Add support for TEXS instruction.bunnei2018-04-171-7/+29
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* gl_shader_decompiler: Use fragment output color for GPR 0-3.bunnei2018-04-171-0/+5
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* gl_shader_decompiler: Partially implement MUFU.bunnei2018-04-171-2/+11
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* GPU: Use the same buffer names in the generated GLSL and the buffer uploading code.Subv2018-04-151-3/+2
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* shaders: Expose hints about used const buffers.bunnei2018-04-151-8/+32
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* shaders: Address PR review feedback.bunnei2018-04-141-6/+8
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* gl_shader_decompiler: Cleanup log statements.bunnei2018-04-141-15/+15
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* shaders: Fix GCC and clang build issues.bunnei2018-04-141-1/+1
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* gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei2018-04-141-20/+57
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* gl_shader_decompiler: Add shader stage hint.bunnei2018-04-141-4/+7
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* gl_shader_decompiler: Basic impl. for very simple vertex shaders.bunnei2018-04-141-8/+307
| | | | - Tested with Puyo Puyo Tetris and Cave Story+
* gl_shader_decompiler: Add skeleton code from Citra for shader analysis.bunnei2018-04-141-33/+134
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-271-1/+1
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* renderer_gl: Port over gl_shader_decompiler module from Citra.bunnei2018-03-201-0/+58