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path: root/src/video_core/shader/decode/other.cpp (follow)
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* Merge pull request #2758 from ReinUsesLisp/packed-tidbunnei2019-08-291-0/+7
|\ | | | | shader/decode: Implement S2R Tic
| * shader/decode: Implement S2R TicReinUsesLisp2019-07-221-0/+7
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* | shader_ir: Implement NOPReinUsesLisp2019-08-041-0/+6
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* shader/decode/other: Correct branch indirect argument within BRA handlingLioncash2019-07-161-1/+1
| | | | | This appears to have been a copy/paste error introduced within 8a6fc529a968e007f01464abadd32f9b5eb0a26c
* shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow2019-07-091-7/+23
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* shader_ir: Implement BRX & BRA.CCFernando Sahmkow2019-07-091-4/+38
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* shader: Split SSY and PBK stackReinUsesLisp2019-06-071-10/+8
| | | | | | | | | | | Hardware testing revealed that SSY and PBK push to a different stack, allowing code like this: SSY label1; PBK label2; SYNC; label1: PBK; label2: EXIT;
* shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp2019-06-061-0/+1
| | | | | | | | | Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class.
* Merge pull request #2446 from ReinUsesLisp/tidbunnei2019-05-291-14/+28
|\ | | | | shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
| * shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp2019-05-201-14/+28
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* | shader/decode/*: Eliminate indirect inclusionsLioncash2019-05-231-0/+1
|/ | | | | | | Amends cases where we were using things that were indirectly being satisfied through other headers. This way, if those headers change and eliminate dependencies on other headers in the future, we don't have cascading compilation errors.
* shader_ir/other: Implement IPA.IDXReinUsesLisp2019-05-031-5/+8
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* shader: Remove unused AbufNode Ipa modeReinUsesLisp2019-05-031-1/+1
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* shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2019-02-141-2/+13
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* shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp2019-02-031-1/+1
| | | | It's not always used as a basic block. Rename it for consistency.
* shader_ir: Pass decoded nodes as a whole instead of per basic blocksReinUsesLisp2019-02-031-1/+1
| | | | | | | | | Some games call LDG at the top of a basic block, making the tracking heuristic to fail. This commit lets the heuristic the decoded nodes as a whole instead of per basic blocks. This may lead to some false positives but allows it the heuristic to track cases it previously couldn't.
* shader_ir: Pass to decoder functions basic block's codeReinUsesLisp2019-01-151-1/+1
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* shader_decode: Use proper primitive namesReinUsesLisp2019-01-151-6/+6
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* shader_ir: Remove Ipa primitiveReinUsesLisp2019-01-151-3/+2
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* video_core: Implement IR based geometry shadersReinUsesLisp2019-01-151-0/+25
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* shader_ir: Fixup file inclusions and clang-formatReinUsesLisp2019-01-151-1/+1
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* shader_decode: Implement MOV_SYSReinUsesLisp2019-01-151-0/+27
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* shader_decode: Implement BRA internal flagReinUsesLisp2019-01-151-4/+8
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* shader_decode: Implement PBK and BRKReinUsesLisp2019-01-151-1/+22
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* shader_decode: Stub DEPBARReinUsesLisp2019-01-151-0/+4
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* shader_decode: Implement SSY and SYNCReinUsesLisp2019-01-151-0/+19
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* shader_decode: Partially implement BRAReinUsesLisp2019-01-151-0/+12
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* shader_decode: Implement IPAReinUsesLisp2019-01-151-0/+12
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* shader_decode: Implement EXITReinUsesLisp2019-01-151-1/+32
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* shader_ir: Initial implementationReinUsesLisp2019-01-151-0/+24