Commit Graph

34 Commits (b4dbf1b9c7a69ee7ba9682fe0d6c8377f0512a34)

Author SHA1 Message Date
James Rowe 6ca8637d4c Use the correct directory for Qt Plugins 2020-03-23 18:51:46 +07:00
ReinUsesLisp 3dcaa84ba4 shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 +07:00
ReinUsesLisp e8efd5a901 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 +07:00
ReinUsesLisp bd8b9bbcee gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
2020-03-09 18:40:06 +07:00
James Rowe b429095b61 Fix git version in scm_rev.cpp 2020-01-16 00:12:50 +07:00
Fernando Sahmkow 1a58f45d76 VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. 2019-10-25 09:01:29 +07:00
Fernando Sahmkow 47e4f6a52c Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. 2019-10-04 18:52:50 +07:00
Fernando Sahmkow 8be6e1c522 shader_ir: Corrections to outward movements and misc stuffs 2019-10-04 18:52:48 +07:00
ReinUsesLisp 4e35177e23 shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 +07:00
Fernando Sahmkow 8af6e6a052 shader_ir: Implement a new shader scanner 2019-07-09 08:14:36 +07:00
ReinUsesLisp 06c4ce8645 shader: Decode SUST and implement backing image functionality 2019-06-20 21:38:33 +07:00
ReinUsesLisp dec1cbaf7f cmake: Add missing shader hash file entries 2019-06-06 20:11:48 +07:00
fearlessTobi b67be7154d GenerateSCMRev: fix Travis compilation on repo forks 2019-04-16 00:34:22 +07:00
ReinUsesLisp 48e6f77c03 shader/decode: Split memory and texture instructions decoding 2019-02-26 00:11:30 +07:00
ReinUsesLisp dfd14618f7 cmake: Fix title bar issue 2019-02-06 22:23:41 +07:00
Michael 4ffb487251 cmake: Fixup application string
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-02-06 22:23:40 +07:00
ReinUsesLisp be4641c43f gl_shader_disk_cache: Invalidate shader cache changes with CMake hash 2019-02-06 22:20:57 +07:00
James Rowe 08fcf41b0a QT Frontend: Add a Loading screen with progressbar
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.

Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
2019-01-19 23:34:03 +07:00
Zach Hilman 2378ecd0e8 build: Copy web engine resources to correct location 2019-01-05 15:27:15 +07:00
Zach Hilman 15501477e7 Update Qt MSVC external to 5.12.0 2018-12-31 13:19:23 +07:00
Zach Hilman ef4c4e239d cmake: Add USE_QT_WEB_ENGINE flag and update build system 2018-12-28 15:32:39 +07:00
tech4me 189cf0da7b Update MinGWCross.cmake to lowercase 2018-09-19 14:22:14 +07:00
tech4me a8f54f96fc travis: running mingw build on travis ci
This commit also fixed a broken cmake dependency with unicorn
2018-09-19 14:22:14 +07:00
Zach Hilman e4422b09b6 Fix missing qjpeg DLL 2018-08-06 23:06:33 +07:00
James Rowe 6ff20dc6a7 Add qt windowsvistastyle dll to the build 2018-07-03 14:44:13 +07:00
bunnei 0b831dd2ba
Revert "Use Ninja for MSVC AppVeyor builds" (#584) 2018-06-23 03:17:32 +07:00
Michał Janiszewski 5c3d5d0849 Use Ninja for MSVC AppVeyor builds 2018-06-05 22:46:54 +07:00
MerryMage e86bdb1601 Fix build on macOS and linux 2018-01-13 22:38:52 +07:00
James Rowe ebf9a784a9 Massive removal of unused modules 2018-01-12 19:11:03 +07:00
bunnei 45bdc53b8f cmake: Add CopyYuzuUnicornDeps script. 2018-01-04 13:24:08 +07:00
bunnei 095f320581 DownloadExternals: Use yuzu repo. 2018-01-04 00:12:18 +07:00
James Rowe 9e847b7549 Build: Enable SSL in mingw by linking against WinSSL
The mingw builds aren't submitting telemetry because the curl library
they are linked against is configured to use openSSL and openSSL looks
for the certificates in the users home folder. This keeps it from
contacting web services because it can't communicate over SSL.

This commit adds a download in mingw builds that will download a
precompiled curl for mingw linked against winssl and sspi.
2017-09-11 09:10:17 +07:00
freiro b7b2627b37 Modularized Qt and SDL file copying
Now cmake relies on two submodules to copy the libraries in the proper folders
2016-12-13 21:05:00 +07:00
freiro 031fc3a460 Modularization of copy_msvc_libraries cmake funct
Created a new folder in Citra's root called CMakeModules that should
contain cmake functions used by the various CMakeLists.txt.
2016-12-11 15:36:34 +07:00