Commit Graph

495 Commits

Author SHA1 Message Date
bunnei 281bc90ad2 pica: Implement fragment lighting LUTs. 2016-02-05 17:17:27 -05:00
bunnei 4369767c72 pica: Add decodings for distance attenuation and LUT registers. 2016-02-05 17:17:26 -05:00
bunnei 38c7b20475 pica: Add pica_types module and move float24 definition. 2016-02-05 17:17:26 -05:00
tfarley a15f4d1590 hwrasterizer: Use proper cached fb addr/size 2016-02-03 15:52:34 -05:00
Yuri Kunde Schlesner 05356543d9 OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging level
The nVidia driver is *extremely* spammy on this category, sending a
message on every buffer or texture upload, slowing down the emulator and
making the log useless.
2016-02-02 22:44:13 -08:00
bunnei a43f8d2fb7 Merge pull request #1367 from yuriks/jit-jmp
Shader JIT: Fix off-by-one error when compiling JMPs
2016-01-27 09:19:28 -05:00
bunnei c407b6ce2f Merge pull request #1369 from yuriks/jmpu-inverted
Shader: Implement "invert condition" feature of IFU instruction
2016-01-26 09:58:16 -05:00
Yuri Kunde Schlesner d01d1f7e01 Debugger: Use 3dbrew names for GPU registers
This list was imported from the 3dbrew wiki page and is pretty much
complete.
2016-01-24 20:29:44 -08:00
Yuri Kunde Schlesner 083d2d89a5 Shader: Implement "invert condition" feature of IFU instruction
If the bit 0 of the JMPU instruction is set, then the jump condition
will be inverted. That is, a jump will happen when the boolean is false
instead of when it is true.
2016-01-24 20:29:06 -08:00
Yuri Kunde Schlesner c1071c1ff7 Shader JIT: Fix off-by-one error when compiling JMPs
There was a mistake in the JMP code which meant that one instruction at
the destination would be skipped when the jump was taken. This commit
also changes the meaning of the culprit parameter to make it less
confusing and avoid similar mistakes in the future.
2016-01-24 02:15:56 -08:00
bunnei 0b6cc0592d Merge pull request #1334 from tfarley/hw-depth-modifiers
hwrasterizer: Use depth offset
2016-01-20 22:27:33 -05:00
tfarley f53dbafdae hwrasterizer: Use depth offset 2016-01-20 21:57:59 -05:00
Lioncash 4966568076 command_processor: Get rid of variable shadowing 2016-01-17 02:22:51 -05:00
bunnei 6a261e825c Merge pull request #1196 from linkmauve/khr_debug
Add optional GL_KHR_debug support
2016-01-12 22:54:52 -05:00
Lioncash 5e17a586da video_core: Make the renderer global a unique_ptr 2015-12-30 08:52:01 -05:00
Lioncash 97dc9634a2 swrasterizer: Add missing override specifier 2015-12-29 18:35:38 -05:00
Yuri Kunde Schlesner 015d7b9779 VideoCore: Sync state after changing rasterizers
This fixes various bugs that appear in the HW rasterizer after switching
between it and the SW one during emulation.
2015-12-20 17:37:15 -08:00
Yuri Kunde Schlesner 402692c08d Merge pull request #1267 from yuriks/flipped-framebuffer
OpenGL: Flip framebuffers during transfer rather than when rendering
2015-12-09 20:35:15 -08:00
bunnei 3013f26d70 Merge pull request #1269 from Subv/triangle_fan
GPU/PrimitiveAssembler: Fixed drawing triangle fans.
2015-12-08 10:27:40 -05:00
Yuri Kunde Schlesner 195fedccf0 VideoCore: Unify interface to OpenGL and SW rasterizers
This removes explicit checks sprinkled all over the codebase to instead
just have the SW rasterizer expose an implementation with no-ops for
most operations.
2015-12-07 20:20:38 -08:00
Yuri Kunde Schlesner 03835d04f4 VideoCore: Rename HWRasterizer methods to be less confusing 2015-12-06 19:08:37 -08:00
Yuri Kunde Schlesner da80ece8b9 OpenGL: Rename cache functions to better match what they actually do 2015-12-06 17:02:52 -08:00
Subv 7b33e163b9 GPU/PrimitiveAssembler: Fixed drawing triangle fans.
It was skipping the second vertex assignment and using uninitialized garbage when assembling the corresponding triangle.
2015-12-06 10:48:05 -05:00
Yuri Kunde Schlesner cf81e08389 OpenGL: Flip framebuffers during transfer rather than when rendering 2015-12-04 22:23:39 -08:00
Yuri Kunde Schlesner 95dbc6eb0e OpenGL: Add support for glFrontFace in the state tracker 2015-12-04 21:58:26 -08:00
Yuri Kunde Schlesner e9c209ccc8 PICA: Properly emulate 1-stage delay in the combiner buffer
This was discovered and verified by @fincs. The tev combiner buffer
actually lags behind by one stage, meaning stage 1 reads the initial
color, stage 2 reads stage 0's output, and so on.

Fixes character portraits in Fire Emblem: Awakening and world textures
in Zelda: ALBW. Closes #1140.
2015-11-30 22:45:18 -08:00
bunnei f008dfbaca renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location. 2015-11-25 22:33:24 -05:00
Pierre de La Morinerie 0735630744 Use regular uniform location
The support for GL_ARB_explicit_uniform_location is not that good
(53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location).

This fix the shader compilation on Intel HD 4000 (#1222).
2015-11-25 11:56:11 +01:00
Subv 823ce62f2f FragShader: Use an UBO instead of several individual uniforms 2015-11-18 21:03:56 -05:00
Subv 7a37dba75b GPU/Loaders: Log an error when a loader tries to load from a component beyond the available ones (12).
Related to #1170
2015-11-09 21:16:11 -05:00
Emmanuel Gil Peyrot 53df67376d OpenGL: Log GL_KHR_debug messages we receive
This allows the driver to communicate errors, warnings and improvement
suggestions about our usage of the API.
2015-10-24 02:30:51 +01:00
bunnei 74186a5f01 gl_shader_gen: Use explicit locations for vertex shader attributes. 2015-10-21 22:29:56 -04:00
bunnei e663f5c914 gl_shader_gen: Optimize code for AppendAlphaTestCondition.
- Also add a comment to AppendColorCombiner.
2015-10-21 22:29:56 -04:00
bunnei e7b1f2ae0a gl_rasterizer: Define enum types for each vertex texcoord attribute. 2015-10-21 21:59:47 -04:00
bunnei 0ebcff710e gl_shader_gen: Various cleanups to shader generation. 2015-10-21 21:59:44 -04:00
bunnei 240a3b80d9 gl_rasterizer: Use MMH3 hash for shader cache hey.
- Includes a check to confirm no hash collisions.
2015-10-21 21:58:59 -04:00
bunnei 71edb55114 gl_shader_gen: Require explicit uniform locations.
- Fixes uniform issue on AMD.
2015-10-21 21:54:56 -04:00
bunnei 5ef2df056d gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders. 2015-10-21 21:53:19 -04:00
bunnei c2c4faef4c gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0). 2015-10-21 21:53:18 -04:00
bunnei bd833b8dd8 gl_shader_gen: Fix bug where TEV stage outputs should be clamped. 2015-10-21 21:53:18 -04:00
bunnei f2e7f7e101 gl_rasterizer: Add documentation to ShaderCacheKey. 2015-10-21 21:53:17 -04:00
bunnei 4b5141954e gl_shader_gen: Add additional function documentation. 2015-10-21 21:53:17 -04:00
bunnei 2a0a86f629 gl_shader_util: Cleanup header file + add docstring. 2015-10-21 21:53:16 -04:00
bunnei a74774257e gl_shader_gen: Various cleanups + moved TEV stage generation to its own function. 2015-10-21 21:53:16 -04:00
bunnei c86b9d4242 renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups. 2015-10-21 21:53:14 -04:00
bunnei 3c057bd3d8 gl_rasterizer: Move logic for creating ShaderCacheKey to a static function. 2015-10-21 21:53:05 -04:00
bunnei b02a533d94 gl_shader_util: Use vec3 constants for AppendColorCombiner. 2015-10-21 21:51:24 -04:00
bunnei 37b0aa5af7 gl_rasterizer: Fix typo in uploading TEV const color uniforms. 2015-10-21 21:51:24 -04:00
bunnei 82f3e6dc69 gl_shader_util: Fix precision bug with alpha testing.
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
2015-10-21 21:51:23 -04:00
Subv e3f4233cef Initial implementation of fragment shader generation with caching. 2015-10-21 21:51:23 -04:00