Fernando Sahmkow
69277de29d
Merge pull request #3592 from ReinUsesLisp/ipa
...
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
2020-04-05 19:29:40 -04:00
Fernando Sahmkow
1633fbf99a
Merge pull request #3589 from ReinUsesLisp/fix-clears
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gl_rasterizer: Mark cleared textures as dirty
2020-04-05 19:29:26 -04:00
namkazy
730f9b55b3
silent warning (conversion error)
2020-04-05 16:02:07 +07:00
namkazy
9f6ebccf06
shader_decode: SULD.D -> SINT actually same as UNORM.
2020-04-05 15:18:42 +07:00
namkazy
6f2b7087c2
shader_decode: SULD.D fix decode SNORM component
2020-04-05 14:46:43 +07:00
namkazy
69657ff19c
clang-format
2020-04-05 12:57:50 +07:00
namkazy
24cc64c5b3
shader_decode: get sampler descriptor from registry.
2020-04-05 12:54:48 +07:00
namkazy
acd3f0ab37
tweaking.
2020-04-05 10:31:32 +07:00
Nguyen Dac Nam
8370188b3c
clang-format
2020-04-05 10:31:31 +07:00
namkazy
3e3afa9be6
cleanup unuse params
2020-04-05 10:31:31 +07:00
namkazy
5cd5857000
cleanup debug code.
2020-04-05 10:31:30 +07:00
namkazy
658112783d
reimplement get component type, uncomment mistaken code
2020-04-05 10:31:30 +07:00
namkazy
3ad06e9b2b
remove disable optimize
2020-04-05 10:31:30 +07:00
namkazy
f24c2e1103
[wip] reimplement SULD.D
2020-04-05 10:31:29 +07:00
namkazy
58bcb86af5
add shader stage when init shader ir
2020-04-05 10:31:29 +07:00
Nguyen Dac Nam
2cefdd92bd
clang-fix
2020-04-05 10:31:28 +07:00
Nguyen Dac Nam
1f3d142875
shader: image - import PredCondition
2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
08db60392d
shader: SULD.D bits32 implement more complexer method.
2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
ed1d8beb13
shader: SULD.D import StoreType
2020-04-05 10:31:26 +07:00
Nguyen Dac Nam
6d235b8631
shader: implement SULD.D bits32
2020-04-05 10:31:26 +07:00
ReinUsesLisp
60106531b4
shader/other: Add error message for some S2R registers
2020-04-04 03:46:07 -03:00
ReinUsesLisp
8b719e9e1d
shader_bytecode: Rename MOV_SYS to S2R
2020-04-04 03:37:51 -03:00
ReinUsesLisp
9d15feb892
shader_bytecode: Add encoding for BAR
2020-04-04 03:36:21 -03:00
ReinUsesLisp
16ae98dbb3
shader_ir: Add error message for EXIT.FCSM_TR
2020-04-04 03:34:08 -03:00
ReinUsesLisp
c02a2dc24a
shader_bytecode: Add encoding for VOTE.VTG
2020-04-04 03:28:11 -03:00
ReinUsesLisp
80c4fee4ec
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
...
This reverts commit 41905ee467
, reversing
changes made to 35145bd529
.
It causes regressions in several games.
2020-04-04 00:02:26 -03:00
ReinUsesLisp
e1bd89e1c2
shader/memory: Silence no return value warning
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Silences a warning about control paths not all returning a value.
2020-04-02 03:34:27 -03:00
Rodrigo Locatti
825a6e2615
Merge pull request #3552 from jroweboy/single-context
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Refactor Context management (Fixes renderdoc on opengl issues)
2020-04-02 01:38:25 -03:00
ReinUsesLisp
2339fe199f
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
...
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082
yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.
While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).
https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
ReinUsesLisp
dd1232755b
gl_texture_cache: Fix software ASTC fallback
2020-04-01 01:44:15 -03:00
ReinUsesLisp
2f0da10dc3
vk_device: Add missing ASTC queries
2020-04-01 01:14:04 -03:00
ReinUsesLisp
b6571ca9f0
video_core: Use native ASTC when available
2020-04-01 01:14:04 -03:00
ReinUsesLisp
16270dcfe4
gl_device: Detect if ASTC is reported and expose it
2020-04-01 01:14:04 -03:00
Rodrigo Locatti
baf91c920c
Merge pull request #3591 from ReinUsesLisp/vk-wrapper-part2
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renderer_vulkan/wrapper: Add a Vulkan wrapper (part 2 of 2)
2020-03-31 22:14:26 -03:00
ReinUsesLisp
f22f6b72c3
renderer_vulkan/wrapper: Add vkEnumerateInstanceExtensionProperties wrapper
2020-03-31 21:32:08 -03:00
ReinUsesLisp
27dd542c60
renderer_vulkan/wrapper: Add command buffer handle
2020-03-31 21:32:08 -03:00
ReinUsesLisp
5c90d060d8
renderer_vulkan/wrapper: Add physical device handle
2020-03-31 21:32:08 -03:00
ReinUsesLisp
0eb37de98f
renderer_vulkan/wrapper: Add device handle
2020-03-31 21:32:08 -03:00
ReinUsesLisp
11774308d3
renderer_vulkan/wrapper: Add swapchain handle
2020-03-31 21:32:07 -03:00
ReinUsesLisp
7fe52ef77f
renderer_vulkan/wrapper: Add fence handle
2020-03-31 21:32:07 -03:00
ReinUsesLisp
3a63ae0658
renderer_vulkan/wrapper: Add device memory handle
2020-03-31 21:32:07 -03:00
ReinUsesLisp
397f53dea1
renderer_vulkan/wrapper: Add pool handles
2020-03-31 21:32:07 -03:00
ReinUsesLisp
affee77b70
renderer_vulkan/wrapper: Add buffer and image handles
2020-03-31 21:32:07 -03:00
ReinUsesLisp
d85ca0ab33
renderer_vulkan/wrapper: Add queue handle
2020-03-31 21:32:07 -03:00
ReinUsesLisp
151ddcf419
renderer_vulkan/wrapper: Add instance handle
2020-03-31 21:32:07 -03:00
Fernando Sahmkow
b03c0536ce
Merge pull request #3561 from ReinUsesLisp/f2f-conversion
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shader/conversion: Fix F2F rounding operations with different sizes
2020-03-31 14:45:02 -04:00
Fernando Sahmkow
5b95a01463
Merge pull request #3577 from ReinUsesLisp/lea
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shader/lea: Fix LEA implementation
2020-03-31 14:36:07 -04:00
ReinUsesLisp
1c5e2b60a7
gl_rasterizer: Mark cleared textures as dirty
...
Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
2020-03-31 05:51:56 -03:00
Rodrigo Locatti
c19425ed69
Merge pull request #3506 from namkazt/patch-9
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shader_decode: Implement partial ATOM/ATOMS instr
2020-03-31 00:56:28 -03:00
Nguyen Dac Nam
238c35b2c9
clang-format
2020-03-31 08:08:06 +07:00
Nguyen Dac Nam
defb9642da
shader_decode: fix by suggestion
2020-03-31 08:02:44 +07:00
Rodrigo Locatti
69728e8ad5
Merge pull request #3566 from ReinUsesLisp/vk-wrapper-part1
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renderer_vulkan/wrapper: Add a Vulkan wrapper (part 1 of 2)
2020-03-30 21:57:36 -03:00
bunnei
4c72190a06
Merge pull request #3560 from ReinUsesLisp/fix-stencil
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gl_rasterizer: Synchronize stencil testing on clears
2020-03-30 17:03:07 -04:00
namkazy
cb0a4151f8
clang-format
2020-03-30 20:46:21 +07:00
namkazy
c2665ec9c2
gl_decompiler: min/max op not implement yet
2020-03-30 18:48:22 +07:00
namkazy
4f7bea403a
shader_decode: ATOM/ATOMS: add function to avoid code repetition
2020-03-30 18:47:50 +07:00
namkazy
c8f6d9effd
shader_decode: merge GlobalAtomicOp to AtomicOp
2020-03-30 18:47:00 +07:00
Nguyen Dac Nam
972485ff18
shader_decode: implement ATOM operation for S32 and U32
2020-03-30 17:44:48 +07:00
namkazy
93cac0d294
clang-format
2020-03-30 17:44:48 +07:00
Nguyen Dac Nam
3dc09a6250
shader_decode: implement ATOMS instr partial.
2020-03-30 17:44:46 +07:00
Nguyen Dac Nam
a2cc80b605
vk_decompiler: add atomic op and handler function.
2020-03-30 17:44:45 +07:00
Nguyen Dac Nam
552f0ff267
gl_decompiler: add atomic op
2020-03-30 17:44:45 +07:00
Nguyen Dac Nam
2c780db5b9
shader: node - update correct comment
2020-03-30 17:44:44 +07:00
Nguyen Dac Nam
c119473c40
shader_decode: add Atomic op for common usage
2020-03-30 17:44:44 +07:00
ReinUsesLisp
08470d261d
shader_bytecode: Fix I2I_IMM encoding
2020-03-28 18:49:07 -03:00
ReinUsesLisp
b6c9fba81c
renderer_vulkan/wrapper: Address feedback
2020-03-28 04:09:02 -03:00
ReinUsesLisp
5300a918c6
shader/lea: Simplify generated LEA code
2020-03-28 03:55:04 -03:00
ReinUsesLisp
523a709bf1
shader/lea: Fix op_a and op_b usages
...
They were swapped.
2020-03-27 18:37:20 -03:00
ReinUsesLisp
796b3319e6
shader/lea: Remove const and use move when possible
2020-03-27 18:36:38 -03:00
Fernando Sahmkow
7a2f60df26
Merge pull request #3565 from ReinUsesLisp/image-format
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engines/const_buffer_engine_interface: Store image format and types
2020-03-27 14:08:54 -04:00
ReinUsesLisp
2694552b7f
renderer_vulkan/wrapper: Add owning handles
2020-03-27 03:21:04 -03:00
ReinUsesLisp
7413b30923
renderer_vulkan/wrapper: Add pool allocations owning templated class
2020-03-27 03:21:04 -03:00
ReinUsesLisp
d8d392b39a
renderer_vulkan/wrapper: Add owning handle templated class
2020-03-27 03:21:04 -03:00
ReinUsesLisp
60f351084a
renderer_vulkan/wrapper: Add destroy and free overload set
2020-03-27 03:21:04 -03:00
ReinUsesLisp
a9e4528d10
renderer_vulkan/wrapper: Add dispatch table and loaders
2020-03-27 03:21:04 -03:00
ReinUsesLisp
3f0b7673f0
renderer_vulkan/wrapper: Add exception class
2020-03-27 03:21:04 -03:00
ReinUsesLisp
f5cee0e885
renderer_vulkan/wrapper: Add ToString function for VkResult
2020-03-27 03:21:03 -03:00
ReinUsesLisp
92c8d783b3
renderer_vulkan/wrapper: Add Vulakn wrapper and a span helper
...
The intention behind a Vulkan wrapper is to drop Vulkan-Hpp.
The issues with Vulkan-Hpp are:
- Regular breaks of the API.
- Copy constructors that do the same as the aggregates (fixed recently)
- External dynamic dispatch that is hard to remove
- Alias KHR handles with non-KHR handles making it impossible to use
smart handles on Vulkan 1.0 instances with extensions that were included
on Vulkan 1.1.
- Dynamic dispatchers silently change size depending on preprocessor
definitions. Different files will have different dispatch definitions,
generating all kinds of hard to debug memory issues.
In other words, Vulkan-Hpp is not "production ready" for our needs and
this wrapper aims to replace it without losing RAII and exception
safety.
2020-03-27 03:13:18 -03:00
ReinUsesLisp
cedbe925cd
engines/const_buffer_engine_interface: Store image format type
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This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
2020-03-27 00:36:22 -03:00
Dan
744b207d92
maxwell_to_vk: implement signedscaled vertex formats
2020-03-27 00:14:19 +01:00
James Rowe
cf9c94d401
Address review and fix broken yuzu-tester build
2020-03-25 23:32:42 -06:00
ReinUsesLisp
46791c464a
shader/conversion: Fix F2F rounding operations with different sizes
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Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.
When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
2020-03-26 01:58:49 -03:00
ReinUsesLisp
7617e88fb2
gl_rasterizer: Update stencil test regardless of it being disabled
2020-03-26 01:08:14 -03:00
ReinUsesLisp
c310cef615
gl_rasterizer: Synchronize stencil testing on clears
2020-03-26 00:51:47 -03:00
bunnei
23c7dda710
Merge pull request #3544 from makigumo/myfork/patch-2
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xmad: fix clang build error
2020-03-25 19:29:16 -04:00
bunnei
e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
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gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
James Rowe
282adfc70b
Frontend/GPU: Refactor context management
...
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).
This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.
Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc
Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
2020-03-24 21:03:42 -06:00
Fernando Sahmkow
497f593525
Merge pull request #3543 from ReinUsesLisp/gl-depth-range
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gl_rasterizer: Use transformed viewport for depth ranges
2020-03-23 12:00:21 -04:00
makigumo
5a5c6d4ed8
xmad: fix clang build error
2020-03-23 00:09:31 +01:00
namkazy
fc37672f26
apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)
2020-03-22 22:25:44 +07:00
namkazy
f66743cd0c
maxwell_3d: change declaration order
2020-03-22 13:41:16 +07:00
namkazy
d4e93cf38c
maxwell_3d: init shadow_state
2020-03-22 13:35:11 +07:00
ReinUsesLisp
bdcedc8506
gl_rasterizer: Use transformed viewport for depth ranges
...
Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
2020-03-22 03:26:07 -03:00
namkazy
22f4268c2f
maxwell_3d: this seem more correct.
2020-03-22 12:02:54 +07:00
namkazy
7051dc1902
maxwell_3d: update comments for shadow ram usage
2020-03-22 11:35:26 +07:00
Nguyen Dac Nam
01af036c1f
marco_interpreter: write hw value when shadow ram requested
2020-03-22 10:53:41 +07:00
Nguyen Dac Nam
63c2635e6f
maxwell_3d: track shadow ram ctrl and hw reg value
2020-03-22 10:53:41 +07:00
Nguyen Dac Nam
dbfbe352e0
maxwell_3d: implement MME shadow RAM
2020-03-22 10:53:35 +07:00
bunnei
bdddbe2daa
Merge pull request #3505 from namkazt/patch-8
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shader_decode: implement XMAD mode CSfu
2020-03-19 17:41:01 -04:00
ReinUsesLisp
38c1e77f01
vk_texture_cache: Silence misc warnings
2020-03-18 20:03:19 -03:00
ReinUsesLisp
b6b2e31e5e
vk_staging_buffer_pool: Silence unused constant warning
2020-03-18 20:03:19 -03:00
ReinUsesLisp
fc51ece7bf
vk_rasterizer: Remove unused variable
2020-03-18 20:03:19 -03:00
ReinUsesLisp
98d85cdc20
vk_pipeline_cache: Remove unused variable
2020-03-18 20:03:19 -03:00
ReinUsesLisp
dab450ec46
maxwell_to_vk: Sielence -Wswitch warning
2020-03-18 20:03:19 -03:00
ReinUsesLisp
351816ac38
gl_shader_decompiler: Remove deprecated function and its usages
2020-03-18 20:03:19 -03:00
ReinUsesLisp
acf328a71f
gl_rasterizer: Silence misc warnings
2020-03-18 20:03:19 -03:00
ReinUsesLisp
9f46066bda
kepler_compute: Remove unused variables
2020-03-18 20:03:19 -03:00
ReinUsesLisp
664fa4ea06
astc: Fix clang build issues
2020-03-18 04:30:25 -03:00
ReinUsesLisp
f5658a9fda
gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceID
2020-03-18 01:28:41 -03:00
Mat M
edb9cccb36
Merge pull request #3510 from FernandoS27/dirty-write
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DirtyFlags: relax need to set render_targets as dirty
2020-03-17 17:29:22 -04:00
Mat M
f54d2d3114
Merge pull request #3509 from ReinUsesLisp/astc-opts
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astc: General changes and optimizations
2020-03-17 17:28:49 -04:00
Mat M
d787856621
Merge pull request #3518 from ReinUsesLisp/scissor-clears
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vk_rasterizer: Implement scissor clears and layered clears
2020-03-17 17:27:15 -04:00
Mat M
9fdfd58f9f
Merge pull request #3519 from ReinUsesLisp/int-formats
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maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
2020-03-17 17:26:16 -04:00
bunnei
1c45c8086e
Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl
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gl_shader_decompiler: Add layer component to texelFetch
2020-03-17 10:53:38 -04:00
ReinUsesLisp
53d673a7d3
renderer_opengl: Move some logic to an anonymous namespace
2020-03-16 04:03:34 -03:00
ReinUsesLisp
311d2fc768
renderer_opengl: Detect Nvidia Nsight as a debugging tool
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Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
Rodrigo Locatti
b16c8e0e8d
Merge pull request #3515 from ReinUsesLisp/vertex-vk-assert
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vk_rasterizer: Fix vertex range assert
2020-03-15 21:26:54 -03:00
Rodrigo Locatti
7cc46a6faa
Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
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video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
Rodrigo Locatti
ddafc99776
Merge pull request #3502 from namkazt/patch-3
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shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
Rodrigo Locatti
d64edf21bb
Merge pull request #3503 from makigumo/patch-2
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maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-15 21:21:38 -03:00
ReinUsesLisp
5afc397d52
gl_shader_decompiler: Implement legacy varyings
...
Legacy varyings are special attributes carried over in hardware from
the OpenGL 1 and OpenGL 2 days. These were generally used instead of the
generic attributes we use today. They are deprecated or removed from
most APIs, but Nvidia still ships them in hardware.
To implement these, this commit maps them 1:1 to OpenGL compatibility.
2020-03-15 21:03:59 -03:00
ReinUsesLisp
6442e02c5d
shader/shader_ir: Track usage in input attribute and of legacy varyings
2020-03-15 21:01:52 -03:00
ReinUsesLisp
8e6e55d6f8
shader/shader_ir: Fix clip distance usage stores
2020-03-15 20:53:14 -03:00
ReinUsesLisp
464bd5fad7
shader/shader_ir: Change declare output attribute to a switch
2020-03-15 20:49:35 -03:00
Rodrigo Locatti
86b1f15d9a
Merge pull request #3512 from bunnei/fix-renderdoc
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renderer_opengl: Keep frames synchronized when using a GPU debugger.
2020-03-15 19:28:43 -03:00
ReinUsesLisp
52acb7f9a0
maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
2020-03-15 18:51:49 -03:00
ReinUsesLisp
71cc772988
vk_rasterizer: Implement layered clears
2020-03-15 18:37:19 -03:00
makigumo
f91046bf8d
vk_shader_decompiler: fix linux build
2020-03-15 18:00:14 +01:00
ReinUsesLisp
a7131af7d6
vk_rasterizer: Fix vertex range assert
...
End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
2020-03-15 04:04:17 -03:00
ReinUsesLisp
8baf98e439
vk_rasterizer: Reimplement clears with vkCmdClearAttachments
2020-03-15 03:40:41 -03:00
bunnei
c5afe93dcc
renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
...
- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
bunnei
4373fa8042
gl_device: Add option to check GL_EXT_debug_tool.
2020-03-14 17:39:29 -04:00
bunnei
4dfd5c84ea
Merge pull request #3508 from FernandoS27/page-table
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PageTable: move backing addresses to a children class as the CPU page table does not need them.
2020-03-14 16:50:27 -04:00
Fernando Sahmkow
380fc8d2e1
DirtyFlags: relax need to set render_targets as dirty
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The texture cache already takes care of setting a render target to dirty
when invalidated.
2020-03-14 11:47:33 -04:00
Fernando Sahmkow
c51dbf8038
Merge pull request #3500 from ReinUsesLisp/incompatible-types
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texture_cache: Report incompatible textures as black
2020-03-14 09:49:05 -04:00
Fernando Sahmkow
41905ee467
Merge pull request #3499 from ReinUsesLisp/depth-2d-array
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texture_cache/surface_params: Force depth=1 on 2D textures
2020-03-14 09:48:39 -04:00
Fernando Sahmkow
27cbb75e7c
PageTable: move backing addresses to a children class as the CPU page table does not need them.
...
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
2020-03-14 09:43:57 -04:00
ReinUsesLisp
42cb8f1124
astc: Fix typos from search and replace
2020-03-14 01:05:20 -03:00
ReinUsesLisp
9b8fb3c756
astc: Minor changes to InputBitStream
2020-03-14 00:45:54 -03:00
ReinUsesLisp
d71d7d917e
astc: Pass val in Replicate by copy
2020-03-14 00:13:58 -03:00
ReinUsesLisp
134f3ff9b4
astc: Call std::vector:reserve on decodedClolorValues to avoid reallocating
2020-03-14 00:09:56 -03:00
Nguyen Dac Nam
3287b1247d
clang-format
2020-03-14 10:07:40 +07:00
Nguyen Dac Nam
240d45830d
nit
2020-03-14 09:57:24 +07:00
ReinUsesLisp
3377b78ea7
astc: Call std::vector::reserve on texelWeightValues to avoid reallocating
2020-03-13 23:52:51 -03:00
ReinUsesLisp
801fd04f75
astc: Create a LUT at compile time for encoding values
2020-03-13 23:40:02 -03:00
ReinUsesLisp
e183820956
astc: Make IntegerEncodedValue a trivial structure
2020-03-13 22:49:28 -03:00
ReinUsesLisp
70a31eda62
astc: Make IntegerEncodedValue constructor constexpr
2020-03-13 22:36:45 -03:00
ReinUsesLisp
5ed377b989
astc: Make IntegerEncodedValue trivially copyable
2020-03-13 22:30:31 -03:00
ReinUsesLisp
e7d97605e8
astc: Rename C types to common_types
2020-03-13 22:28:51 -03:00
ReinUsesLisp
835a3d09c6
astc: Move Popcnt to an anonymous namespace and make it constexpr
2020-03-13 22:26:48 -03:00
ReinUsesLisp
731a9a322e
astc: Use common types instead of stdint.h integer types
2020-03-13 22:22:27 -03:00
ReinUsesLisp
d3dc4e399c
astc: Use 'enum class' instead of 'enum' for EIntegerEncoding
2020-03-13 22:20:12 -03:00
ReinUsesLisp
69c7a01f88
vk/gl_shader_decompiler: Silence assertion on compute
2020-03-13 18:33:05 -03:00
ReinUsesLisp
62560f1e63
vk_shader_decompiler: Fix default varying regression
2020-03-13 18:33:05 -03:00
ReinUsesLisp
afebdda203
maxwell_3d: Add padding words to XFB entries
...
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
ReinUsesLisp
4bc4851d45
gl_shader_decompiler: Fix implicit conversion errors
2020-03-13 18:33:05 -03:00
Rodrigo Locatti
47459f6a36
vk_shader_decompiler: Fix implicit type conversion
...
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 18:33:05 -03:00
ReinUsesLisp
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
2020-03-13 18:33:05 -03:00
ReinUsesLisp
b67360c0f8
vk_shader_decompiler: Add XFB decorations to generic varyings
2020-03-13 18:33:05 -03:00
ReinUsesLisp
8d5bdcb17b
vk_device: Enable VK_EXT_transform_feedback when available
2020-03-13 18:33:05 -03:00
ReinUsesLisp
c320702092
vk_device: Shrink formatless capability name size
2020-03-13 18:33:05 -03:00
ReinUsesLisp
ae6189d7c2
shader/transform_feedback: Expose buffer stride
2020-03-13 18:33:05 -03:00
ReinUsesLisp
7acebd7eb6
vk_shader_decompiler: Use registry for specialization
2020-03-13 18:33:05 -03:00
ReinUsesLisp
8e9f23f393
gl_rasterizer: Implement transform feedback bindings
2020-03-13 18:33:04 -03:00
ReinUsesLisp
4d711dface
gl_shader_decompiler: Decorate output attributes with XFB layout
...
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
ReinUsesLisp
3dcaa84ba4
shader/transform_feedback: Add host API friendly TFB builder
2020-03-13 18:33:04 -03:00
Rodrigo Locatti
244fe13219
Merge branch 'master' into shader-purge
2020-03-13 16:44:06 -03:00
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
...
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
Nguyen Dac Nam
829f424618
nit & remove some optional param
2020-03-13 20:47:38 +07:00
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu
2020-03-13 19:01:49 +07:00
makigumo
753bc2026f
fix formatting
2020-03-13 11:37:24 +01:00
makigumo
54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-13 11:26:13 +01:00
Nguyen Dac Nam
00607fe1e0
clang-format
2020-03-13 15:38:57 +07:00
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
...
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method.
2020-03-13 14:20:18 +07:00
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
...
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
Nguyen Dac Nam
93547cac68
shader_bytecode: update BFE instructions struct.
2020-03-13 12:52:16 +07:00
Nguyen Dac Nam
911c56ccef
node_helper: add IBitfieldExtract case
2020-03-13 12:50:32 +07:00
Nguyen Dac Nam
465ba30d08
shader_decode: Reimplement BFE instructions
2020-03-13 12:48:01 +07:00
ReinUsesLisp
e24197bb3f
gl_shader_decompiler: Initialize gl_Position on vertex shaders
2020-03-12 23:31:06 -03:00
Fernando Sahmkow
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
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vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
Fernando Sahmkow
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
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vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
ReinUsesLisp
3a10016e38
gl_shader_decompiler: Add missing {} on smem GLSL emission
2020-03-12 21:50:37 -03:00
ReinUsesLisp
4dcca90ef4
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp
e22816a5bb
texture_cache: Report incompatible textures as black
...
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
ReinUsesLisp
daae6a323b
texture_cache/surface_params: Force depth=1 on 2D textures
...
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
ReinUsesLisp
38fe070d78
gl_shader_decompiler: Add layer component to texelFetch
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TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ReinUsesLisp
825d629565
gl_shader_decompiler: Fix regression in render target declarations
...
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
ReinUsesLisp
8357908099
gl_shader_manager: Fix interaction between graphics and compute
...
After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
2020-03-11 01:04:52 -03:00
ReinUsesLisp
e4bc3c3342
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-09 20:39:58 -03:00
ReinUsesLisp
eb5861e0a2
engines/maxwell_3d: Add TFB registers and store them in shader registry
2020-03-09 18:40:53 -03:00
ReinUsesLisp
b1acb4f73f
shader/registry: Address feedback
2020-03-09 18:40:53 -03:00
ReinUsesLisp
b1061afed9
gl_shader_decompiler: Add identifier to decompiled code
2020-03-09 18:40:53 -03:00
ReinUsesLisp
e612242977
gl_shader_decompiler: Roll back to GLSL core 430
...
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
978172530e
const_buffer_engine_interface: Store component types
...
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
120f688272
yuzu/loading_screen: Remove unused shader progress mode
2020-03-09 18:40:53 -03:00
ReinUsesLisp
e1932351a9
gl_shader_cache: Reduce registry consistency to debug assert
...
Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
2020-03-09 18:40:07 -03:00
ReinUsesLisp
66a8a3e887
shader/registry: Cache tessellation state
2020-03-09 18:40:07 -03:00
ReinUsesLisp
0528be5c92
shader/registry: Store graphics and compute metadata
...
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09 18:40:07 -03:00
ReinUsesLisp
e8efd5a901
video_core: Rename "const buffer locker" to "registry"
2020-03-09 18:40:06 -03:00
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 -03:00
Rodrigo Locatti
22e825a3bc
Merge pull request #3301 from ReinUsesLisp/state-tracker
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video_core: Remove gl_state and use a state tracker based on dirty flags
2020-03-09 18:34:37 -03:00
ReinUsesLisp
1aa75b1081
textures: Fix anisotropy hack
...
Previous code could generate an anisotropy value way higher than x16.
2020-03-08 15:59:38 -03:00
bunnei
84e9f9f395
Merge pull request #3452 from Morph1984/anisotropic-filtering
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
2020-03-07 22:28:35 -05:00
Nguyen Dac Nam
16cfbb068c
vk_reasterizer: fix mistype on SetupGraphicsImages
...
This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
2020-03-08 10:06:59 +07:00
bunnei
662feb8c1c
Merge pull request #3481 from ReinUsesLisp/abgr5-storage
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maxwell_to_vk: Remove Storage capability for A1B5G5R5U
2020-03-07 19:51:33 -05:00
ReinUsesLisp
e4f9ce0379
vk_rasterizer: Support disabled uniform buffers
2020-03-06 18:47:51 -03:00
ReinUsesLisp
aa6fe3f1aa
maxwell_to_vk: Remove Storage capability for A1B5G5R5U
2020-03-06 18:47:27 -03:00
bunnei
49eff536d0
Merge pull request #3463 from ReinUsesLisp/vk-toctou
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vk_swapchain: Silence TOCTOU race condition
2020-03-05 19:38:42 -05:00
bunnei
0361aa1915
Merge pull request #3451 from ReinUsesLisp/indexed-textures
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vk_shader_decompiler: Implement indexed textures
2020-03-05 11:42:46 -05:00
bunnei
fa1d625eed
Merge pull request #3469 from namkazt/patch-1
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shader_decode: Fix LD, LDG when track constant buffer
2020-03-04 23:10:01 -05:00
bunnei
67e7186d79
Merge pull request #3455 from ReinUsesLisp/attr-scaled
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video_core: Implement more scaled attribute formats
2020-03-03 22:46:20 -05:00
Nguyen Dac Nam
85a4222a8c
nit: move comment to right place.
2020-02-29 13:50:10 +07:00
ReinUsesLisp
735c003a70
video_core/dirty_flags: Address feedback
2020-02-28 17:56:43 -03:00
ReinUsesLisp
ef7f6eb67d
renderer_opengl: Fix edge-case where alpha testing might cull presentation
2020-02-28 17:56:43 -03:00
ReinUsesLisp
a6a350ddc3
gl_texture_cache: Remove blending disable on blits
...
Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
887d5288ef
gl_rasterizer: Don't disable blending on clears
...
Blending doesn't affect clears.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
ac204754d4
dirty_flags: Deduplicate code between OpenGL and Vulkan
2020-02-28 17:56:43 -03:00
ReinUsesLisp
6669b359a3
vk_rasterizer: Pass Maxwell registers to dynamic updates
2020-02-28 17:56:43 -03:00
ReinUsesLisp
042256c6bb
state_tracker: Remove type traits with named structures
2020-02-28 17:56:43 -03:00
ReinUsesLisp
6ac3eb4d87
vk_state_tracker: Implement dirty flags for stencil properties
2020-02-28 17:56:43 -03:00
ReinUsesLisp
f9df2c6bcd
vk_state_tracker: Implement dirty flags for depth bounds
2020-02-28 17:56:43 -03:00
ReinUsesLisp
cd0e28c9ec
vk_state_tracker: Implement dirty flags for blend constants
2020-02-28 17:56:43 -03:00
ReinUsesLisp
a33870996b
vk_state_tracker: Implement dirty flags for depth bias
2020-02-28 17:56:43 -03:00
ReinUsesLisp
42f1874965
vk_state_tracker: Implement dirty flags for scissors
2020-02-28 17:56:43 -03:00
ReinUsesLisp
1bd95a314f
vk_state_tracker: Initial implementation
...
Add support for render targets and viewports.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
b1498d2c54
gl_rasterizer: Remove num vertex buffers magic number
2020-02-28 17:56:43 -03:00
ReinUsesLisp
62437943a7
gl_rasterizer: Only apply polygon offset clamp if enabled
2020-02-28 17:56:43 -03:00
ReinUsesLisp
2eeea90713
gl_state_tracker: Implement dirty flags for depth clamp enabling
2020-02-28 17:56:43 -03:00
ReinUsesLisp
3ce66776ec
gl_rasterizer: Disable scissor 0 when scissor is not used on clear
2020-02-28 17:56:43 -03:00
ReinUsesLisp
35bb9239ca
gl_rasterizer: Notify depth mask changes on clear
2020-02-28 17:56:43 -03:00
ReinUsesLisp
98c8948b23
gl_rasterizer: Minor sort changes to clearing
2020-02-28 17:56:42 -03:00
ReinUsesLisp
15cadc3948
maxwell_3d: Use two tables instead of three for dirty flags
2020-02-28 17:56:42 -03:00
ReinUsesLisp
a5bfc0d045
gl_state_tracker: Track state of index buffers
2020-02-28 17:56:42 -03:00
ReinUsesLisp
a42a6e1a2c
gl_state_tracker: Implement dirty flags for clip control
2020-02-28 17:56:42 -03:00
ReinUsesLisp
4f8d152b18
gl_state_tracker: Implement dirty flags for point sizes
2020-02-28 17:56:42 -03:00
ReinUsesLisp
231601763c
gl_state_tracker: Implement dirty flags for fragment color clamp
2020-02-28 17:56:42 -03:00
ReinUsesLisp
bf1a1d989f
gl_state_tracker: Implement dirty flags for logic op
2020-02-28 17:56:42 -03:00
ReinUsesLisp
13afd0e5b0
gl_state_tracker: Implement dirty flags for sRGB
2020-02-28 17:56:42 -03:00
ReinUsesLisp
d8f5c45051
gl_state_tracker: Implement dirty flags for rasterize enable
2020-02-28 17:56:42 -03:00
ReinUsesLisp
b727d99441
gl_state_tracker: Implement dirty flags for multisample
2020-02-28 17:56:42 -03:00
ReinUsesLisp
3c22bd92d8
gl_state_tracker: Implement dirty flags for alpha testing
2020-02-28 17:56:42 -03:00
ReinUsesLisp
9e46953580
gl_state_tracker: Implement dirty flags for polygon offsets
2020-02-28 17:56:42 -03:00
ReinUsesLisp
46a1888e02
gl_state_tracker: Implement dirty flags for primitive restart
2020-02-28 17:56:42 -03:00
ReinUsesLisp
37536d7a49
gl_state_tracker: Implement dirty flags for stencil testing
2020-02-28 17:56:42 -03:00
ReinUsesLisp
40a2c57df5
gl_state_tracker: Implement depth dirty flags
2020-02-28 17:56:42 -03:00
ReinUsesLisp
b910a83a47
gl_state_tracker: Implement dirty flags for front face and culling
2020-02-28 17:56:42 -03:00
ReinUsesLisp
b01dd7d1c8
gl_state_tracker: Implement dirty flags for blending
2020-02-28 17:56:42 -03:00
ReinUsesLisp
f7ec078592
gl_state_tracker: Implement dirty flags for clip distances and shaders
2020-02-28 17:56:42 -03:00
ReinUsesLisp
758ad3f75d
gl_state_tracker: Add dirty flags for buffers and divisors
2020-02-28 17:56:42 -03:00
ReinUsesLisp
9b08698a0c
maxwell_3d: Change write dirty flags to a bitset
2020-02-28 17:56:42 -03:00
ReinUsesLisp
69ad6279e4
gl_state_tracker: Implement dirty flags for vertex formats
2020-02-28 17:56:42 -03:00
ReinUsesLisp
6530144ccb
gl_state_tracker: Implement dirty flags for color masks
2020-02-28 17:56:42 -03:00
ReinUsesLisp
ba6f390448
gl_state_tracker: Implement dirty flags for scissors
2020-02-28 17:56:42 -03:00
ReinUsesLisp
7f52efdf61
gl_state_tracker: Implement dirty flags for viewports
2020-02-28 17:56:41 -03:00
ReinUsesLisp
dacf83ac02
renderer_opengl: Reintroduce dirty flags for render targets
2020-02-28 17:56:41 -03:00
ReinUsesLisp
9e74e6988b
maxwell_3d: Flatten cull and front face registers
2020-02-28 17:56:41 -03:00
ReinUsesLisp
eed789d0d1
video_core: Reintroduce dirty flags infrastructure
2020-02-28 17:56:41 -03:00
ReinUsesLisp
b92dfcd7f2
gl_state: Remove completely
2020-02-28 17:56:35 -03:00
ReinUsesLisp
1c4bf9cbfa
gl_state: Remove program tracking
2020-02-28 17:52:14 -03:00
ReinUsesLisp
5ccb07933a
gl_state: Remove framebuffer tracking
2020-02-28 17:52:10 -03:00
ReinUsesLisp
17a7fa751b
gl_state: Remove image tracking
2020-02-28 17:36:40 -03:00
ReinUsesLisp
9677db03da
gl_state: Remove texture and sampler tracking
2020-02-28 17:35:58 -03:00
ReinUsesLisp
1bc0da3dea
gl_state: Remove blend state tracking
2020-02-28 17:34:43 -03:00
ReinUsesLisp
7d9a5e9e30
gl_state: Remove stencil test tracking
2020-02-28 17:32:05 -03:00
ReinUsesLisp
07a954e67f
gl_state: Remove clip control tracking
2020-02-28 17:31:57 -03:00
ReinUsesLisp
1eee891f6e
gl_state: Remove clip distances tracking
2020-02-28 17:26:26 -03:00
ReinUsesLisp
e8125af8dd
gl_state: Remove rasterizer disable tracking
2020-02-28 17:25:28 -03:00
ReinUsesLisp
d3e433a380
gl_state: Remove viewport and depth range tracking
2020-02-28 17:25:18 -03:00
ReinUsesLisp
7c16b3551b
gl_state: Remove scissor test tracking
2020-02-28 17:00:23 -03:00
ReinUsesLisp
0914c70b7f
gl_state: Remove color mask tracking
2020-02-28 16:59:17 -03:00
ReinUsesLisp
2392b548be
gl_state: Remove clamp framebuffer color tracking
...
This commit doesn't reset it for screen draws because clamping doesn't
change anything there.
2020-02-28 16:58:30 -03:00
ReinUsesLisp
f92236976b
gl_state: Remove multisample tracking
2020-02-28 16:57:47 -03:00
ReinUsesLisp
04d1134191
gl_state: Remove framebuffer sRGB tracking
2020-02-28 16:55:23 -03:00
ReinUsesLisp
d5ab0358b6
gl_state: Remove VAO cache and tracking
2020-02-28 16:54:37 -03:00
ReinUsesLisp
2a662fea36
gl_state: Remove depth clamp tracking
2020-02-28 16:53:35 -03:00
ReinUsesLisp
e1a16a52fa
gl_state: Remove depth tracking
2020-02-28 16:52:46 -03:00
ReinUsesLisp
0f343d32c4
gl_state: Remove primitive restart tracking
2020-02-28 16:51:45 -03:00
ReinUsesLisp
42708c762e
gl_state: Remove logic op tracker
2020-02-28 16:51:23 -03:00
ReinUsesLisp
915d73f3b8
gl_state: Remove blend color tracking
2020-02-28 16:50:58 -03:00
ReinUsesLisp
a0321b984f
gl_state: Remove polygon offset tracking
2020-02-28 16:49:20 -03:00
ReinUsesLisp
f646321dd0
gl_state: Remove alpha test tracking
2020-02-28 16:48:57 -03:00
ReinUsesLisp
c8f5f54a44
gl_state: Remove cull mode tracking
2020-02-28 16:48:23 -03:00
ReinUsesLisp
925521da5f
gl_state: Remove front face tracking
2020-02-28 16:47:59 -03:00
ReinUsesLisp
d2d5554296
gl_state: Remove point size tracking
2020-02-28 16:39:44 -03:00
ReinUsesLisp
b95f064b51
gl_rasterizer: Add oglEnablei helper
2020-02-28 16:39:44 -03:00
ReinUsesLisp
1698143a1d
gl_rasterizer: Add OpenGL enable/disable helper
2020-02-28 16:39:44 -03:00
ReinUsesLisp
96ac3d518a
gl_rasterizer: Remove dirty flags
2020-02-28 16:39:27 -03:00
bunnei
5056d23d0d
renderer_opengl: Fix SRGB presentation frame tracking.
...
- Fixes SRGB in Super Smash Bros. Ultimate.
2020-02-28 01:13:38 -05:00
Nguyen Dac Nam
6c0c2dfabc
shader_decode: Fix LD, LDG when track constant buffer
2020-02-28 13:11:19 +07:00
Morph
7ee6065178
Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.
2020-02-27 21:34:00 -05:00
bunnei
969357af1a
Merge pull request #3430 from bunnei/split-presenter
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Port citra-emu/citra#4940 : "Split Presentation thread from Render thread"
2020-02-27 19:51:55 -05:00
bunnei
ebbfe73557
renderer_opengl: Reduce swap chain size to 3.
2020-02-27 19:50:17 -05:00
Nguyen Dac Nam
db2f547434
shader: FMUL switch to using LUT ( #3441 )
...
* shader: add FmulPostFactor LUT table
* shader: FMUL apply LUT
* Update src/video_core/engines/shader_bytecode.h
Co-Authored-By: Mat M. <mathew1800@gmail.com>
* nit: mistype
* clang-format & add missing import
* shader: remove post factor LUT.
* shader: move post factor LUT to function and fix incorrect order.
* clang-format
* shader: FMUL: add static to post factor LUT
* nit: typo
Co-authored-by: Mat M. <mathew1800@gmail.com>
2020-02-27 11:14:25 -05:00
bunnei
a17214baea
renderer_opengl: Use more concise lock syntax.
2020-02-26 18:35:35 -05:00
bunnei
aef159354c
renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.
2020-02-26 18:28:50 -05:00
ReinUsesLisp
0aaa69e4d7
vk_swapchain: Silence TOCTOU race condition
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It's possible that the window is resized from the moment we ask for its
size to the moment a swapchain is created, causing validation issues.
To workaround this Vulkan issue request the capabilities again just
before creating the swapchain, making the race condition less likely.
2020-02-26 17:07:18 -03:00
bunnei
1f57f679a4
Merge pull request #3440 from namkazt/patch-6
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shader: implement LOP3 fast replace for old function
2020-02-26 10:24:35 -05:00
bunnei
795893a9a5
renderer_opengl: Create gl_framebuffer_data if empty.
2020-02-25 21:23:02 -05:00
bunnei
e25297536f
frontend: qt: bootmanager: Vulkan: Restore support for VK backend.
2020-02-25 21:23:01 -05:00
bunnei
667f026c95
core: frontend: Refactor scope_acquire_window_context to scope_acquire_context.
2020-02-25 21:23:00 -05:00
bunnei
dc672ca4b3
renderer_opengl: Add texture mailbox support for presenter thread.
2020-02-25 21:22:59 -05:00
bunnei
add2c38b73
renderer_opengl: Add OGLRenderbuffer to resource/state management.
2020-02-25 21:22:58 -05:00
Mat M
45ac1c62c6
Merge pull request #3461 from ReinUsesLisp/r32i-rt
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video_core/surface: Add R32_SINT render target format
2020-02-25 17:47:14 -05:00
Mat M
00e3eab9c1
Merge pull request #3460 from ReinUsesLisp/unused-format-getter
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video_core/gpu: Remove unused functions
2020-02-25 17:46:07 -05:00
ReinUsesLisp
466ce715e4
video_core/surface: Add R32_SINT render target format
2020-02-25 17:19:34 -03:00
ReinUsesLisp
3c648e3e2d
video_core/gpu: Remove unused functions
2020-02-25 16:53:47 -03:00
bunnei
78ab2e0474
Merge pull request #3417 from ReinUsesLisp/r32i
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texture: Implement R32I
2020-02-25 14:08:45 -05:00
bunnei
e22ad52cdb
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
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texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
ReinUsesLisp
1e9213632a
vk_shader_decompiler: Implement indexed textures
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Implement accessing textures through an index. It uses the same
interface as OpenGL, the main difference is that Vulkan bindings are
forced to be arrayed (the binding index doesn't change for stacked
textures in SPIR-V).
2020-02-24 01:26:07 -03:00
ReinUsesLisp
1dda77d392
shader: Simplify indexed sampler usages
2020-02-24 01:26:07 -03:00
ReinUsesLisp
e2dd59e341
video_core: Implement more scaler attribute formats
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While changing this, fix assert in vk_shader_decompiler. We now know
scaled formats are expected to be float in shaders attributes.
2020-02-24 00:27:37 -03:00
bunnei
2b4cdb73b6
Merge pull request #3424 from ReinUsesLisp/spirv-layer
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vk_shader_decompiler: Implement Layer output attribute
2020-02-22 23:45:16 -05:00
bunnei
754aac331f
Merge pull request #3422 from ReinUsesLisp/buffer-flush
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surface_base: Implement texture buffer flushes
2020-02-22 23:09:50 -05:00
ReinUsesLisp
7dc488a375
shader/texture: Fix illegal 3D texture assert
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Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
2020-02-21 15:57:27 -03:00
Rodrigo Locatti
4a6a1aeab4
Merge pull request #3433 from namkazt/patch-1
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renderer_vulkan: Add the rest of case for TryConvertBorderColor
2020-02-21 15:56:09 -03:00
Rodrigo Locatti
ef27b4b7b5
Merge pull request #3434 from namkazt/patch-2
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vk_shader: Implement ImageLoad
2020-02-21 15:55:05 -03:00
Rodrigo Locatti
6b2719c0bb
Merge pull request #3435 from namkazt/patch-3
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vulkan: add DXT23_SRGB
2020-02-21 15:48:19 -03:00
bunnei
dc7ebc2d01
Merge pull request #3423 from ReinUsesLisp/no-match-3d
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texture_cache: Avoid matches in 3D textures
2020-02-21 12:16:51 -05:00
Nguyen Dac Nam
10d8afb302
nit: add const to where it need.
2020-02-21 21:16:45 +07:00
Nguyen Dac Nam
1956a34ee5
shader: implement LOP3 fast replace for old function
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ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
2020-02-21 19:08:07 +07:00
Nguyen Dac Nam
c0c4da27d9
vk_device: remove left over from other branch
2020-02-21 08:56:18 +07:00
bunnei
fe8e5d8ae4
Merge pull request #3438 from bunnei/gpu-mem-manager-fix
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video_core: memory_manager: Flush/invalidate asynchronously when possible.
2020-02-20 20:04:05 -05:00
Nguyen Dac Nam
ecf275887b
clang-format
2020-02-20 09:39:30 +07:00
Nguyen Dac Nam
fbbad95845
shader_decompiler: only add StorageImageReadWithoutFormat when available
2020-02-20 09:28:13 +07:00
bunnei
bf0c929d4c
Merge pull request #3415 from ReinUsesLisp/texture-code
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shader/texture: Allow 2D shadow arrays and simplify code
2020-02-19 20:06:14 -05:00
bunnei
d65fa7d65c
video_core: memory_manager: Flush/invalidate asynchronously on Unmap.
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- Minor perf improvement.
2020-02-19 20:03:52 -05:00
bunnei
b2bc7682b4
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
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maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
bunnei
c8261a1a57
Merge pull request #3411 from ReinUsesLisp/specific-funcs
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gl_rasterizer: Use the least generic OpenGL draw function possible
2020-02-19 15:37:41 -05:00
Nguyen Dac Nam
88cb05e6e7
shader_decompiler: add check in case of device not support ShaderStorageImageReadWithoutFormat
2020-02-19 12:57:22 +07:00
Nguyen Dac Nam
e61c7e9310
vk_device: setup shaderStorageImageReadWithoutFormat
2020-02-19 12:56:36 +07:00
Nguyen Dac Nam
47106ab152
vk_device: add check for shaderStorageImageReadWithoutFormat
2020-02-19 12:55:56 +07:00
Nguyen Dac Nam
1b6308727c
shader_conversion: I2F : add Assert for case src_size is Short
2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
a2c2c5768f
fix warning
2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
a8508f2bc0
clang-format fix
2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
556f3a6e9a
shader_conversion: add conversion I2F for Short
2020-02-19 10:54:37 +07:00
bunnei
e545c2322c
Merge pull request #3410 from ReinUsesLisp/vk-draw-index
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vk_shader_decompiler: Fix vertex id and instance id
2020-02-18 22:37:33 -05:00
Nguyen Dac Nam
2ef8af93aa
vk_shader: add Capability StorageImageReadWithoutFormat
2020-02-19 10:16:51 +07:00
Nguyen Dac Nam
f6f0762e81
vk_shader: Implement function ImageLoad (Used by Kirby Start Allies)
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Please enter the commit message for your changes. Lines starting
2020-02-19 08:39:01 +07:00
Nguyen Dac Nam
ec206f7f95
fixups mistake auto commit.
2020-02-19 01:24:32 +07:00
Nguyen Dac Nam
eaf60ca5d8
Update code structure
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-19 01:23:08 +07:00
Fernando Sahmkow
93acfbd3a5
Merge pull request #3409 from ReinUsesLisp/host-queries
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query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
Nguyen Dac Nam
9295966d26
add vertex UnsignedInt size RGBA
2020-02-18 21:52:51 +07:00
Nguyen Dac Nam
9fc42fffd9
add eBc2SrgbBlock to formats
2020-02-18 21:44:09 +07:00
Nguyen Dac Nam
493f0ad904
vulkan: add DXT23_SRGB
2020-02-18 21:39:50 +07:00
Nguyen Dac Nam
ba84f0988f
renderer_vulkan: Add the rest of case for TryConvertBorderColor
2020-02-18 16:52:54 +07:00
ReinUsesLisp
6a0220b2e1
texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp
1caf3f11c8
vk_shader_decompiler: Implement Layer output attribute
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SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
2020-02-16 04:17:37 -03:00
ReinUsesLisp
bfda5ff3f6
texture_cache: Avoid matches in 3D textures
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Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
ReinUsesLisp
fd62bdf377
surface_base: Implement texture buffer flushes
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
bunnei
0f70f68fb3
Revert "video_core: memory_manager: Use GPU interface for cache functions."
2020-02-15 17:47:15 -05:00
ReinUsesLisp
14c2a4a2ec
texture: Implement R32I
2020-02-15 16:26:50 -03:00
ReinUsesLisp
6910ade146
shader/texture: Allow 2D shadow arrays and simplify code
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Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.
Minor style changes.
2020-02-15 02:36:28 -03:00
ReinUsesLisp
91aa58e410
maxwell_3d: Unify draw methods
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp
6d3a046caa
query_cache: Address feedback
2020-02-14 17:38:27 -03:00
ReinUsesLisp
54a00ee4cf
query_cache: Fix ambiguity in CacheAddr getter
2020-02-14 17:38:27 -03:00
ReinUsesLisp
cc0694559f
query_cache: Add a recursive mutex for concurrent usage
2020-02-14 17:38:27 -03:00
ReinUsesLisp
bcd348f238
vk_query_cache: Implement generic query cache on Vulkan
2020-02-14 17:38:27 -03:00
ReinUsesLisp
c31382ced5
query_cache: Abstract OpenGL implementation
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Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
73d2d3342d
gl_query_cache: Optimize query cache
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Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
aae8c180cb
gl_query_cache: Implement host queries using a deferred cache
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Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.
To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.
Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14 17:33:13 -03:00
ReinUsesLisp
ef9920e164
gl_rasterizer: Sort method declarations
2020-02-14 17:27:17 -03:00
ReinUsesLisp
fe1238be7a
gl_rasterizer: Add queued commands counter
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Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
2020-02-14 17:27:17 -03:00
ReinUsesLisp
2b58652f08
maxwell_3d: Slow implementation of passed samples (query 21)
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Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14 17:27:17 -03:00
bunnei
63a59b9935
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
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shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
ReinUsesLisp
3217400dd1
gl_resource_manager: Add managed query class
2020-02-13 22:25:55 -03:00
bunnei
3563af2364
Merge pull request #3395 from FernandoS27/queries
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GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
ReinUsesLisp
336a4f8e99
gl_rasterizer: Use the least generic OpenGL draw function possible
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This may help some implementations.
2020-02-13 21:55:21 -03:00
ReinUsesLisp
cbea8c74de
vk_shader_decompiler: Fix vertex id and instance id
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Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:
gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID
To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
2020-02-13 20:25:28 -03:00
Fernando Sahmkow
d6ed31b9fa
GPU: Address Feedback.
2020-02-13 18:16:07 -04:00
bunnei
37f1cf8cbd
Merge pull request #3376 from ReinUsesLisp/point-sprite
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gl_rasterizer: Implement GL_POINT_SPRITE
2020-02-11 08:26:07 -05:00
Fernando Sahmkow
8e9a4944db
GPU: Implement GPU Clock correctly.
2020-02-10 10:44:54 -04:00
Fernando Sahmkow
0cb3bcfbb7
Maxwell3D: Correct query reporting.
2020-02-10 10:41:43 -04:00
bunnei
84ea9c2b42
Merge pull request #3372 from ReinUsesLisp/fix-back-stencil
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maxwell_3d: Fix stencil back mask
2020-02-09 22:29:28 -05:00
bunnei
e210835dd0
Merge pull request #3387 from bunnei/gpu-mpscqueue
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gpu_thread: Use MPSCQueue for GPU commands.
2020-02-08 21:15:48 -05:00
bunnei
b5c13ee0eb
gpu_thread: Use MPSCQueue for GPU commands.
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- Necessary for multiple service threads.
2020-02-07 23:01:23 -05:00
bunnei
7cacb08cdf
video_core: memory_manager: Use GPU interface for cache functions.
2020-02-07 22:59:35 -05:00
bunnei
90bda66028
Merge pull request #3378 from ReinUsesLisp/uscaled
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maxwell_to_gl: Implement R8G8_USCALED
2020-02-07 22:55:52 -05:00
bunnei
90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
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shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
bunnei
09d766d357
Merge pull request #3362 from ReinUsesLisp/fix-instanced
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gl_rasterizer: Fix instanced draw arrays
2020-02-06 21:39:59 -05:00
ReinUsesLisp
bf9a822b87
shader/decode: Fix constant buffer offsets
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Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
2020-02-05 12:19:09 -03:00
ReinUsesLisp
8bb9eef97b
maxwell_to_gl: Implement R8G8_USCALED
2020-02-04 21:32:36 -03:00
ReinUsesLisp
c81c361e82
maxwell_to_gl: Reduce unimplemented formats to LOG_ERROR
2020-02-04 21:32:08 -03:00
ReinUsesLisp
0eb36c90f4
vk_rasterizer: Use noexcept variants of std::bitset
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Removes bounds checking from "texceptions" instances.
2020-02-04 18:04:24 -03:00
bunnei
08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
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shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
ReinUsesLisp
7da52673d0
gl_rasterizer: Implement GL_POINT_SPRITE
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OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL
compatibility we have to explicitly enable it. This fixes
gl_PointCoord's behaviour.
2020-02-04 15:19:45 -03:00
bunnei
bf21aacc74
Merge pull request #3356 from ReinUsesLisp/fcmp
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shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
bunnei
c31ec00d67
Merge pull request #3337 from ReinUsesLisp/vulkan-staged
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yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
ReinUsesLisp
4eed744277
maxwell_3d: Fix stencil back mask
2020-02-02 17:50:46 -03:00
ReinUsesLisp
223a89a19f
shader: Remove curly braces initializers on shared pointers
2020-02-01 22:52:10 -03:00
bunnei
b5bbe7e752
Merge pull request #3282 from FernandoS27/indexed-samplers
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Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
ReinUsesLisp
729ca120e3
shader/shift: Implement SHIFT_RIGHT_{IMM,R}
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Shifts a pair of registers to the right and returns the low register.
2020-02-01 21:20:02 -03:00
ReinUsesLisp
017474c3f8
shader/shift: Implement SHF_LEFT_{IMM,R}
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Shifts a pair of registers to the left and returns the high register.
2020-02-01 21:19:44 -03:00
bunnei
c593e45dbd
Merge pull request #3347 from ReinUsesLisp/local-mem
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shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
2020-01-30 10:59:52 -05:00
ReinUsesLisp
b69321650e
gl_rasterizer: Fix instanced draw arrays
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glDrawArrays was being used when the draw had a base instance specified.
This commit removes the draw parameters abstraction and fixes the
mentioned issue.
2020-01-30 02:22:00 -03:00
bunnei
2db7adc42a
Merge pull request #3350 from ReinUsesLisp/atom
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shader/memory: Implement ATOM.ADD
2020-01-29 16:49:54 -05:00
ReinUsesLisp
f92cbc5501
yuzu: Implement Vulkan frontend
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Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
2020-01-29 17:53:11 -03:00
ReinUsesLisp
788d57d723
settings: Add settings for graphics backend
2020-01-29 17:53:11 -03:00
ReinUsesLisp
9f0162e4b5
shader/other: Fix skips for SYNC and BRK
2020-01-29 17:53:11 -03:00
ReinUsesLisp
270177f38a
shader/other: Stub S2R LaneId
2020-01-29 17:53:11 -03:00
ReinUsesLisp
b35449c85d
buffer_cache: Delay buffer destructions
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Delay buffer destruction some extra frames to avoid destroying buffers
that are still being used from older frames. This happens on Nvidia's
driver with mailbox.
2020-01-29 17:53:11 -03:00
bunnei
b11aeced18
Merge pull request #3355 from ReinUsesLisp/break-down
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texture_cache/surface_base: Fix layered break down
2020-01-29 12:29:56 -05:00
bunnei
91f79225e7
Merge pull request #3358 from ReinUsesLisp/implicit-texture-cache
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gl_texture_cache: Silence implicit sign cast warnings
2020-01-29 11:23:50 -05:00
bunnei
c457e47297
Merge pull request #3359 from ReinUsesLisp/assert-point-size
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gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
2020-01-28 15:19:51 -05:00
ReinUsesLisp
8178fe8960
gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
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This was implemented by a previous commit and it's no longer required.
2020-01-28 16:32:30 -03:00
ReinUsesLisp
abae795986
gl_texture_cache: Silence implicit sign cast warnings
2020-01-27 20:59:11 -03:00
ReinUsesLisp
137a8aa55c
shader/bfi: Implement register-constant buffer variant
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It's the same as the variant that was implemented, but it takes the
operands from another source.
2020-01-27 01:20:38 -03:00
ReinUsesLisp
e3fc3459c8
shader/arithmetic: Implement FCMP
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Compares the third operand with zero, then selects between the first and
second.
2020-01-27 01:15:44 -03:00
ReinUsesLisp
f55f6ff9bb
texture_cache/surface_base: Fix layered break down
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
2020-01-26 21:48:07 -03:00
ReinUsesLisp
d17dfa6104
gl_texture_cache: Properly implement depth/stencil sampling
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This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
2020-01-26 21:44:08 -03:00
ReinUsesLisp
d95d4ac843
shader/memory: Implement ATOM.ADD
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ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
Fernando Sahmkow
bb8eb15d39
Shader_IR: Address feedback.
2020-01-25 09:04:59 -04:00
ReinUsesLisp
d26e74f0a3
shader/memory: Implement STL.S16 and STS.S16
2020-01-25 03:16:10 -03:00
ReinUsesLisp
9a2cdf8520
shader/memory: Implement unaligned LDL.S16 and LDS.S16
2020-01-25 03:16:10 -03:00
ReinUsesLisp
531f25a037
shader/memory: Move unaligned load/store to functions
2020-01-25 03:16:10 -03:00
ReinUsesLisp
96638f57c9
shader/memory: Implement LDL.S16 and LDS.S16
2020-01-25 03:15:55 -03:00
bunnei
dfd998216c
Merge pull request #3344 from ReinUsesLisp/vk-botw
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vk_shader_decompiler: Disable default values on unwritten render targets
2020-01-24 17:31:55 -05:00
Fernando Sahmkow
806f569143
Shader_IR: Change name of TrackSampler function so it does not confuse with the type.
2020-01-24 16:44:48 -04:00
Fernando Sahmkow
3919b7b8a9
Shader_IR: Corrections, styling and extras.
2020-01-24 16:44:48 -04:00
Fernando Sahmkow
37b8504faa
Shader_IR: Correct Custom Variable assignment.
2020-01-24 16:44:47 -04:00
Fernando Sahmkow
7c530e0666
Shader_IR: Propagate bindless index into the GL compiler.
2020-01-24 16:44:47 -04:00
Fernando Sahmkow
3c34678627
Shader_IR: Implement Injectable Custom Variables to the IR.
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
2b02f29a2d
GL Backend: Introduce indexed samplers into the GL backend
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
037ea431ce
Shader_IR: deduce size of indexed samplers
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
f4603d23c5
Shader_IR: Setup Indexed Samplers on the IR
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
603c861532
Shader_IR: Implement initial code for tracking indexed samplers.
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
64496f2456
Shader_IR: Address Feedback
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
b97608ca64
Shader_IR: Allow constant access of guest driver.
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
dc5cfa8d28
Shader_IR: Address Feedback
2020-01-24 16:43:29 -04:00
Fernando Sahmkow
74aa7de5e3
Guest_driver: Correct compiling errors in GCC.
2020-01-24 16:43:29 -04:00
Fernando Sahmkow
1e4b6bef6f
Shader_IR: Store Bound buffer on Shader Usage
2020-01-24 16:43:29 -04:00
Fernando Sahmkow
c921e496eb
GPU: Implement guest driver profile and deduce texture handler sizes.
2020-01-24 16:43:29 -04:00
bunnei
a104b985a8
Merge pull request #3273 from FernandoS27/txd-array
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Shader_IR: Implement TXD Array.
2020-01-24 14:02:40 -05:00
ReinUsesLisp
1690f1adba
vk_shader_decompiler: Disable default values on unwritten render targets
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Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
2020-01-24 01:16:21 -03:00
ReinUsesLisp
3ce28342a2
gl_shader_cache: Disable fastmath on Nvidia
2020-01-21 19:08:08 -03:00
Fernando Sahmkow
79e0991d9b
Merge pull request #3330 from ReinUsesLisp/vk-blit-screen
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vk_blit_screen: Initial implementation
2020-01-20 22:32:16 -04:00
ReinUsesLisp
a665581684
vk_blit_screen: Address feedback
2020-01-20 18:43:11 -03:00
bunnei
69b44392a7
Merge pull request #3328 from ReinUsesLisp/vulkan-atoms
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vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
2020-01-20 00:01:52 -05:00
bunnei
5a077c95ce
Merge pull request #3322 from ReinUsesLisp/vk-front-face
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vk_graphics_pipeline: Set front facing properly
2020-01-19 23:22:34 -05:00
ReinUsesLisp
f5dfe68a94
vk_blit_screen: Initial implementation
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This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
2020-01-19 21:12:43 -03:00
bunnei
41373d212e
Merge pull request #3313 from ReinUsesLisp/vk-rasterizer
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vk_rasterizer: Implement Vulkan's rasterizer
2020-01-19 18:09:01 -05:00
ReinUsesLisp
b2c976ad0e
vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
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Also updates sirit to include atomic instructions.
2020-01-19 16:40:31 -03:00
Fernando Sahmkow
51c8aea979
Merge pull request #3317 from ReinUsesLisp/gl-decomp-cc-decomp
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gl_shader_decompiler: Fix decompilation of condition codes
2020-01-18 19:56:55 -04:00
ReinUsesLisp
d110a371bb
gl_state: Use bool instead of GLboolean
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This fixes template resolution considering GLboolean an integer instead
of a bool.
2020-01-18 19:10:34 -03:00
ReinUsesLisp
94915d4ea1
vk_graphics_pipeline: Set front facing properly
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Front face was being forced to a certain value when cull face is
disabled. Set a default value on initialization and drop the forcefully
set front facing value with culling disabled.
2020-01-18 18:50:47 -03:00
bunnei
9bf4850f74
Merge pull request #3305 from ReinUsesLisp/point-size-program
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gl_state: Implement PROGRAM_POINT_SIZE
2020-01-18 01:56:32 -05:00
bunnei
15163edaaa
Merge pull request #3312 from ReinUsesLisp/atoms-u32
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shader/memory: Implement ATOMS.ADD.U32
2020-01-18 00:54:07 -05:00
ReinUsesLisp
09b1d762d7
vk_rasterizer: Address feedback
2020-01-17 21:40:01 -03:00
ReinUsesLisp
f34e519da3
gl_shader_decompiler: Fix decompilation of condition codes
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Use Visit instead of reimplementing it. Fixes unimplemented negations
for condition codes.
2020-01-17 21:23:01 -03:00
bunnei
48863afb65
Merge pull request #3306 from ReinUsesLisp/gl-texture
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gl_texture_cache: Minor fixes and style changes
2020-01-17 15:44:02 -05:00
bunnei
657b3a366e
Merge pull request #3311 from ReinUsesLisp/z32fx24s8
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format_lookup_table: Fix ZF32_X24S8 component types
2020-01-17 08:22:32 -05:00
ReinUsesLisp
fe5356d223
vk_rasterizer: Implement Vulkan's rasterizer
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
2020-01-16 23:05:15 -03:00
ReinUsesLisp
38e789c761
renderer_vulkan: Add header as placeholder
2020-01-16 22:54:15 -03:00
bunnei
e041f33569
Merge pull request #3300 from ReinUsesLisp/vk-texture-cache
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vk_texture_cache: Implement generic texture cache on Vulkan
2020-01-16 19:19:26 -05:00
ReinUsesLisp
f09cd52980
vk_texture_cache: Address feedback
2020-01-16 18:23:10 -03:00
ReinUsesLisp
63ba41a26d
shader/memory: Implement ATOMS.ADD.U32
2020-01-16 17:30:55 -03:00
ReinUsesLisp
0caab54b5d
format_lookup_table: Fix ZF32_X24S8 component types
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Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
2020-01-16 17:29:13 -03:00
Rodrigo Locatti
82e1285c1e
vk_texture_cache: Fix typo in commentary
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Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
2020-01-16 16:59:46 -03:00
bunnei
30faf6a964
Merge pull request #3308 from lioncash/private
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maxwell_3d: Make dirty_pointers private
2020-01-16 13:26:35 -05:00
bunnei
d23869811d
Merge pull request #3304 from lioncash/fwd-decl
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renderer_opengl/utils: Forward declare private structs
2020-01-16 11:21:18 -05:00
Lioncash
9e874898f5
maxwell_3d: Make dirty_pointers private
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This isn't used outside of the class itself, so we can make it private
for the time being.
2020-01-16 04:07:15 -05:00
ReinUsesLisp
c375d735e6
gl_state: Implement PROGRAM_POINT_SIZE
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For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
2020-01-15 16:14:17 -03:00
Lioncash
7af56dfa76
renderer_opengl/utils: Remove unused header inclusions
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Nothing from these headers are used, so they can be removed.
2020-01-15 06:31:23 -05:00
Lioncash
06d30fbcca
renderer_opengl/utils: Forward declare private structs
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Keeps the definitions hidden and allows changes to the structs without
needing to recompile all users of classes containing said structs.
2020-01-15 06:30:01 -05:00
ReinUsesLisp
66a1c777c9
gl_texture_cache: Use local variables to simplify DownloadTexture
2020-01-14 17:39:48 -03:00
ReinUsesLisp
cdb00546f0
gl_texture_cache: Fix format for RGBX16F
2020-01-14 17:38:33 -03:00
ReinUsesLisp
2d09467f6f
gl_texture_cache: Use Snorm internal format for RG8S
2020-01-14 17:37:58 -03:00
ReinUsesLisp
02624c35ec
gl_texture_cache: Use Snorm internal format for ABGR8S
2020-01-14 17:37:23 -03:00
Rodrigo Locatti
64cd46579b
Merge pull request #3303 from lioncash/reorder
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control_flow: Silence -Wreorder warning for CFGRebuildState
2020-01-14 16:15:18 -03:00
Lioncash
a1eee1749e
control_flow: Silence -Wreorder warning for CFGRebuildState
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Organizes the initializer list in the same order that the variables
would actually be initialized in.
2020-01-14 13:28:48 -05:00
Lioncash
f10ea944e0
gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constant
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Given this isn't used, this can be removed entirely.
2020-01-14 13:16:52 -05:00
Lioncash
4cd5ad90f3
gl_shader_cache: std::move entries in CachedShader constructor
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Avoids several reallocations of std::vector instances where applicable.
2020-01-14 13:14:16 -05:00
Lioncash
15a6840e7a
gl_shader_cache: Remove unused entries variable in BuildShader()
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Eliminates a few unnecessary constructions of std::vectors.
2020-01-14 13:11:49 -05:00
bunnei
55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
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shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
bunnei
15788ffcde
Merge pull request #3288 from ReinUsesLisp/uncurse-aoffi
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shader_ir/texture: Simplify AOFFI code
2020-01-13 23:52:12 -05:00
bunnei
6985eea519
Merge pull request #3290 from ReinUsesLisp/gl-clamp
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maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
2020-01-13 19:16:06 -05:00
ReinUsesLisp
09e17fbb0f
vk_texture_cache: Implement generic texture cache on Vulkan
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It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
2020-01-13 20:37:50 -03:00
ReinUsesLisp
2b2712fa95
texture_cache/surface_params: Make GetNumLayers public
2020-01-13 20:35:43 -03:00
Rodrigo Locatti
b1138e5ea1
vk_compute_pass: Address feedback
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Comment hardcoded SPIR-V modules.
2020-01-10 22:46:34 -03:00
ReinUsesLisp
3d46709b7f
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
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Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
2020-01-10 17:12:50 -03:00
ReinUsesLisp
13021b534c
shader_ir/texture: Simplify AOFFI code
2020-01-09 03:50:37 -03:00
ReinUsesLisp
e2a2a556b9
shader_ir/memory: Implement u16 and u8 for STG and LDG
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Using the same technique we used for u8 on LDG, implement u16.
In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
ReinUsesLisp
908e085d02
vk_compute_pass: Add compute passes to emulate missing Vulkan features
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This currently only supports quad arrays and u8 indices.
In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.
The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
2020-01-08 19:24:26 -03:00
ReinUsesLisp
82a64da077
vk_shader_util: Add helper to build SPIR-V shaders
2020-01-08 19:22:20 -03:00
ReinUsesLisp
6888d776ff
vk_pipeline_cache: Initial implementation
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Given a pipeline key, this cache returns a pipeline abstraction (for
graphics or compute).
2020-01-06 22:02:26 -03:00
ReinUsesLisp
2effdeb924
vk_graphics_pipeline: Initial implementation
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This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.
It takes advantage of the few dynamic states Vulkan offers.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
dc96a59fa0
vk_compute_pipeline: Initial implementation
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This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
b392a5986e
vk_pipeline_cache: Add file and define descriptor update template filler
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This function allows us to share code between compute and graphics
pipelines compilation.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
3142f1b597
fixed_pipeline_state: Add depth clamp
2020-01-06 22:02:26 -03:00
ReinUsesLisp
9c548146ca
vk_rasterizer: Add placeholder
2020-01-06 22:02:26 -03:00
bunnei
5be00cba15
Merge pull request #3276 from ReinUsesLisp/pipeline-reqs
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vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
2020-01-06 17:03:34 -05:00
ReinUsesLisp
5aeff9aff5
vk_renderpass_cache: Initial implementation
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The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
322d6a0311
vk_update_descriptor: Initial implementation
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The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
5b01f80a12
vk_stream_buffer/vk_buffer_cache: Avoid halting and use generic cache
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The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).
To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.
On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
ceb851b590
vk_memory_manager: Misc changes
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* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.
* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.
* Improve messages on exceptional situations.
* Fix typos "requeriments" -> "requirements".
* Small style changes.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
85bb6a6f08
vk_buffer_cache: Temporarily remove buffer cache
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This is intended for a follow up commit to avoid circular dependencies.
2020-01-06 17:58:46 -03:00
bunnei
89fc75d769
Merge pull request #3257 from degasus/no_busy_loops
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video_core: Block in WaitFence.
2020-01-06 00:09:57 -05:00
Fernando Sahmkow
56e450a3f7
Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
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vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
bunnei
cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
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Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
Fernando Sahmkow
3dd6b55851
Shader_IR: Address Feedback
2020-01-04 14:40:57 -04:00
Fernando Sahmkow
a1667a7b46
Shader_IR: Implement TXD Array.
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This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
Rodrigo Locatti
6e347d8d1b
Update src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03 17:34:30 -03:00
ReinUsesLisp
0d6d8129c4
yuzu: Remove Maxwell debugger
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This was carried from Citra and wasn't really used on yuzu. It also adds
some runtime overhead. This commit removes it from yuzu's codebase.
2020-01-02 23:09:44 -03:00
bunnei
ae0e481677
Merge pull request #3243 from ReinUsesLisp/topologies
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maxwell_to_gl: Implement missing primitive topologies
2020-01-01 20:33:33 -05:00
ReinUsesLisp
1fe7df4517
vk_descriptor_pool: Initial implementation
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Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.
If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
2020-01-01 16:44:06 -03:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
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shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow
b3371ed09e
Shader_IR: add the ability to amend code in the shader ir.
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This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
Fernando Sahmkow
7bd447355f
Merge pull request #3248 from ReinUsesLisp/vk-image
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vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
Rodrigo Locatti
4cbb363d3f
vk_image: Avoid unnecesary equals
2019-12-30 13:28:23 -03:00
Fernando Sahmkow
287d5921cf
Merge pull request #3249 from ReinUsesLisp/vk-staging-buffer-pool
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vk_staging_buffer_pool: Add a staging pool for temporary operations
2019-12-30 12:25:59 -04:00
Markus Wick
cb9dd01ffd
video_core: Block in WaitFence.
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This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.
This might also increase the performance as the other cores might be allowed to clock higher.
2019-12-30 13:04:53 +01:00
Rodrigo Locatti
f2c61bbe13
vk_staging_buffer_pool: Initialize last epoch to zero
2019-12-29 19:19:43 -03:00
Fernando Sahmkow
f846e3d6d0
Merge pull request #3250 from ReinUsesLisp/empty-fragment
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gl_rasterizer: Allow rendering without fragment shader
2019-12-28 14:33:53 -04:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
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shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
ReinUsesLisp
5b989f189f
gl_rasterizer: Allow rendering without fragment shader
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Rendering without a fragment shader is usually used in depth-only
passes.
2019-12-26 16:38:49 -03:00
ReinUsesLisp
3813af2f3c
vk_staging_buffer_pool: Add a staging pool for temporary operations
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The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.
It automatically deletes unused buffers.
2019-12-25 18:12:17 -03:00
ReinUsesLisp
c83bf7cd1e
vk_image: Add an image object abstraction
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This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.
To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.
Image transitions are deferred to the scheduler command buffer.
2019-12-25 18:00:16 -03:00
Fernando Sahmkow
5619d24377
Merge pull request #3244 from ReinUsesLisp/vk-fps
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fixed_pipeline_state: Define structure and loaders
2019-12-25 14:31:29 -04:00
bunnei
4af569ee47
Merge pull request #3236 from ReinUsesLisp/rasterize-enable
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gl_rasterizer: Implement RASTERIZE_ENABLE
2019-12-24 22:54:10 -05:00
ReinUsesLisp
b9e3f5eb36
fixed_pipeline_state: Define symetric operator!= and mark as noexcept
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Marks as noexcept Hash, operator== and operator!= for consistency.
2019-12-24 18:24:08 -03:00
ReinUsesLisp
4a3026b16b
fixed_pipeline_state: Define structure and loaders
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The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.
In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
2019-12-22 22:59:11 -03:00
ReinUsesLisp
5770418fb3
maxwell_3d: Add depth bounds registers
2019-12-22 22:55:06 -03:00
ReinUsesLisp
91d35559e5
maxwell_to_gl: Implement missing primitive topologies
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Many of these topologies are exclusively available in OpenGL.
2019-12-22 22:33:01 -03:00
bunnei
e976d0e924
Merge pull request #3241 from ReinUsesLisp/gl-shader-cache
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gl_shader_cache: Style changes
2019-12-22 16:23:46 -05:00
bunnei
1e76655f83
Merge pull request #3238 from ReinUsesLisp/vk-resource-manager
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vk_resource_manager: Catch device losses and other changes
2019-12-22 15:57:16 -05:00
bunnei
0f3ac9cfeb
Merge pull request #3203 from FernandoS27/tex-cache-fixes
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Texture Cache: Add HLE methods for building 3D textures
2019-12-22 14:25:13 -05:00
Fernando Sahmkow
3dc585d011
Merge pull request #3237 from ReinUsesLisp/vk-shader-decompiler
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vk_shader_decompiler: Misc changes
2019-12-22 12:36:56 -04:00
Fernando Sahmkow
218ee18417
Texture Cache: Improve documentation
2019-12-22 12:29:23 -04:00
Fernando Sahmkow
a3916588b6
Texture Cache: Address Feedback
2019-12-22 12:24:34 -04:00
Fernando Sahmkow
51c9e98677
Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
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This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
2019-12-22 12:24:34 -04:00
Fernando Sahmkow
aea978e037
Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
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renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22 11:23:09 -04:00
Fernando Sahmkow
27efcc15e9
Merge pull request #3240 from ReinUsesLisp/decomp-cond-code
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vk_shader_decompiler: Use Visit instead of reimplementing it
2019-12-22 11:20:55 -04:00
bunnei
16dcfacbfc
Merge pull request #3235 from ReinUsesLisp/ldg-u8
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shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp
1e16023d60
gl_shader_cache: Update commentary for shared memory
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Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.
While we are at it sort the generated code to put preprocessor lines on
the top.
2019-12-20 22:51:21 -03:00
ReinUsesLisp
486c6a5316
gl_shader_cache: Remove unused entry in GetPrimitiveDescription
2019-12-20 22:49:30 -03:00
ReinUsesLisp
af93909c9c
vk_shader_decompiler: Use Visit instead of reimplementing it
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ExprCondCode visit implements the generic Visit. Use this instead of
that one.
As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
2019-12-20 21:36:25 -03:00
ReinUsesLisp
38d3a48873
shader/p2r: Implement P2R Pr
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P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp
cf27b59493
shader/r2p: Refactor P2R to support P2R
2019-12-20 17:55:42 -03:00
bunnei
7be65c6a68
Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
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shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
bunnei
6d55b14cc0
Merge pull request #3233 from ReinUsesLisp/mismatch-sizes
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shader/texture: Properly shrink unused entries in size mismatches
2019-12-19 20:40:27 -05:00
ReinUsesLisp
e41da22c8d
vk_resource_manager: Add entry to VKFence to test its usage
2019-12-19 16:31:34 -03:00
ReinUsesLisp
ec983a2451
vk_reosurce_manager: Add assert for releasing fences
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Notify the programmer when a request to release a fence is invalid
because the fence is already free.
2019-12-19 16:31:34 -03:00
ReinUsesLisp
6ddffa010a
vk_resource_manager: Implement VKFenceWatch move constructor
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This allows us to put VKFenceWatch inside a std::vector without storing
it in heap. On move we have to signal the fences where the new protected
resource is, adding some overhead.
2019-12-19 16:31:34 -03:00
ReinUsesLisp
54747d60bc
vk_device: Add entry to catch device losses
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VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
2019-12-19 16:31:33 -03:00
ReinUsesLisp
2a63b3bdb9
vk_shader_decompiler: Fix full decompilation
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When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
2019-12-19 16:24:45 -03:00
ReinUsesLisp
de918ebeb0
vk_shader_decompiler: Skip NDC correction when it is native
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Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
2019-12-19 16:24:45 -03:00
ReinUsesLisp
485c21eac3
vk_shader_decompiler: Normalize output fragment attachments
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Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
2019-12-19 16:24:45 -03:00
bunnei
1eb4a95d2b
Merge pull request #3232 from ReinUsesLisp/gl-decompiler-images
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gl_shader_decompiler: Add missing DeclareImages
2019-12-19 11:32:47 -05:00
bunnei
253aa52351
Merge pull request #3231 from ReinUsesLisp/tld4s-encoding
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shader_bytecode: Fix TLD4S encoding
2019-12-19 11:32:25 -05:00
ReinUsesLisp
f4a25f854c
vk_device: Add query for RGBA8Uint
2019-12-19 02:08:29 -03:00
ReinUsesLisp
abb33d4aec
vk_shader_decompiler: Update sirit and implement Texture AOFFI
2019-12-19 01:42:13 -03:00
bunnei
d53cf05513
Merge pull request #3221 from ReinUsesLisp/vk-scheduler
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vk_scheduler: Delegate commands to a worker thread and state track
2019-12-18 22:04:08 -05:00
ReinUsesLisp
da0aa4da6b
gl_rasterizer: Implement RASTERIZE_ENABLE
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RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -03:00
ReinUsesLisp
ae8d4b6c0c
shader/memory: Implement LDG.U8 and unaligned U8 loads
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LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.
To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:
result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp
a7d6bd1ef1
shader/conversion: Implement byte selector in I2F
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I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
ReinUsesLisp
15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
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When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp
e438079b50
gl_shader_decompiler: Add missing DeclareImages
2019-12-17 23:34:15 -03:00
ReinUsesLisp
8b26b4228b
shader_bytecode: Fix TLD4S encoding
2019-12-17 23:32:10 -03:00
ReinUsesLisp
b52297767e
renderer_vulkan/shader: Add helper GLSL shaders
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These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.
quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
2019-12-16 17:59:08 -03:00
bunnei
65b1b05e05
Merge pull request #3182 from ReinUsesLisp/renderer-opengl
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renderer_opengl: Miscellaneous clean ups
2019-12-16 13:01:04 -05:00
ReinUsesLisp
e09c1fbc1f
shader/texture: Implement TLD4.PTP
2019-12-16 04:09:24 -03:00
ReinUsesLisp
844e4a297b
shader/texture: Enable arrayed TLD4
2019-12-16 02:37:21 -03:00
ReinUsesLisp
a87c85eba2
gl_shader_decompiler: Rename "sepparate" to "separate"
2019-12-16 02:12:51 -03:00
ReinUsesLisp
3d2c44848b
shader/texture: Implement AOFFI for TLD4S
2019-12-16 02:06:42 -03:00
ReinUsesLisp
3d9fff82c0
shader/texture: Remove unnecesary parenthesis
2019-12-16 01:52:33 -03:00
Rodrigo Locatti
eac075692b
Merge pull request #3219 from FernandoS27/fix-bindless
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Corrections and fixes to TLD4S & bindless samplers failing
2019-12-16 01:26:11 -03:00
bunnei
3d51153611
Merge pull request #3222 from ReinUsesLisp/maxwell-to-vk
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maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
2019-12-14 22:30:12 -05:00
bunnei
035ec7d9de
Merge pull request #3213 from ReinUsesLisp/intel-mesa
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gl_device: Enable compute shaders for Intel Mesa drivers
2019-12-14 16:04:31 -05:00
bunnei
2b650543c6
Merge pull request #3212 from ReinUsesLisp/fix-smem-lmem
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gl_shader_cache: Add missing new-line on emitted GLSL
2019-12-13 21:35:29 -05:00
ReinUsesLisp
e3ea583893
maxwell_to_vk: Improve image format table and add more formats
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A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
2019-12-13 03:12:29 -03:00
ReinUsesLisp
f27b21077d
maxwell_to_vk: Implement more vertex formats
2019-12-13 03:12:28 -03:00
ReinUsesLisp
8db8631d81
maxwell_to_vk: Implement more primitive topologies
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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
2019-12-13 03:12:28 -03:00
ReinUsesLisp
15513f0801
maxwell_to_vk: Approach GL_CLAMP closer to the GL spec
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
2019-12-13 03:12:28 -03:00
ReinUsesLisp
f845df8651
maxwell_to_vk: Use VK_EXT_index_type_uint8 when available
2019-12-13 02:37:23 -03:00
ReinUsesLisp
2df9a2dcaf
vk_scheduler: Delegate commands to a worker thread and state track
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Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
2019-12-13 02:24:48 -03:00
bunnei
8fc49a83b6
Merge pull request #3217 from jhol/fix-boost-include
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Added missing include
2019-12-11 22:21:24 -05:00
Fernando Sahmkow
c0ee0aa1a8
Shader_IR: Correct TLD4S Depth Compare.
2019-12-11 19:53:17 -04:00
Fernando Sahmkow
af89723fa3
Shader_Ir: Correct TLD4S encoding and implement f16 flag.
2019-12-11 19:53:17 -04:00
Fernando Sahmkow
84a158c977
Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.
2019-12-11 19:53:16 -04:00
Fernando Sahmkow
271a3264f3
Shader_Ir: default failed tracks on bindless samplers to null values.
2019-12-11 19:53:16 -04:00
Fernando Sahmkow
1d2ba3cc97
Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented.
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This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
2019-12-11 15:41:26 -04:00
bunnei
1a66cde175
Merge pull request #3210 from ReinUsesLisp/memory-barrier
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shader: Implement MEMBAR.GL
2019-12-11 14:24:39 -05:00
Joel Holdsworth
e9faa1617c
Added missing include
2019-12-11 18:11:49 +00:00
ReinUsesLisp
f564eaebed
gl_device: Enable compute shaders for Intel Mesa drivers
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Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
2019-12-11 00:00:30 -03:00
ReinUsesLisp
48e16c4c49
gl_shader_cache: Add missing new-line on emitted GLSL
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Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
2019-12-10 23:52:51 -03:00
Fernando Sahmkow
7ffb672f61
Maxwell3D: Implement Depth Mode.
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
233ed96a5c
vk_shader_decompiler: Fix build issues on old gcc versions
2019-12-10 01:55:38 -03:00
ReinUsesLisp
d30cf51d7d
vk_shader_decompiler: Reduce YNegate's severity
2019-12-09 23:52:28 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId
2019-12-09 23:52:28 -03:00
ReinUsesLisp
ecbfa416f0
vk_shader_decompiler: Misc changes
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
2019-12-09 23:51:57 -03:00
ReinUsesLisp
9ad6327fbd
shader: Keep track of shaders using warp instructions
2019-12-09 23:40:41 -03:00
ReinUsesLisp
6233b1db08
shader_ir/memory: Implement patch stores
2019-12-09 23:25:21 -03:00
ReinUsesLisp
19ce0d4f1a
vk_device: Misc changes
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
2019-12-09 01:04:48 -03:00
bunnei
faf5ae6a50
Merge pull request #3198 from ReinUsesLisp/tessellation-maxwell
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maxwell_3d: Add tessellation state entries
2019-12-08 22:28:25 -05:00
ReinUsesLisp
7ea362e134
externals: Update Vulkan-Headers
2019-12-08 22:08:19 -03:00
ReinUsesLisp
f632d00eb1
vk_swapchain: Add support for swapping sRGB
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
2019-12-06 22:42:08 -03:00
ReinUsesLisp
36651f215a
maxwell_3d: Add tessellation tess level registers
2019-12-06 22:08:22 -03:00
ReinUsesLisp
707bf41c6f
maxwell_3d: Add tessellation mode register
2019-12-06 22:07:31 -03:00
ReinUsesLisp
d2b50c5ebd
maxwell_3d: Add patch vertices register
2019-12-06 22:06:53 -03:00
ReinUsesLisp
74f515e8b6
shader_bytecode: Remove corrupted character
2019-12-06 20:31:56 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
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Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
bunnei
3c1b6b5723
Merge pull request #2987 from FernandoS27/texture-invalid
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Texture_Cache: Redo invalid Surfaces handling.
2019-12-02 12:07:05 -05:00
bunnei
930b7c18a6
Merge pull request #3184 from ReinUsesLisp/framebuffer-cache
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gl_framebuffer_cache: Optimize framebuffer cache management
2019-11-30 18:46:40 -05:00
ReinUsesLisp
ff64c3951a
texture_cache/surface_base: Fix out of bounds texture views
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Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.
Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
2019-11-29 16:51:14 -03:00
ReinUsesLisp
fb6cf12a17
gl_framebuffer_cache: Optimize framebuffer key
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Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
2019-11-28 23:02:20 -03:00
ReinUsesLisp
c34da106ed
gl_rasterizer: Re-enable framebuffer cache for clear buffers
2019-11-28 23:02:20 -03:00
ReinUsesLisp
e6a0a30334
renderer_opengl: Make ScreenRectVertex's constructor constexpr
2019-11-28 20:36:02 -03:00
ReinUsesLisp
dee7844443
renderer_opengl: Remove C casts
2019-11-28 20:28:27 -03:00
ReinUsesLisp
3a44faff11
renderer_opengl: Use explicit binding for presentation shaders
2019-11-28 20:25:56 -03:00
ReinUsesLisp
75cc501d52
renderer_opengl: Drop macros for message decorations
2019-11-28 20:15:25 -03:00
ReinUsesLisp
056f049b26
renderer_opengl: Move static definitions to anonymous namespace
2019-11-28 20:14:40 -03:00
ReinUsesLisp
4589582eaf
renderer_opengl: Move commentaries to header file
2019-11-28 20:11:03 -03:00
bunnei
e3ee017e91
Merge pull request #3169 from lioncash/memory
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core/memory: Deglobalize memory management code
2019-11-28 11:43:17 -05:00
Rodrigo Locatti
913d0bb269
Merge pull request #3174 from lioncash/optional
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video_core/gpu_thread: Tidy up SwapBuffers()
2019-11-27 20:35:31 -03:00
Lioncash
aed6d8bef5
video_core/gpu_thread: Tidy up SwapBuffers()
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We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
2019-11-27 17:46:11 -05:00
Lioncash
9403979c22
video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
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Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash
930e311526
video_core/const_buffer_locker: Remove unused includes
2019-11-27 05:51:13 -05:00
Lioncash
9341ca7979
video_core/const_buffer_locker: Remove #pragma once from cpp file
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Silences a compiler warning.
2019-11-27 05:50:51 -05:00
Lioncash
849581075a
core/memory: Migrate over RasterizerMarkRegionCached() to the Memory class
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This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
2019-11-26 21:55:38 -05:00
Lioncash
3f08e8d8d4
core/memory: Migrate over GetPointer()
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With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
536fc7f0ea
core: Prepare various classes for memory read/write migration
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
2019-11-26 21:55:37 -05:00
bunnei
6df6caaf5f
Merge pull request #3143 from ReinUsesLisp/indexing-bug
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gl_device: Deduce indexing bug from device instead of heuristic
2019-11-26 21:53:12 -05:00
ReinUsesLisp
ef4446cb11
gl_shader_decompiler: Fix casts from fp32 to f16
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Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25 22:22:33 -03:00
ReinUsesLisp
410d44ce05
gl_device: Deduce indexing bug from device instead of heuristic
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The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
2019-11-25 16:15:22 -03:00
bunnei
2899c93818
Merge pull request #3158 from ReinUsesLisp/srgb-blit
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gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei
33a6b45a6c
Merge pull request #3155 from bunnei/fix-asynch-gpu-wait
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gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-24 20:19:25 -05:00
bunnei
b03242067d
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
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gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
74fff717aa
gl_texture_cache: Apply sRGB on blits
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glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
2019-11-24 18:13:33 -03:00
bunnei
b7031b2b9d
Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg
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maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24 13:53:23 -05:00
bunnei
e81e0036b4
Merge pull request #3145 from ReinUsesLisp/buffer-cache-init
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buffer_cache: Remove brace initialized for objects with default constructor
2019-11-24 02:55:02 -05:00
bunnei
9ec84fc592
gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-23 15:17:28 -05:00
bunnei
4ed183ee42
Merge pull request #3141 from ReinUsesLisp/gl-position
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gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
ReinUsesLisp
dc2e83fa31
gl_device: Reserve base bindings on limited devices
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SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
e3d7334be9
gl_state: Skip null texture binds
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glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
919ac2c4d3
gl_rasterizer: Disable compute shaders on Intel
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Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
894ad74b87
gl_shader_cache: Hack shared memory size
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The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
e35b9597ef
gl_shader_decompiler: Normalize image bindings
2019-11-22 21:28:49 -03:00
ReinUsesLisp
36d9b409fc
gl_shader_decompiler: Normalize cbuf bindings
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Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
f936b86c7c
gl_rasterizer: Add missing cbuf counter reset on compute
2019-11-22 21:28:49 -03:00
ReinUsesLisp
180417c514
gl_shader_cache: Remove dynamic BaseBinding specialization
2019-11-22 21:28:49 -03:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType
2019-11-22 21:28:48 -03:00
ReinUsesLisp
0f23359a44
gl_rasterizer: Bind graphics images to draw commands
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Images were not being bound to draw invocations because these would
require a cache invalidation.
2019-11-22 21:28:48 -03:00
ReinUsesLisp
287ae2b9e8
gl_shader_cache: Specialize local memory size for compute shaders
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Local memory size in compute shaders was stubbed with an arbitary size.
This commit specializes local memory size from guest GPU parameters.
2019-11-22 21:28:48 -03:00
ReinUsesLisp
dbeb523879
gl_shader_cache: Specialize shared memory size
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Shared memory was being declared with an undefined size. Specialize from
guest GPU parameters the compute shader's shared memory size.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
4f5d8e4342
gl_shader_cache: Specialize shader workgroup
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Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
dc9961f341
shader/texture: Handle TLDS texture type mismatches
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Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.
E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp
32c1bc6a67
shader/texture: Deduce texture buffers from locker
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Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
73aaf365e7
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-20 16:00:40 -03:00
Fernando Sahmkow
cc81c0ce64
Texture_Cache: Redo invalid Surfaces handling.
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This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
2019-11-20 14:59:35 -04:00
ReinUsesLisp
24f4198cee
shader/other: Reduce DEPBAR log severity
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While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
ReinUsesLisp
bc10714dcf
gl_shader_gen: Apply default value to gl_Position
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Nvidia has sane default output values for varyings, but the other
vendors don't apply these. To properly emulate this we would have to
analyze the shader header. For the time being, apply the same default
Nvidia applies so we get the same behaviour on non-Nvidia drivers.
2019-11-19 20:32:01 -03:00
bunnei
b0819e2ffb
Merge pull request #3086 from ReinUsesLisp/format-lookups
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texture_cache: Use a flat table instead of switch for texture format lookups
2019-11-19 18:29:17 -05:00
Fernando Sahmkow
c8473f399e
Shader_IR: Address Feedback
2019-11-18 07:34:34 -04:00
bunnei
a8295d2c53
Merge pull request #3047 from ReinUsesLisp/clip-control
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gl_rasterizer: Emulate viewport flipping with ARB_clip_control
2019-11-15 12:09:19 -05:00
ReinUsesLisp
4681381a34
format_lookup_table: Address feedback
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
2019-11-14 20:57:30 -03:00
ReinUsesLisp
80eacdf89b
texture_cache: Use a table instead of switch for texture formats
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
2019-11-14 20:57:10 -03:00
ReinUsesLisp
48a1687f51
texture_cache: Drop abstracted ComponentType
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Abstracted ComponentType was not being used in a meaningful way.
This commit drops its usage.
There is one place where it was being used to test compatibility between
two cached surfaces, but this one is implied in the pixel format.
Removing the component type test doesn't change the behaviour.
2019-11-14 18:21:42 -03:00
greggameplayer
c6bc13d0aa
correct the implementation of RGBA16UI
2019-11-14 21:37:39 +01:00
Fernando Sahmkow
cd0f5dfc17
Shader_IR: Implement TXD instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa
Shader_IR: Implement FLO instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
95137a04e1
Shader_Bytecode: Add encodings for FLO, SHF and TXD
2019-11-14 11:15:26 -04:00
Fernando Sahmkow
b6f6733131
Merge pull request #3081 from ReinUsesLisp/fswzadd-shuffles
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shader: Implement FSWZADD and reimplement SHFL
2019-11-14 10:27:27 -04:00
ReinUsesLisp
7990220df7
maxwell_3d: Fix stencil_back_func_mask offset
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stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
2019-11-13 16:35:17 -03:00
Rodrigo Locatti
cf770a68a5
Merge pull request #3084 from ReinUsesLisp/cast-warnings
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video_core: Treat implicit conversions as errors
2019-11-13 02:16:22 -03:00
Rodrigo Locatti
fb9418798d
video_core: Enable sign conversion warnings
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Enable sign conversion warnings but don't treat them as errors.
2019-11-11 18:00:37 -03:00
bunnei
0fc596de6e
Merge pull request #3082 from ReinUsesLisp/fix-lockers
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gl_shader_cache: Fix locker constructors
2019-11-09 13:58:36 -05:00
ReinUsesLisp
18c1cb68fd
video_core: Treat implicit conversions as errors
2019-11-08 22:49:39 +00:00
ReinUsesLisp
096f339a2a
video_core: Silence implicit conversion warnings
2019-11-08 22:48:50 +00:00
bunnei
a056d8de16
Merge pull request #3080 from FernandoS27/glsl-fix
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GLSLDecompiler: Correct Texture Gather Offset.
2019-11-08 15:56:29 -05:00
ReinUsesLisp
bfa973a62b
gl_shader_cache: Fix locker constructors
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Properly pass engine when a shader is being constructed from memory.
2019-11-07 20:43:31 -03:00
ReinUsesLisp
3ab0514698
gl_shader_cache: Enable extensions only when available
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Silence GLSL compilation warnings.
2019-11-07 20:08:42 -03:00
ReinUsesLisp
cd66395944
gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not available
2019-11-07 20:08:42 -03:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD
2019-11-07 20:08:41 -03:00
ReinUsesLisp
08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics
2019-11-07 20:08:41 -03:00
Fernando Sahmkow
3d7c284e0f
GLSLDecompiler: Correct Texture Gather Offset.
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This commit corrects the argument ordering in textureGatherOffset.
2019-11-07 11:43:56 -04:00
bunnei
b6ae48966d
Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brx
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shader/control_flow: Abstract repeated code chunks in BRX tracking
2019-11-07 01:30:01 -05:00
Morph
0e8a3bf3e5
buffer_cache: Add missing includes ( #3079 )
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`boost::make_iterator_range` is available when `boost/range/iterator_range.hpp` is included.
Also include `boost/icl/interval_map.hpp` and `boost/icl/interval_set.hpp`.
2019-11-07 06:25:53 +00:00
bunnei
344d15f61e
Merge pull request #3070 from ReinUsesLisp/shader-warnings
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shader_ir: Reduce severity of warnings
2019-11-07 00:47:24 -05:00
ReinUsesLisp
e9d2fad984
gl_rasterizer: Remove front facing hack
2019-11-07 01:52:18 -03:00
ReinUsesLisp
f1facaeaef
gl_shader_decompiler: Fix typo "y_negate"->"y_direction"
2019-11-07 01:52:18 -03:00
ReinUsesLisp
e2ea0c3e11
gl_shader_manager: Remove unused variable in SetFromRegs
2019-11-07 01:52:18 -03:00
ReinUsesLisp
f019817f8f
gl_rasterizer: Emulate viewport flipping with ARB_clip_control
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Emulates negative y viewports with ARB_clip_control. This allows us to
more easily emulated pipelines with tessellation and/or geometry shader
stages. It also avoids corrupting games with transform feedbacks and
negative viewports (gl_Position.y was being modified).
2019-11-07 01:52:18 -03:00
Rodrigo Locatti
ff5a0f370c
shader/control_flow: Specify constness on caller lambdas
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Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2019-11-07 01:44:09 -03:00
ReinUsesLisp
7b069252f8
shader/control_flow: Use callable template instead of std::function
2019-11-07 01:44:08 -03:00
ReinUsesLisp
46c3047283
shader/control_flow: Abstract repeated code chunks in BRX tracking
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Remove copied and pasted for cycles into a common templated function.
2019-11-07 01:44:08 -03:00
ReinUsesLisp
ae7dfa93be
shader/control_flow: Silence Intellisense cast warnings
2019-11-07 01:44:08 -03:00
ReinUsesLisp
deb1b54eed
shader/control_flow: Remove brace initializer in std containers
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These containers have a default constructor.
2019-11-07 01:44:08 -03:00
ReinUsesLisp
39c66abd91
shader/decode: Reduce severity of arithmetic rounding warnings
2019-11-07 01:43:38 -03:00
ReinUsesLisp
c4374d0d41
shader/arithmetic: Reduce RRO stub severity
2019-11-07 01:43:38 -03:00
ReinUsesLisp
35d40b74b3
shader/texture: Remove NODEP warnings
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These warnings don't offer meaningful information while decoding
shaders. Remove them.
2019-11-07 01:43:38 -03:00
bunnei
468576284d
Merge pull request #3057 from ReinUsesLisp/buffer-sub-data
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gl_rasterizer: Upload constant buffers with glNamedBufferSubData
2019-11-06 10:08:55 -05:00
Rodrigo Locatti
654b77d2ec
Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
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shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
bunnei
21e07df7b7
Merge pull request #2914 from FernandoS27/fermi-fix
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Fermi2D: limit blit area to only available area
2019-11-05 20:45:24 -05:00
bunnei
1bdae0fe29
common_func: Use std::array for INSERT_PADDING_* macros.
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- Zero initialization here is useful for determinism.
2019-11-03 22:22:41 -05:00
ReinUsesLisp
442a1cc021
gl_rasterizer: Re-enable stream buffer memory due to global memory
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Global memory is still using the stream buffer when it shouldn't. As a
temporary fix re-enable the stream buffer on compute.
2019-11-02 13:19:19 -03:00
ReinUsesLisp
76ca2a5f82
gl_rasterizer: Upload constant buffers with glNamedBufferSubData
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Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements
to a fast. This path has an extra memcpy but updates the buffer without
orphaning or waiting for previous calls. It can be seen as a better
model for "push constants" that can upload a whole UBO instead of 256
bytes.
This path has some requirements established here:
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24
Instead of using the stream buffer, this commits moves constant buffers
uploads to calls of glNamedBufferSubData and from my testing it brings a
performance improvement. This is disabled when the vendor is not Nvidia
since it brings performance regressions.
2019-11-02 05:05:34 -03:00
Fernando Sahmkow
23cabc98db
Shader_IR: Fix regression on TLD4
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Originally on the last commit I thought TLD4 acted the same as TLD4S and
didn't have a mask. It actually does have a component mask. This commit
corrects that.
2019-10-30 21:14:57 -04:00
Rodrigo Locatti
658489ebf7
Merge pull request #3050 from FernandoS27/fix-tld4
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shader_ir: Fix TLD4 and add bindless variant
2019-10-30 18:37:17 +00:00
Fernando Sahmkow
9293c3a0f2
Shader_IR: Fix TLD4 and add Bindless Variant.
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This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
2019-10-30 12:02:03 -04:00