Commit Graph

4870 Commits

Author SHA1 Message Date
David Marcec eca3d16e54 Default init labels and use initializer list for macro engine 2020-06-04 22:23:07 +10:00
ReinUsesLisp 3d99b449d3 gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.

Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
2020-06-03 20:22:12 -03:00
bunnei c647999c61
Merge pull request #4012 from ReinUsesLisp/mipmap-overlaps
texture_cache: Handle overlaps with multiple subresources
2020-06-03 12:17:25 -04:00
David Marcec 411f5527d4 Mark parameters as const 2020-06-03 16:33:38 +10:00
bunnei 623b93a2b3
Merge pull request #4014 from ReinUsesLisp/astc-nvidia
gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
2020-06-02 17:43:33 -04:00
bunnei 597d8b4bd4
Merge pull request #4006 from ReinUsesLisp/squash-ubos
glsl: Squash constant buffers into a single SSBO when we hit the limit
2020-06-02 14:58:50 -04:00
LC 9a0c1456e3
Merge pull request #4016 from ReinUsesLisp/invocation-info
shader/other: Fix hardcoded value in S2R INVOCATION_INFO
2020-06-02 09:47:53 -04:00
LC c5de3c1059
Merge pull request #4033 from ReinUsesLisp/vk-r16ui
maxwell_to_vk: Add R16UI image format
2020-06-02 09:42:49 -04:00
David Marcec 3a20e74f40 Pass by reference instead of copying parameters 2020-06-02 16:37:06 +10:00
ReinUsesLisp 866c1165af vk_shader_decompiler: Implement atomic image operations
Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
2020-06-02 02:20:02 -03:00
ReinUsesLisp 4a6b9a1a71 vk_rasterizer: Implement storage texels
This is the equivalent of an image buffer on OpenGL.

- Used by Octopath Traveler
2020-06-02 02:16:33 -03:00
ReinUsesLisp 3a59e724c9 maxwell_to_vk: Add R16UI image format
- Used by Octopath Traveler
2020-06-02 02:15:20 -03:00
bunnei 4511502ca6
Merge pull request #4001 from ReinUsesLisp/avoid-copies
buffer_cache: Avoid copying twice on certain cases
2020-06-01 16:59:17 -04:00
bunnei bb6d93630f
Merge pull request #3998 from ReinUsesLisp/init-3d
maxwell_3d: Initialize more registers to their expected value
2020-06-01 16:11:56 -04:00
Morph 74f2e5f1a4 gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders 2020-06-01 15:35:44 -04:00
Morph 70188d69b0 gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01 15:34:05 -04:00
Rodrigo Locatti 3a6714ab7f
Merge pull request #4005 from ReinUsesLisp/g24r8
format_lookup_table: Implement G24S8 format as S8Z24
2020-06-01 16:07:58 -03:00
bunnei 6c0b1a9ee2
Merge pull request #3996 from ReinUsesLisp/front-faces
fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
2020-06-01 14:04:35 -04:00
ReinUsesLisp 0ee310ebdc gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.

While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
2020-05-31 21:34:34 -03:00
ReinUsesLisp ee21e4ecd3 glsl: Squash constant buffers into a single SSBO when we hit the limit
Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
2020-05-31 21:33:49 -03:00
bunnei e68ee43a1a
Merge pull request #3930 from ReinUsesLisp/animal-borders
vk_rasterizer: Implement constant attributes
2020-05-31 18:40:17 -04:00
bunnei edbf3144d2
Merge pull request #3958 from FernandoS27/gl-debug
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-31 17:04:27 -04:00
bunnei f7debcaa04
Merge pull request #3999 from ReinUsesLisp/opt-tex-cache
texture_cache: Optimize GetSurfacesInRegion
2020-05-31 17:02:29 -04:00
Morph bb8ef38152 gl_device: Enable compute shaders for Intel proprietary drivers
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
2020-05-31 03:21:07 -04:00
bunnei 058ec22787
Merge pull request #3982 from ReinUsesLisp/membar-cts
shader/other: Implement MEMBAR.CTS
2020-05-30 11:51:42 -04:00
ReinUsesLisp f2d1aa97ad shader/other: Fix hardcoded value in S2R INVOCATION_INFO
Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.

This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
2020-05-30 01:49:14 -03:00
ReinUsesLisp 1ee1a5d3d6 texture_cache: More relaxed reconstruction
Only reupload textures when they've not been modified from the GPU.
2020-05-29 23:56:52 -03:00
David Marcec 8118ea160b Favor switch case over jump table
Easier to read and will emit a jump table automatically.
2020-05-30 12:23:58 +10:00
David Marcec b032ebdfee Implement macro JIT 2020-05-30 11:40:04 +10:00
David Marcec d0bdd26c26 Add xbyak external 2020-05-30 10:55:27 +10:00
ReinUsesLisp e454f7e7a7 texture_cache: Only copy textures that were modified from host 2020-05-29 20:12:46 -03:00
ReinUsesLisp dd70e097cc texture_cache: Reload textures when number of resources mismatch 2020-05-29 20:10:58 -03:00
bunnei 87b272699f
Merge pull request #4007 from ReinUsesLisp/reduce-logs
maxwell_3d: Reduce severity of logs that can be spammed
2020-05-29 17:29:17 -04:00
ReinUsesLisp 5616be12be vk_rasterizer: Skip transform feedbacks when extension is unavailable
Avoids calling transform feedback procedures when
VK_EXT_transform_feedback is not available.
2020-05-29 03:05:29 -03:00
ReinUsesLisp 5b37cecd76 texture_cache: Handle overlaps with multiple subresources
Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.

- Fixes textures moving around objects on Xenoblade games
2020-05-29 02:57:30 -03:00
bunnei 1bb3122c1f
Merge pull request #3991 from ReinUsesLisp/depth-sampling
texture_cache: Implement depth stencil texture swizzles
2020-05-28 23:33:38 -04:00
ReinUsesLisp 9b06e823ee maxwell_3d: Reduce severity of logs that can be spammed
These logs were killing performance on some games when they were
spammed. Reduce them to Debug severity.
2020-05-28 18:23:25 -03:00
ReinUsesLisp fc153f6bcd format_lookup_table: Implement G24S8 format as S8Z24 2020-05-28 17:16:07 -03:00
bunnei 099ac9c2a8
Merge pull request #3993 from ReinUsesLisp/fix-zla
gl_shader_manager: Unbind GLSL program when binding a host pipeline
2020-05-28 12:15:22 -04:00
ReinUsesLisp 3b2dee88e6 buffer_cache: Avoid copying twice on certain cases
Avoid copying to a staging buffer on non-granular memory addresses.
Add a callable argument to StreamBufferUpload to be able to copy to the
staging buffer directly from ReadBlockUnsafe.
2020-05-27 23:05:50 -03:00
ReinUsesLisp b8b6f94ba9 texture_cache: Use unordered_map::find instead of operator[] on hot code 2020-05-27 17:59:04 -03:00
bunnei 630fc12d4e
Merge pull request #3961 from Morph1984/bgra8_srgb
maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
2020-05-27 16:44:22 -04:00
ReinUsesLisp d2b2557542 texture_cache: Use small vector for surface vectors
This avoids most heap allocations when collecting surfaces into a
vector.
2020-05-27 17:31:14 -03:00
ReinUsesLisp f3f056c3b6 maxwell_3d: Initialize line widths
Initialize line widths to avoid setting a line width of zero.
2020-05-27 16:53:43 -03:00
ReinUsesLisp 31eb658fea maxwell_3d: Initialize polygon modes
NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode.
2020-05-27 16:52:52 -03:00
ReinUsesLisp 32e6727dae shader/other: Implement MEMBAR.CTS
This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it.
2020-05-27 00:19:45 -03:00
ReinUsesLisp b2c4521a91 texture_cache: Fix layered null surfaces
Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views.
2020-05-26 17:50:08 -03:00
ReinUsesLisp b17fe82973 gl_texture_cache: Implement small texture view cache for swizzles
This fixes cases where the texture swizzle was applied twice on the same
draw to a texture bound to two different slots.
2020-05-26 17:50:08 -03:00
ReinUsesLisp 8bba84a401 texture_cache: Implement depth stencil texture swizzles
Stop ignoring image swizzles on depth and stencil images.

This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
2020-05-26 17:44:50 -03:00
ReinUsesLisp 606a62d4c7 gl_rasterizer: Port front face flip check from Vulkan
While Vulkan was assuming we had no negative viewports, OpenGL code
was assuming we had them. Port the old code from Vulkan to OpenGL,
checking if the first viewport is negative before flipping faces.

This is not a complete implementation since we only check for the first
viewport to be negative. That said, unless a game is using Vulkan,
OpenGL and NVN games should be fine here, and we can always compare with
our Vulkan backend to see if there's a difference.
2020-05-26 16:33:50 -03:00
ReinUsesLisp efe7b7483b fixed_pipeline_state: Remove unnecessary check for front faces flip
The check to flip faces when viewports are negative were a left over
from the old OpenGL code. This is not required on Vulkan where we have
negative viewports.
2020-05-26 16:32:27 -03:00
bunnei 508242c267
Merge pull request #3981 from ReinUsesLisp/bar
shader/other: Implement BAR.SYNC 0x0
2020-05-26 14:40:13 -04:00
bunnei 623d9c47a2
Merge pull request #3980 from ReinUsesLisp/red-op
shader/memory: Implement non-addition operations in RED
2020-05-26 12:50:41 -04:00
ReinUsesLisp c13e2f1b75 gl_shader_manager: Unbind GLSL program when binding a host pipeline
Fixes regression in Link's Awakening caused by 420cc13248
2020-05-26 04:20:39 -03:00
bunnei 86345c126a
Merge pull request #3978 from ReinUsesLisp/write-rz
shader_decompiler: Visit source nodes even when they assign to RZ
2020-05-25 21:31:33 -04:00
bunnei 1adabdac7f
Merge pull request #3905 from FernandoS27/vulkan-fix
Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
2020-05-24 15:23:38 -04:00
bunnei 325e7eed3c
Merge pull request #3964 from ReinUsesLisp/arb-integration
renderer_opengl: Add assembly program code paths
2020-05-24 00:34:12 -04:00
bunnei 487dd05170
Merge pull request #3979 from ReinUsesLisp/thread-group
shader/other: Implement thread comparisons (NV_shader_thread_group)
2020-05-24 00:33:06 -04:00
ReinUsesLisp 5d0986a53b shader/other: Implement BAR.SYNC 0x0
Trivially implement this particular case of BAR. Unless games use OpenCL
or CUDA barriers, we shouldn't hit any other case here.
2020-05-21 23:20:43 -03:00
ReinUsesLisp 103809a0ca shader/memory: Implement non-addition operations in RED
Trivially implement these instructions. They are used in Astral Chain.
2020-05-21 23:19:46 -03:00
ReinUsesLisp e2b67a868b shader/other: Implement thread comparisons (NV_shader_thread_group)
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially
implement these using Nvidia's extension on OpenGL or naively stubbing
them with the ARB instructions to match. This might cause issues if the
host device warp size doesn't match Nvidia's. That said, this is
unlikely on proper shaders.

Refer to the attached url for more documentation about these flags.
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-21 23:18:37 -03:00
ReinUsesLisp ed4e324991 shader_decompiler: Visit source nodes even when they assign to RZ
Some operations like atomicMin were ignored because they returned were
being stored to RZ. This operations have a side effect and it was being
ignored.
2020-05-21 23:16:03 -03:00
ReinUsesLisp 434856c636 vk_shader_decompiler: Don't assert for void returns
Atomic instructions can be used without returning anything and this is
valid code. Remove the assert.
2020-05-21 23:16:03 -03:00
ReinUsesLisp ebaace294f buffer_cache: Remove unused boost headers 2020-05-21 16:44:00 -03:00
ReinUsesLisp a2dcc642c1 map_interval: Add interval allocator and drop hack
Drop the std::list hack to allocate memory indefinitely.

Instead use a custom allocator that keeps references valid until
destruction. This allocates fixed chunks of memory and puts pointers in
a free list. When an allocation is no longer used put it back to the
free list, this doesn't heap allocate because std::vector doesn't change
the capacity. If the free list is empty, allocate a new chunk.
2020-05-21 16:44:00 -03:00
ReinUsesLisp 19d4f28001 buffer_cache: Use boost::container::small_vector for maps in range
Most overlaps in the buffer cache only contain one mapped address.
We can avoid close to all heap allocations once the buffer cache is
warmed up by using a small_vector with a stack size of one.
2020-05-21 16:44:00 -03:00
ReinUsesLisp 891236124c buffer_cache: Use boost::intrusive::set for caching
Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
2020-05-21 16:44:00 -03:00
ReinUsesLisp 3b0baf746e buffer_cache: Remove shared pointers
Removing shared pointers is a first step to be able to use intrusive
objects and keep allocations close to one another in memory.
2020-05-21 16:02:54 -03:00
ReinUsesLisp 599274e3f0 buffer_cache: Minor style changes
Minor style changes. Mostly done so I avoid editing it while doing other
changes.
2020-05-21 16:02:20 -03:00
ReinUsesLisp 420cc13248 renderer_opengl: Add assembly program code paths
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.

The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.

Add a UI option hidden for now to avoid people enabling this option
accidentally.

This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).

On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
2020-05-19 18:00:04 -03:00
Morph d0fc12684a maxwell_to_vk: Add format B8G8R8A8_SRGB
Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
Used by Bravely Default II
2020-05-18 13:02:09 -04:00
Fernando Sahmkow 4cff5dd194 OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.
This commit aims to help easing debugging of driver crashes without
having to modify existing code.
2020-05-17 21:45:09 -04:00
David Marcec 4b9504028d DmaPusher: Remove dead code in step 2020-05-16 12:42:27 +10:00
ReinUsesLisp 7a27b7f3a3 vk_rasterizer: Match OpenGL's FlushAndInvalidate behavior
Match OpenGL's behavior. This can fix or simplify bisecting issues on
Vulkan.
2020-05-15 20:40:08 -03:00
bunnei b1a1bd12ca
Merge pull request #3899 from ReinUsesLisp/float-comparisons
shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
2020-05-13 09:51:14 -04:00
ReinUsesLisp 91dddca26e vk_rasterizer: Implement constant attributes
Constant attributes (in OpenGL known disabled attributes) are not
supported on Vulkan, even with extensions. To emulate this behavior we
return zero on reads from disabled vertex attributes in shader code.
This has no caching cost because attribute formats are not dynamic state
on Vulkan and we have to store it in the pipeline cache anyway.

- Fixes Animal Crossing: New Horizons terrain borders
2020-05-13 04:36:47 -03:00
ReinUsesLisp cf6a40fc12 vk_rasterizer: Remove buffer check in attribute selection
This was a left over from OpenGL when disabled buffers where not properly
emulated. We no longer have to assert this as it is checked in vertex
buffer initialization.
2020-05-13 04:36:47 -03:00
bunnei 1beaebe666
Merge pull request #3816 from ReinUsesLisp/vk-rasterizer-enable
vk_graphics_pipeline: Implement rasterizer_enable on Vulkan
2020-05-11 18:22:51 -04:00
ReinUsesLisp 8b329ddcc9 gl_shader_decompiler: Properly emulate NaN behaviour on NE
"Not equal" operators on GLSL seem to behave as unordered when we expect
an ordered comparison.

Manually emulate this checking for LGE values (numbers, not-NaNs).
2020-05-10 02:59:33 -03:00
Fernando Sahmkow 1887afaf9e RasterizerCache: Correct documentation. 2020-05-09 21:03:39 -04:00
Fernando Sahmkow 8d15f8b28e VkPipelineCache: Use a null shader on invalid address. 2020-05-09 20:51:34 -04:00
Fernando Sahmkow 0a4be73b9b VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation. 2020-05-09 19:25:29 -04:00
Rodrigo Locatti 7e376af8fc
Merge pull request #3839 from Morph1984/r8g8ui
texture: Implement R8G8UI
2020-05-09 05:28:55 -03:00
ReinUsesLisp 4e57f9d5cf shader_ir: Separate float-point comparisons in ordered and unordered
This allows us to use native SPIR-V instructions without having to
manually check for NAN.
2020-05-09 04:55:15 -03:00
bunnei a9ee6e346b
Merge pull request #3842 from makigumo/maxwell_to_vk_vertexattribute_signed_int
maxwell_to_vk: implement missing signed int formats
2020-05-09 00:36:09 -04:00
bunnei 50c27d5ae1
Merge pull request #3885 from ReinUsesLisp/viewport-swizzles
video_core: Implement viewport swizzles with NV_viewport_swizzle
2020-05-08 15:16:53 -04:00
bunnei 028f6fdbf6
Merge pull request #3884 from ReinUsesLisp/border-colors
vk_sampler_cache: Use VK_EXT_custom_border_color when available
2020-05-07 12:18:53 -04:00
bunnei 41682e0888
Merge pull request #3815 from FernandoS27/command-list-2
GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
2020-05-05 17:12:42 -04:00
bunnei eb2c50c5e6
Update src/video_core/gpu.cpp
Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
2020-05-05 15:39:44 -04:00
bunnei ea09930196
Update src/video_core/gpu.cpp
Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
2020-05-05 15:39:37 -04:00
ReinUsesLisp 227278098a vk_sampler_cache: Use VK_EXT_custom_border_color when available
This should fix grass interactions on Breath of the Wild on Vulkan.
It is currently untested against validation layers.

Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for
now.
2020-05-04 20:49:23 -03:00
ReinUsesLisp 2dbf5290f2 vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle 2020-05-04 18:31:17 -03:00
ReinUsesLisp f813cd3ff7 gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle 2020-05-04 17:51:30 -03:00
ReinUsesLisp 9b8e962368 maxwell_3d: Add viewport swizzles 2020-05-04 17:50:59 -03:00
bunnei 2aff0b4733
Merge pull request #3808 from ReinUsesLisp/wait-for-idle
{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
2020-05-03 02:43:18 -04:00
bunnei f4ca8e0d3e
Merge pull request #3732 from lioncash/header
vulkan: Remove unnecessary includes
2020-05-02 01:36:57 -04:00
bunnei 0128901102
Merge pull request #3809 from ReinUsesLisp/empty-index
vk_rasterizer: Skip index buffer setup when vertices are zero
2020-05-02 01:21:57 -04:00
ReinUsesLisp 3b668e1210 vk_graphics_pipeline: Implement rasterizer_enable on Vulkan
We can simply enable rasterizer discard matching the current pipeline
key.
2020-05-02 01:47:25 -03:00
bunnei e6b4311178
Merge pull request #3693 from ReinUsesLisp/clean-samplers
shader/texture: Support multiple unknown sampler properties
2020-05-02 00:45:41 -04:00
Jan Beich b4d0724a63 fixed_pipeline_state: explicitly use template keyword after 1f345ebe3a
In file included from src/video_core/renderer_opengl/renderer_opengl.cpp:25:
In file included from src/./video_core/renderer_opengl/gl_rasterizer.h:26:
In file included from src/./video_core/renderer_opengl/gl_fence_manager.h:11:
src/./video_core/fence_manager.h:91:32: error: use 'template' keyword
      to treat 'Write' as a dependent template name
                memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
                               ^
                               template
src/./video_core/fence_manager.h:137:32: error: use 'template'
      keyword to treat 'Write' as a dependent template name
                memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
                               ^
                               template
2020-05-01 23:38:23 +00:00
Dan 96ee1b42bc maxwell_to_vk: implement missing signed int formats 2020-04-30 23:39:16 +02:00
Morph 7909860d16 texture: Implement R8G8UI
- Used by The Walking Dead: The Final Season
2020-04-30 13:19:36 -04:00
bunnei bf3f030a0d
Merge pull request #3807 from ReinUsesLisp/fix-depth-clamp
maxwell_3d: Fix depth clamping register
2020-04-30 13:07:31 -04:00
bunnei c7b5a87c90
Merge pull request #3799 from ReinUsesLisp/iadd-cc
shader: Implement P2R CC, IADD Rd.CC and IADD.X
2020-04-30 12:56:36 -04:00
bunnei da2b8295e1
Merge pull request #3805 from ReinUsesLisp/preserve-contents
texture_cache: Reintroduce preserve_contents accurately
2020-04-30 12:56:19 -04:00
bunnei 6572660fde
Merge pull request #3788 from FernandoS27/revert
Revert: shader_decode: Fix LD, LDG when track constant buffer.
2020-04-30 12:55:39 -04:00
Lioncash 6c53edd4d3 vulkan: Remove unnecessary includes
Reduces some header churn and reduces rebuilds when some header
internals change.

While we're at it we can also resolve a missing include in buffer_cache.
2020-04-28 21:54:46 -04:00
ReinUsesLisp 871aadbe36 shader/arithmetic_integer: Fix tracking issue in temporary
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented.
It caused issues when tracking global buffers.
2020-04-28 17:14:53 -03:00
Fernando Sahmkow 9df67b2095 Clang Format and Documentation. 2020-04-28 14:02:51 -04:00
Fernando Sahmkow 37c690576f MaxwellDMA: Optimize micro copies. 2020-04-28 13:44:14 -04:00
bunnei 72b73d22ab
Merge pull request #3784 from ReinUsesLisp/shader-memory-util
shader/memory_util: Deduplicate code
2020-04-28 12:05:50 -04:00
ReinUsesLisp d6a24b4a5b vk_rasterizer: Skip index buffer setup when vertices are zero
Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).

This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
2020-04-28 02:24:33 -03:00
ReinUsesLisp fe931ac976 {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
2020-04-28 02:18:12 -03:00
Fernando Sahmkow b87422a86f VideoCore/GPU: Delegate subchannel engines to the dma pusher. 2020-04-27 22:07:21 -04:00
Fernando Sahmkow 90e5694230 VideoCore/Engines: Refactor Engines CallMethod. 2020-04-27 21:47:58 -04:00
ReinUsesLisp bb1ed66d99 maxwell_3d: Fix depth clamping register
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)

We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:

state->depthClampEnable ? 0x101A : 0x181D

The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):

(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c

There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.

- Fixes depth issues on Super Mario Odyssey's intro.
2020-04-27 20:50:14 -03:00
Fernando Sahmkow 1517cba8ca
Merge pull request #3766 from ReinUsesLisp/renderpass-cache-key
vk_renderpass_cache: Pack renderpass cache key and unify keys
2020-04-27 16:05:14 -04:00
Fernando Sahmkow a65e9ad552
Merge pull request #3756 from ReinUsesLisp/integrated-devices
vk_memory_manager: Remove unified memory model flag
2020-04-27 16:04:22 -04:00
bunnei 6c7d8073be
Merge pull request #3742 from FernandoS27/command-list
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-27 00:18:46 -04:00
ReinUsesLisp 8da16cf9fb texture_cache: Reintroduce preserve_contents accurately
This reverts commit 94b0e2e5da.

preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.

We have to make sure the clear removes all the previous contents of the
image.

It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
2020-04-26 19:53:02 -03:00
Rodrigo Locatti 7e38dd580f
Merge pull request #3753 from ReinUsesLisp/ac-vulkan
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
2020-04-26 01:55:43 -03:00
ReinUsesLisp ddd82ef42b shader/memory_util: Deduplicate code
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.

While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
2020-04-26 01:38:51 -03:00
ReinUsesLisp e895a4e2d7 shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplemented
IADD.X Rd.CC requires some extra logic that is not currently
implemented. Abort when this is hit.
2020-04-25 22:58:33 -03:00
ReinUsesLisp 2a96bea6a7 shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflow
Signed integer addition overflow might be undefined behavior. It's free
to change operations to UAdd and use unsigned integers to avoid
potential bugs.
2020-04-25 22:57:54 -03:00
ReinUsesLisp c788f9c0bd shader/arithmetic_integer: Implement IADD.X
IADD.X takes the carry flag and adds it to the result. This is generally
used to emulate 64-bit operations with 32-bit registers.
2020-04-25 22:56:11 -03:00
ReinUsesLisp 255197e643 shader/arithmetic_integer: Implement CC for IADD 2020-04-25 22:55:26 -03:00
ReinUsesLisp ffc5ec6fa8 decode/register_set_predicate: Implement CC
P2R CC takes the state of condition codes and puts them into a register.
We already have this implemented for PR (predicates). This commit
implements CC over that.
2020-04-25 22:54:42 -03:00
ReinUsesLisp d523734266 decode/register_set_predicate: Use move for shared pointers
Avoid atomic counters used by shared pointers.
2020-04-25 22:54:14 -03:00
bunnei c5bf693882
Merge pull request #3721 from ReinUsesLisp/sort-devices
vulkan/wrapper: Sort physical devices
2020-04-25 03:27:40 -04:00
bunnei 4e37825dab
Merge pull request #3734 from ReinUsesLisp/half-float-mods
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
2020-04-25 00:41:43 -04:00
ReinUsesLisp 527a1574c3 vk_rasterizer: Pack texceptions and color formats on invalid formats
Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.

With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.

To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.

- Fixes validation errors and graphical issues on Breath of the Wild.
2020-04-24 22:21:29 -03:00
bunnei 7c8acb0025
Merge pull request #3749 from ReinUsesLisp/lea-imm
shader/arithmetic_integer: Fix LEA_IMM encoding
2020-04-24 14:30:13 -04:00
Fernando Sahmkow d8a961cd6c Revert: shader_decode: Fix LD, LDG when track constant buffer. 2020-04-24 11:00:54 -04:00
Markus Wick e717a1df20 Fix -Wdeprecated-copy warning. 2020-04-24 09:33:04 +02:00
Markus Wick c499c22cf7 Fix -Werror=conversion error. 2020-04-24 09:33:04 +02:00
ReinUsesLisp dbaebd8582 decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.

This is implemented against nxas:
8dbc389957/table.h (L68)

That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23 18:29:38 -03:00
ReinUsesLisp 4fb921ff6b shader/texture: Support multiple unknown sampler properties
This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.

Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
2020-04-23 18:04:13 -03:00
ReinUsesLisp 72deb773fd shader_ir: Turn classes into data structures 2020-04-23 18:00:06 -03:00
ReinUsesLisp 3e35101895 vk_rasterizer: Fix framebuffer creation validation errors
Framebuffer creation was ignoring the number of color attachments.
2020-04-23 17:34:16 -03:00
ReinUsesLisp 8c37cd1af6 vk_pipeline_cache: Unify pipeline cache keys into a single operation
This allows us to call Common::CityHash and std::memcmp only once for
GraphicsPipelineCacheKey. While we are at it, do the same for compute.
2020-04-23 17:34:16 -03:00
ReinUsesLisp f665c92114 vk_renderpass_cache: Pack renderpass cache key to 12 bytes 2020-04-23 17:34:16 -03:00
bunnei ff0c49e1ce
kernel: memory: Improve implementation of device shared memory. (#3707)
* kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.
2020-04-23 11:37:12 -04:00
Fernando Sahmkow 5c9feaebb6 Clang Format. 2020-04-23 08:52:58 -04:00
Fernando Sahmkow b8aef40c56 GPU: Add Fast GPU Time Option. 2020-04-23 08:52:57 -04:00
Fernando Sahmkow 18a88d19dc Maxwell3D: Process Macros on MultiMethod. 2020-04-23 08:52:56 -04:00
Fernando Sahmkow 3fedcc2f6e DMAPusher: Propagate multimethod writes into the engines. 2020-04-23 08:52:55 -04:00
bunnei 2409fedacf
Merge pull request #3697 from lioncash/declarations
CMakeLists: Enable -Wmissing-declarations on Linux builds
2020-04-23 02:18:52 -04:00
bunnei bf2ddb8fd5
Merge pull request #3677 from FernandoS27/better-sync
Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22 22:09:38 -04:00
ReinUsesLisp d9463f4562 vk_pipeline_cache: Fix unintentional memcpy into optional
The intention behind this was to assign a float to from an uint32_t, but
it was unintentionally being copied directly into the std::optional.

Copy to a temporary and assign that temporary to std::optional. This can
be replaced with std::bit_cast<float> once we are in C++20.
2020-04-22 21:36:05 -03:00
Fernando Sahmkow c043ac4f13 GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop, 2020-04-22 20:34:32 -04:00
Fernando Sahmkow afae40a99e
Merge pull request #3653 from ReinUsesLisp/nsight-aftermath
renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
2020-04-22 11:39:01 -04:00
Fernando Sahmkow 4e37f1b113 Address Feedback. 2020-04-22 11:36:27 -04:00
Fernando Sahmkow 39e5b72948 Async GPU: Correct flushing behavior to be similar to old async GPU behavior. 2020-04-22 11:36:26 -04:00
Fernando Sahmkow 1b3be8a8f8 MaxwellDMA: Correct copying on accuracy level. 2020-04-22 11:36:25 -04:00
Fernando Sahmkow 644588fd88 ShaderCache/PipelineCache: Cache null shaders. 2020-04-22 11:36:25 -04:00
Fernando Sahmkow f616dc0b59 Address Feedback. 2020-04-22 11:36:24 -04:00
Fernando Sahmkow ec2f3e48e1 Fix GCC error. 2020-04-22 11:36:23 -04:00
Fernando Sahmkow b3e5f177ba QueryCache: Only do async flushes on async gpu. 2020-04-22 11:36:21 -04:00
Fernando Sahmkow f4ab223ef0 Async GPU: Only do reactive flushing on Extreme Level. 2020-04-22 11:36:20 -04:00
ReinUsesLisp b752faf2d3 vk_fence_manager: Initial implementation 2020-04-22 11:36:19 -04:00
Fernando Sahmkow 0649f05900 QueryCache: Implement Async Flushes. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow 131b342130 OpenGL: Guarantee writes to Buffers. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow 1fb516cd97 GPU: Implement Flush Requests for Async mode. 2020-04-22 11:36:17 -04:00
Fernando Sahmkow b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow 96bb961a64 BufferCache: Refactor async managing. 2020-04-22 11:36:15 -04:00
Fernando Sahmkow b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow 4adfc9bb08 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
Fernando Sahmkow a081a7c855 GPU: Fix rebase errors. 2020-04-22 11:36:13 -04:00
Fernando Sahmkow e84eb64e51 Rasterizer: Disable fence managing in synchronous gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow 165ae823f5 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow 57fdbd9b89 FenceManager: Implement should wait. 2020-04-22 11:36:11 -04:00
Fernando Sahmkow 1f345ebe3a GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow 487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow ed7e965712 TextureCache: Flush linear textures after finishing rendering. 2020-04-22 11:36:09 -04:00
Fernando Sahmkow 339d0d9d6c GPU: Delay Fences. 2020-04-22 11:36:08 -04:00
Fernando Sahmkow 8b1eb44b3e BufferCache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:07 -04:00
Fernando Sahmkow da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow a60a22d9c2 Texture Cache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:05 -04:00
Fernando Sahmkow 084ceb925a UI: Replasce accurate GPU option for GPU Accuracy Level 2020-04-22 11:36:04 -04:00
ReinUsesLisp 6f47bd9641 vk_memory_manager: Remove unified memory model flag
All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.

This fixes a crash when trying to map to host device local memory on
integrated devices.
2020-04-21 22:06:38 -03:00
bunnei d64290884a
Merge pull request #3714 from lioncash/copies
gl_shader_decompiler: Avoid copies where applicable
2020-04-21 20:16:02 -04:00
ReinUsesLisp 488ed8bd02 vk_rasterizer: Add lazy default buffer maker and use it for empty buffers
Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.

Use this for disabled vertex and uniform buffers.

While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
2020-04-21 19:55:52 -03:00
ReinUsesLisp 0bbae63300 gl_rasterizer: Fix buffers without size
On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.

Implement buffers without a size by binding a null buffer to OpenGL
without a side.

1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
2020-04-21 19:55:44 -03:00
Rodrigo Locatti f293b15611
Merge pull request #3718 from ReinUsesLisp/better-pipeline-state
fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
2020-04-21 18:17:58 -03:00
bunnei 9bf3abcb63
Merge pull request #3698 from lioncash/warning
General: Resolve minor assorted warnings
2020-04-21 14:11:18 -04:00
bunnei d3e0cefa60
Merge pull request #3695 from ReinUsesLisp/default-attributes
maxwell_3d: Initialize format attributes constant as one
2020-04-20 21:40:18 -04:00
ReinUsesLisp 8734ccb0cb shader/arithmetic_integer: Fix LEA_IMM encoding
The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that
using nxas as reference:

8dbc389957/table.h (L122)
2020-04-20 21:54:59 -03:00
Mat M cb5b8ca886
Merge pull request #3733 from ambasta/patch-2
Initialize quad_indexed_pass before uint8_pass
2020-04-20 20:36:46 -04:00
Fernando Sahmkow ec2f8f4272
Merge pull request #3700 from ReinUsesLisp/stream-buffer-sizes
vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
2020-04-20 09:37:42 -04:00
Amit Prakash Ambasta 5324b1d01e
Initialize quad_indexed_pass before uint8_pass
Fixes Werror=reorder in gcc
2020-04-20 04:53:52 +05:30
Rodrigo Locatti 4932010c6f
Merge pull request #3729 from lioncash/globals
dma_pusher: Remove reliance on the global system instance
2020-04-19 19:12:40 -03:00
bunnei 85c17a2c35
Merge pull request #3694 from ReinUsesLisp/indexed-quads
vk_compute_pass: Implement indexed quads
2020-04-19 16:52:40 -04:00
Lioncash 44e959157b dma_pusher: Remove reliance on the global system instance
With this, the video core is now has no calls to the global system
instance at all.
2020-04-19 16:12:08 -04:00
bunnei 2ea7a70da0
Merge pull request #3686 from lioncash/table
texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
2020-04-19 15:33:33 -04:00
bunnei 73db83c0ab
Merge pull request #3679 from lioncash/track
track: Eliminate redundant copies
2020-04-19 01:22:47 -04:00
Jan Beich afcc84a172 renderer_vulkan: assume X11 if not Windows/macOS after bf1d66b7c0
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform
Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
2020-04-19 00:32:23 +00:00
ReinUsesLisp c81bf06d03 vulkan/wrapper: Sort physical devices
Sort discrete GPUs over the rest, Nvidia over AMD, AMD over Intel, Intel
over the rest. This gives us a somewhat consistent order when Optimus
is removed (renderdoc does this when it's attached).

This can break the configuration of users with an Intel GPU that
manually remove Optimus on yuzu. That said, it's a very unlikely to
happen.
2020-04-18 21:31:15 -03:00
ReinUsesLisp d62f57cf5a fixed_pipeline_state: Hash and compare the whole structure
Pad FixedPipelineState's size to 384 bytes to be a multiple of 16.

Compare the whole struct with std::memcmp and hash with CityHash. Using
CityHash instead of a naive hash should reduce the number of collisions.
Improve used type traits to ensure this operation is safe.

With these changes the improvements to the hashable pipeline state are:

Optimized structure
Hash:            89 ns
Comparison:     103 ns
Construction*:  164 ns
Struct size:    384 bytes

Original structure
Hash:           148 ns
Equal:          174 ns
Construction*:  281 ns
Size:          1384 bytes

* Attribute state initialization is not measured

These measures are averages taken with std::chrono::high_accuracy_clock
on MSVC shipped on Visual Studio 16.6.0 Preview 2.1.
2020-04-18 19:57:26 -03:00
ReinUsesLisp b571c92dfd fixed_pipeline_state: Pack blending state
Reduce FixedPipelineState's size to 364 bytes.
2020-04-18 19:23:35 -03:00
ReinUsesLisp 548dd27f45 fixed_pipeline_state: Pack rasterizer state
Reduce FixedPipelineState's size to 600 bytes.
2020-04-18 19:22:57 -03:00
ReinUsesLisp 7790144a55 fixed_pipeline_state: Pack depth stencil state
Reduce FixedPipelineState's size to 632 bytes.
2020-04-18 19:22:11 -03:00
ReinUsesLisp ab6704f20c fixed_pipeline_state: Pack attribute state
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -03:00
Mat M 5305806071
Merge pull request #3716 from bunnei/fix-another-impl-fallthrough
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:17:52 -04:00
bunnei 03726fb7f5 video_core: gl_shader_decompiler: Fix implicit fallthrough errors. 2020-04-18 15:15:21 -04:00
Lioncash bf328ed35a gl_shader_decompiler: Avoid copies where applicable
Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.

Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
2020-04-17 20:48:52 -04:00
Markus Wick 07fbef1776 video_code: Fix implicit switch fallthrough.
Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00
ReinUsesLisp a7b6bd56d7 vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
Nvidia recently introduced a new memory type for data streaming
(awesome!), but yuzu was assuming that all heaps had enough memory
for the assumed stream buffer size (256 MiB).

This worked fine on AMD but Nvidia's new memory heap was smaller than
256 MiB. This commit changes this assumption and allocates a bit less
than the size of the preferred heap, with a maximum of 256 MiB (to avoid
allocating all system memory on integrated devices).

- Fixes a crash on NVIDIA 450.82.0.0
2020-04-17 18:12:48 -03:00
Rodrigo Locatti 990c0b184f
Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" 2020-04-17 17:41:48 -03:00
bunnei b8f5c71f2d
Merge pull request #3666 from bunnei/new-vmm
Implement a new virtual memory manager
2020-04-17 16:33:08 -04:00
bunnei ca3af2961c
Merge pull request #3682 from lioncash/uam
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-17 01:24:08 -04:00
bunnei 32fc2aae3c video_core: memory_manager: Updates for Common::PageTable changes. 2020-04-17 00:59:34 -04:00
bunnei 4caff51710 core: memory: Move to Core::Memory namespace.
- helpful to disambiguate Kernel::Memory namespace.
2020-04-17 00:59:28 -04:00
Lioncash e2d8be1ca2 General: Resolve warnings related to missing declarations 2020-04-16 23:43:34 -04:00
Lioncash 678ac54749 decode/memory: Resolve unused variable warning
Only the first element of the returned pair is ever used.
2020-04-16 22:45:44 -04:00
Lioncash d159643fd7 decode/texture: Resolve unused variable warnings.
Some variables aren't used, so we can remove these.

Unfortunately, diagnostics are still reported on structured bindings
even when annotated with [[maybe_unused]], so we need to unpack the
elements that we want to use manually.
2020-04-16 22:45:41 -04:00
Lioncash f522abd8ab decode/texture: Collapse loop down into std::generate
Same behavior, less code.
2020-04-16 22:29:07 -04:00
Lioncash 7e2d60de26 decode/texture: Eliminate trivial missing field initializer warnings
We can just specify the initializers.
2020-04-16 22:27:21 -04:00
bunnei 79c1269f0f
Merge pull request #3673 from lioncash/extra
CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
ReinUsesLisp 238c6016f9 maxwell_3d: Initialize format attributes constant as one
nouveau expects this to be true but it doesn't set it.
2020-04-16 21:15:07 -03:00
ReinUsesLisp c961770900 vk_compute_pass: Implement indexed quads
Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.

The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.

- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
2020-04-16 21:12:32 -03:00
Fernando Sahmkow c81f256111
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp 090fd3fefa buffer_cache: Return handles instead of pointer to handles
The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.

This problem can be solved in the future with sparse buffers.
2020-04-16 02:33:34 -03:00
Rodrigo Locatti a5a2ee8766
Merge pull request #3689 from lioncash/unused-var
decode/shift: Remove unused variable within Shift()
2020-04-16 02:05:54 -03:00
Rodrigo Locatti d196ce0f71
Merge pull request #3688 from lioncash/nequal
surface_view: Add missing operator!= to ViewParams
2020-04-16 01:39:51 -03:00
Rodrigo Locatti 4209dba1f6
Merge pull request #3680 from lioncash/static
gl_device: Mark stage_swizzle as constexpr
2020-04-16 01:26:23 -03:00
Rodrigo Locatti 60e8de7c95
Merge pull request #3687 from lioncash/constness
surface_base: Make IsInside() a const member function
2020-04-16 01:22:50 -03:00
Rodrigo Locatti 612966399b
Merge pull request #3685 from lioncash/copies
control_flow: Make use of std::move in TryInspectAddress()
2020-04-16 01:22:40 -03:00
Lioncash cd2a12e78f decode/shift: Remove unused variable within Shift()
Removes a redundant variable that is already satisfied by the IsFull()
utility function.
2020-04-16 00:16:06 -04:00
Lioncash 5fbe8785d2 surface_view: Add missing operator!= to ViewParams
Provides logical symmetry to the interface.
2020-04-16 00:03:12 -04:00
Lioncash d551c910bb surface_base: Make IsInside() a const member function
This doesn't modify internal state, so this can be made const.
2020-04-15 23:59:35 -04:00
bunnei 319df1db77
Merge pull request #3683 from lioncash/docs
video_core: Amend doxygen comment references
2020-04-15 23:54:58 -04:00
Lioncash 636c8ab85b texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
Previously these were all using the red component to derive the indices,
which is definitely not intentional.
2020-04-15 23:50:46 -04:00
Lioncash 72a224d3fc control_flow: Make use of std::move in TryInspectAddress()
Eliminates redundant atomic reference count increments and decrements.
2020-04-15 23:31:22 -04:00
Lioncash 11837e8f13 video_core: Amend doxygen comment references
Fixes broken documentation references.
2020-04-15 22:33:29 -04:00
Lioncash 24620bc4ea decode/image: Fix typo in assert in GetComponentSize() 2020-04-15 22:29:51 -04:00
Lioncash 3a60f19eaf gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
Avoids potential invalid junk data from being read.
2020-04-15 22:20:06 -04:00
Lioncash b178c9a349 decoder/image: Fix incorrect G24R8 component sizes in GetComponentSize()
The components' sizes were mismatched. This corrects that.
2020-04-15 22:10:44 -04:00
Lioncash 71fb156611 gl_device: Mark stage_swizzle as constexpr
Previously this was mutable even though it shouldn't be.
2020-04-15 21:59:13 -04:00
Lioncash e15ec2705c track: Eliminate redundant copies
Two variables can be references, while two others can be std::moved.
Makes for 4 less atomic reference count increments and decrements.
2020-04-15 21:50:09 -04:00
Lioncash 1c340c6efa CMakeLists: Specify -Wextra on linux builds
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.

We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).

While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00
Rodrigo Locatti 65cbb122ea
Merge pull request #3649 from FernandoS27/3d-fix
Texture Cache: Read current data when flushing a 3D segment.
2020-04-15 17:06:55 -03:00
Fernando Sahmkow e33196d4e7
Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Lioncash 213fff67bc CMakeLists: Make -Wreorder a compile-time error
This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
2020-04-15 14:14:41 -04:00
Mat M 64b5985f0a
Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Fernando Sahmkow 6789d88a9c Texture Cache: Read current data when flushing a 3D segment.
This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
2020-04-15 11:46:17 -04:00
Mat M 9208d555b7
Merge pull request #3668 from ReinUsesLisp/vtx-format-16ui
maxwell_to_vk: Add uint16 vertex formats
2020-04-15 11:43:52 -04:00
Mat M ab72696beb
Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15 03:17:46 -04:00
Mat M 4878d6bb49
Merge pull request #3654 from ReinUsesLisp/fix-fb-attach
gl_texture_cache: Fix layered texture attachment base level
2020-04-15 03:17:18 -04:00
Mat M 50c0a92db8
Merge pull request #3663 from ReinUsesLisp/fcmp-rc
shader/arithmetic: Add FCMP_CR variant
2020-04-15 03:16:56 -04:00
Mat M 13331a3a32
Merge pull request #3664 from ReinUsesLisp/fe3h-black-squares
Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
2020-04-15 03:14:28 -04:00
ReinUsesLisp 3036067047 maxwell_to_vk: Add uint16 vertex formats 2020-04-15 04:06:30 -03:00
ReinUsesLisp b4e43c64c8 maxwell_to_vk: Add missing breaks
Avoid invalid fallbacks.
2020-04-15 04:05:33 -03:00
ReinUsesLisp 0ca456830f vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfo
When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:

  pViewports is a pointer to an array of VkViewport structures, defining
  the viewport transforms. If the viewport state is dynamic, this member
  is ignored.

That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
2020-04-15 03:30:08 -03:00
Rodrigo Locatti 0b132e8cc1
Merge pull request #3657 from ReinUsesLisp/viewport-zero
vk_rasterizer: Default to 1 viewports with a size of 0
2020-04-15 01:51:17 -03:00
Fernando Sahmkow daddbeffd1
Texture Cache: Only do buffer copies on accurate GPU. (#3634)
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
2020-04-14 23:21:00 -04:00
ReinUsesLisp fd6371eba7 Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit 05cf270836.

Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
2020-04-14 21:24:33 -03:00
ReinUsesLisp fefe7f18f9 shader/arithmetic: Add FCMP_CR variant
Adds another variant of FCMP.
2020-04-14 19:11:04 -03:00
ReinUsesLisp 6dfcabc800 gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp 37e5c4fa7c vk_rasterizer: Default to 1 viewports with a size of 0
Silence validation layer errors.
2020-04-14 04:44:34 -03:00
ReinUsesLisp 453d7419d9 gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.

The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
2020-04-14 01:34:20 -03:00
ReinUsesLisp 0e232cfdc1 renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.

Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.

The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.

To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.

It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
2020-04-14 00:39:21 -03:00
ReinUsesLisp 21dc842171 gl_texture_cache: Fix layered texture attachment base level
The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
2020-04-13 18:24:56 -03:00
ReinUsesLisp 6cfe2a7246 renderer_vulkan: Remove Nvidia checkpoints 2020-04-13 17:33:59 -03:00
ReinUsesLisp 16105c6a66 renderer_vulkan: Catch device losses in more places 2020-04-13 17:33:59 -03:00
Rodrigo Locatti 7e4a132a77
Merge pull request #3636 from ReinUsesLisp/drop-vk-hpp
renderer_vulkan: Drop Vulkan-Hpp
2020-04-13 17:08:04 -03:00
Mat M fbf13d3f48
Merge pull request #3651 from ReinUsesLisp/line-widths
gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M 08266d70ba
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M c4001225f6
Merge pull request #3631 from ReinUsesLisp/more-astc
texture/astc: More small ASTC optimizations
2020-04-13 10:17:32 -04:00
Mat M 7b62212461
Merge pull request #3619 from ReinUsesLisp/i2i
shader/conversion: Implement I2I sign extension, saturation and selection
2020-04-13 10:17:07 -04:00
Mat M 3351e1e94f
Merge pull request #3627 from ReinUsesLisp/layered-view
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
Mat M d37d899431
Merge pull request #3646 from ReinUsesLisp/fix-glsl-turing
gl_shader_decompiler: Improve generated code in HMergeH*
2020-04-13 10:15:12 -04:00
Mat M 47036859eb
Merge pull request #3633 from ReinUsesLisp/clean-texdec
shader/texture: Remove type mismatches management from shader decoder
2020-04-13 10:13:05 -04:00
ReinUsesLisp 76615b9f34 gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
ReinUsesLisp 05cf270836 gl_shader_decompiler: Implement merges with bitfieldInsert
This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
2020-04-12 22:39:59 -03:00
Fernando Sahmkow 3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp 75eb953575 gl_shader_decompiler: Improve generated code in HMergeH*
Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp 76f178ba6e shader/video: Partially implement VMNMX
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.

VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.

This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp a7baf6fee4 video_core: Add MSAA registers in 3D engine and TIC
This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
ReinUsesLisp 94b0e2e5da texture_cache: Remove preserve_contents
preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.

This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp 2905142f47 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
bunnei 51c6688e21
Merge pull request #3594 from ReinUsesLisp/vk-instance
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
ReinUsesLisp a87b16da9a shader/texture: Remove type mismatches management from shader decoder
Since commit e22816a5bb we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.

Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow 7182ef31c9
Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
ReinUsesLisp 6bf5d2b011 astc: Hard code bit depth changes to 8 and use fast replicate 2020-04-09 18:37:12 -03:00
Rodrigo Locatti 36f607217f
Merge pull request #3610 from FernandoS27/gpu-caches
Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
ReinUsesLisp bd2c1ab8a0 astc: Use boost's static_vector to avoid heap allocations 2020-04-09 05:27:57 -03:00
ReinUsesLisp 5de130beea astc: Implement a fast precompiled alternative for Replicate 2020-04-09 03:58:25 -03:00
ReinUsesLisp 6b4d4473be astc: Move Replicate to a constexpr LUT when possible 2020-04-09 03:35:07 -03:00
ReinUsesLisp d22a689250 astc: Make InputBitStream constexpr 2020-04-09 02:54:05 -03:00
ReinUsesLisp 0efc230381 astc: OutputBitStream style changes and make it constexpr 2020-04-09 02:37:51 -03:00
bunnei b96fd0bd0e
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp 6c8f9f40d7 gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow 7cd6daf115 VkRasterizer: Eliminate Legacy code. 2020-04-08 18:59:09 -04:00
Fernando Sahmkow 1c18dc6577 Memory: Correct GCC errors. 2020-04-08 18:09:16 -04:00
Fernando Sahmkow 913f42a3a7 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow e00d992848 GPUMemoryManager: Improve safety of memory reads. 2020-04-08 12:08:06 -04:00
ReinUsesLisp a209d464f9 video_core/textures: Move GetMaxAnisotropy to cpp file 2020-04-07 20:47:31 -03:00
ReinUsesLisp d7db088180 video_core/texture: Use a LUT to convert sRGB texture borders
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62

that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)

Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.

This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.

While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
bunnei f316911248
Merge pull request #3599 from ReinUsesLisp/revert-3499
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
ReinUsesLisp bf1d66b7c0 yuzu: Drop SDL2 and Qt frontend Vulkan requirements
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti 487f9ba525
Merge pull request #3489 from namkazt/patch-2
shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
Nguyen Dac Nam 935648ffa9
address nit. 2020-04-07 18:29:30 +07:00
ReinUsesLisp bc1b4b85b0 renderer_vulkan: Query device names from the backend 2020-04-07 02:23:23 -03:00
ReinUsesLisp da706cad25 shader/conversion: Implement I2I sign extension, saturation and selection
Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.

It doesn't implement CC yet.
2020-04-07 02:19:44 -03:00
Nguyen Dac Nam bf1174c114
Apply suggestions from code review
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow f9d5718c4b Clang Format. 2020-04-06 09:23:08 -04:00
Fernando Sahmkow ea535d9470 Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 3dd5c07454 Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 7fcd0fee6d Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00
Fernando Sahmkow 6ee316cb8f Texture Cache: Use vAddr instead of physical memory for caching. 2020-04-06 09:23:05 -04:00
Fernando Sahmkow 9c0f40a1f5 GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
Fernando Sahmkow 588a20be3f
Merge pull request #3513 from ReinUsesLisp/native-astc
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy 2c98e14d13 shader_decode: SULD.D using std::pair instead of out parameter 2020-04-06 13:46:55 +07:00
namkazy 9efa51311f shader_decode: SULD.D avoid duplicate code block. 2020-04-06 13:34:06 +07:00
namkazy 7f5696513f shader_decode: SULD.D fix conversion error. 2020-04-06 13:26:58 +07:00
namkazy 2906372ba1 shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. 2020-04-06 13:09:19 +07:00
ReinUsesLisp 3185245845 shader/memory: Implement RED.E.ADD
Implements a reduction operation. It's an atomic operation that doesn't
return a value.

This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
2020-04-06 02:24:47 -03:00
ReinUsesLisp fd0a2b5151 shader/memory: Add "using std::move" 2020-04-06 02:18:14 -03:00
ReinUsesLisp 79970c9174 shader/memory: Minor fixes in ATOM 2020-04-06 00:54:22 -03:00
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
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
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
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
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
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
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
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
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
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
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
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
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
xmad: fix clang build error
2020-03-25 19:29:16 -04:00
bunnei e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
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
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
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
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
astc: General changes and optimizations
2020-03-17 17:28:49 -04:00
Mat M d787856621
Merge pull request #3518 from ReinUsesLisp/scissor-clears
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
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
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
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
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
video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
Rodrigo Locatti ddafc99776
Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
Rodrigo Locatti d64edf21bb
Merge pull request #3503 from makigumo/patch-2
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
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
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
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
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
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
vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00