Commit Graph

2095 Commits

Author SHA1 Message Date
Subv c878a819d7 Shaders: Implemented multiple-word loads and stores to and from attribute memory.
This seems to be an optimization performed by nouveau.
2018-09-15 11:21:21 -05:00
fearlessTobi 63c2e32e20 Port #4182 from Citra: "Prefix all size_t with std::" 2018-09-15 15:21:06 +02:00
FernandoS27 f8e994354f Optimized Texture Swizzling 2018-09-14 12:45:49 -04:00
Lioncash ae128f0375 gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
These variables are already defined within an outer scope.
2018-09-13 21:53:23 -04:00
ReinUsesLisp a42376dfad Use ARB_multi_bind for uniform buffers (#1287)
* gl_rasterizer: use ARB_multi_bind for uniform buffers

* address feedback
2018-09-12 20:27:43 -04:00
bunnei 4a43fb7e1d gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12 18:09:31 -04:00
bunnei cc50857460
Merge pull request #1263 from FernandoS27/tex-mode
shader_decompiler:  Implemented (Partially) Texture Processing Modes
2018-09-12 16:03:34 -04:00
Subv bb5eb4f20a GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
This engine writes data from a FIFO register into the configured address.
2018-09-12 13:57:08 -05:00
FernandoS27 a99d9db32f Implemented Texture Processing Modes 2018-09-12 12:28:22 -04:00
bunnei 89825766ee
Merge pull request #1278 from tech4me/bg-color-fix
Port Citra #4047 & #4052: add change background color support
2018-09-11 23:13:11 -04:00
bunnei 522a11a11f
Merge pull request #1295 from bunnei/accurate-copies
gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11 23:12:15 -04:00
bunnei 4a9acc87f9
Merge pull request #1294 from degasus/optimizations
gl_rasterizer: Use ARB_texture_storage.
2018-09-11 23:11:36 -04:00
bunnei 7bb226f22d gl_rasterizer_cache: Always blit on recreate, regardless of format.
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11 22:54:46 -04:00
bunnei cdddd71d08 gl_shader_cache: Remove cache_width/cache_height.
- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
2018-09-11 20:12:29 -04:00
Markus Wick 3e973bc4c6 gl_rasterizer: Use ARB_texture_storage.
It allows us to use texture views and it reduces the overhead within the GPU driver.

But it disallows us to reallocate the texture, but we don't do so anyways.

In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11 22:18:46 +02:00
FernandoS27 5c676dc884 Implemented LEA and PSET 2018-09-11 12:50:52 -04:00
FernandoS27 3f0922715a Implemented encodings for LEA and PSET 2018-09-11 12:50:25 -04:00
FernandoS27 2b48cfd44b Replace old FragmentHeader for the new Header 2018-09-11 12:48:19 -04:00
FernandoS27 e926757c8f Implemented (Partialy) Shader Header 2018-09-11 12:34:27 -04:00
David Marcec 4c3bd33be2 Fixed renderdoc input/output textures not working due to render targets 2018-09-11 13:31:20 +10:00
bunnei d6e8e16a66
Merge pull request #1286 from bunnei/multi-clear
gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10 20:30:14 -04:00
bunnei 12445b476d
Merge pull request #1285 from bunnei/depth-fix
gl_rasterizer_cache: Only use depth for applicable texture formats.
2018-09-10 20:28:40 -04:00
bunnei d884e805c5
Merge pull request #1284 from bunnei/bgra8_srgb
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
2018-09-10 20:28:00 -04:00
Markus Wick c1b8cd9058 video_core: Refactor command_processor.
Inline the WriteReg helper as it is called ~20k times per frame.
2018-09-10 22:06:16 +02:00
Markus Wick 0cfb0bacb2 video_core: Move command buffer loop.
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
2018-09-10 22:06:13 +02:00
Markus Wick c560043581 rasterizer: Drop unused handler.
This virtual function is called in a very hot spot, and it does nothing.

If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei 4c0b1cc1ae gl_rasterizer_cache: Only use depth for applicable texture formats.
- Fixes an issue with Octopath Traveler leaving stale data here.
2018-09-10 00:50:38 -04:00
bunnei 035e6bd407 gl_rasterizer: Implement clear for non-zero render targets.
- Several misc. changes to ConfigureFramebuffers in support of this.
2018-09-10 00:41:20 -04:00
bunnei 1c34498368 gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
- Used by Octopath Traveler (with multiple render targets).
2018-09-10 00:37:52 -04:00
bunnei 49b15af054 gl_rasterizer: Implement multiple color attachments. 2018-09-09 22:48:28 -04:00
bunnei e58855c7a4
Merge pull request #1268 from FernandoS27/tmml
shader_decompiler: Implemented TMML
2018-09-09 21:39:39 -04:00
FernandoS27 00131e752d Implemented TMML 2018-09-09 20:46:31 -04:00
bunnei 223ddb2008
Merge pull request #1272 from Subv/dma_2d
GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
2018-09-09 19:53:17 -04:00
bunnei fcf81147e7
Merge pull request #1280 from zero334/improvements
video_core: fixed arithmetic overflow warnings & improved code style
2018-09-09 19:51:46 -04:00
FernandoS27 073a21ac0b Implemented TXQ dimension query type, used by SMO. 2018-09-09 11:59:01 -04:00
Patrick Elsässer 64e45b04e0 video_core: fixed arithmetic overflow warnings & improved code style
- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
2018-09-09 17:51:43 +02:00
tech4me 3dcedb36b4 Port Citra #4047 & #4052: add change background color support 2018-09-08 17:00:21 -07:00
FernandoS27 82a313a14c Change name of TEXQ to TXQ, in order to match NVIDIA's naming 2018-09-08 18:08:57 -04:00
Subv fdb199290b GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.

This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
2018-09-08 16:02:16 -05:00
bunnei af074ee422
Merge pull request #1256 from bunnei/tex-target-support
Initial support for non-2D textures
2018-09-08 16:14:46 -04:00
bunnei 8b08cb925b gl_rasterizer: Use baseInstance instead of moving the buffer points.
This hopefully helps our cache not to redundant upload the vertex buffer.

# Conflicts:
#	src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-08 04:05:56 -04:00
Patrick Elsässer a8974f0556 video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)
* video_core: Arithmetic overflow fix for gl_rasterizer

- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.

- Added const for variables where possible and meaningful.

* Changed the casts from C to C++ style

Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
2018-09-08 02:59:59 -04:00
bunnei 23ae7cf9db gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures. 2018-09-08 02:53:39 -04:00
bunnei fdd5c97a14 maxwell_3d: Remove assert that no longer applies. 2018-09-08 02:53:39 -04:00
bunnei f165a85398 gl_rasterizer_cache: Partially implement several non-2D texture types. 2018-09-08 02:53:38 -04:00
bunnei 0731383124 gl_shader_decompiler: Partially implement several non-2D texture types (Subv). 2018-09-08 02:53:38 -04:00
bunnei 05f6f59ffb gl_rasterizer: Implement texture wrap mode p. 2018-09-08 02:53:38 -04:00
bunnei ce8291f6c5 gl_rasterizer_cache: Track texture depth. 2018-09-08 02:53:38 -04:00
bunnei 9dccf7e1fa gl_rasterizer_cache: Remove impl. of FlushGLBuffer.
- Will not work for non-2d textures, and was not used anyways.
2018-09-08 02:53:37 -04:00
bunnei 030676b95d gl_rasterizer_cache: Keep track of texture type per surface. 2018-09-08 02:53:37 -04:00
bunnei a439f7b6e1 gl_rasterizer_cache: Remove unused DownloadGLTexture. 2018-09-08 02:53:37 -04:00
bunnei b56e5edafc gl_state: Keep track of texture target. 2018-09-08 02:53:37 -04:00
bunnei 9947c6ad59
Merge pull request #1252 from lioncash/header
video_core/CMakeLists: Add missing gl_buffer_cache.h
2018-09-06 19:19:43 -04:00
bunnei 9b50dca2bb
Merge pull request #1253 from lioncash/explicit
video_core/gl_buffer_cache: Minor tidying changes
2018-09-06 19:19:35 -04:00
bunnei 009a2cc9cc
Merge pull request #1255 from bunnei/minor-opt
gl_rasterizer: Call state.Apply only once on SetupShaders.
2018-09-06 19:19:16 -04:00
bunnei 820f646458 gl_rasterizer: Call state.Apply only once on SetupShaders. 2018-09-06 17:41:53 -04:00
bunnei 948f6c0738 gl_shader_decompiler: Implement saturate mode for IPA. 2018-09-06 17:40:03 -04:00
Lioncash ddcdbce067 gl_buffer_cache: Default initialize member variables
Ensures that the cache always has a deterministic initial state.
2018-09-06 15:07:15 -04:00
Lioncash 8d685a29bc gl_buffer_cache: Make GetHandle() a const member function
GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
2018-09-06 15:07:15 -04:00
Lioncash 14230fe2af gl_buffer_cache: Remove unnecessary includes 2018-09-06 15:05:52 -04:00
Lioncash 68296d9474 gl_buffer_cache: Make constructor explicit
Implicit conversions during construction isn't desirable here.
2018-09-06 14:54:49 -04:00
Lioncash 8f4e09ba07 video_core/CMakeLists: Add missing gl_buffer_cache.h
Without this, the header file won't show up by default within IDEs such
as Visual Studio.
2018-09-06 14:49:51 -04:00
Markus Wick a781042700 gl_shader_gen: Initialize position.
IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
2018-09-06 13:37:50 +02:00
bunnei 77554ac773
Merge pull request #1243 from degasus/VAO_cache
gl_rasterizer: Implement a VAO cache.
2018-09-05 22:50:52 -04:00
bunnei 6f09c5b128
Merge pull request #1244 from FernandoS27/ipa
shader_decompiler: Implemented IPA Properly (Stage 1)
2018-09-05 21:20:40 -04:00
FernandoS27 e63b229f4a Implemented IPA Properly 2018-09-05 20:15:47 -04:00
Markus Wick 7f15306f78 gl_rasterizer: Skip TODO log.
This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.

Let's just stop printing this kind of redundant information.
2018-09-05 20:20:20 +02:00
Markus Wick d3ad9469a1 gl_rasterizer: Implement a VAO cache.
This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
Markus Wick 50a806ea67 renderer_opengl: Implement a buffer cache.
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
2018-09-05 08:03:50 +02:00
Markus Wick 99a71580c4 gl_shader_cache: Use an u32 for the binding point cache.
The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
2018-09-04 21:04:41 +02:00
bunnei 9a07e9f805
Merge pull request #1237 from degasus/optimizations
Optimizations
2018-09-04 12:16:06 -04:00
bunnei 26e96d16d0
Merge pull request #1232 from lioncash/copy
gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
2018-09-04 11:52:25 -04:00
Markus Wick 2081ed7db2 command_processor: Use std::array for bound_engines.
subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
2018-09-04 14:10:05 +02:00
Markus Wick 10bc725944 Update microprofile scopes.
Blame the subsystems which deserve the blame :)

The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
2018-09-04 11:04:26 +02:00
Lioncash 18a89931a9 gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
Using the getter function intended for external code here makes an
unnecessary copy of the already-accessible used_shaders vector.
2018-09-02 13:10:11 -04:00
bunnei 325f3e0693
Merge pull request #1213 from DarkLordZach/octopath-fs
filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
2018-09-02 10:49:18 -04:00
bunnei 89be49d2f3
Merge pull request #1215 from ogniK5377/texs-nodep-assert
Added assert for TEXS nodep
2018-09-02 10:48:27 -04:00
bunnei 177c45e97d
Merge pull request #1214 from ogniK5377/ipa-assert
Added better asserts to IPA, Renamed IPA modes to match mesa
2018-09-02 10:44:43 -04:00
bunnei 9c206fe94d
Merge pull request #1216 from ogniK5377/ffma-assert
Added FFMA asserts and missing fields
2018-09-02 10:44:13 -04:00
David Marcec 60754b4728 Removed saturate assert
Unneeded as we already implement it
2018-09-01 19:33:32 +10:00
David Marcec 2edab4e840 Removed saturate assert
Saturate already implemented
2018-09-01 19:29:20 +10:00
David Marcec 2bc6abb9a1 Changed tab5980_0 default from 0 -> 1 2018-09-01 19:15:03 +10:00
David Marcec 6f8ed9508d Added FMUL asserts 2018-09-01 19:05:10 +10:00
David Marcec b89fc407d7 Added FFMA asserts 2018-09-01 18:45:14 +10:00
David Marcec 948bc87a59 Added assert for TEXS nodep 2018-09-01 17:00:01 +10:00
David Marcec ad3dca7e62 Added better asserts to IPA, Renamed IPA modes to match mesa
IpaMode is changed to IpaInterpMode
IpaMode is suppose to be 2 bits not 3
Added IpaSampleMode
Added Saturate

Renamed modes based on
d27c791891/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp (L2530)
2018-09-01 16:34:27 +10:00
Zach Hilman f32e28c7b8 maxwell_3d: Use CoreTiming for query timestamp 2018-08-31 23:25:18 -04:00
Lioncash 4a587b81b2 core/core: Replace includes with forward declarations where applicable
The follow-up to e2457418da, which
replaces most of the includes in the core header with forward declarations.

This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.

This should make turnaround for changes much faster for developers.
2018-08-31 16:30:14 -04:00
bunnei 7f7eb29323 gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies. 2018-08-31 13:07:28 -04:00
bunnei 123c065086 gl_rasterizer_cache: Also use reserve cache for RecreateSurface. 2018-08-31 13:07:28 -04:00
bunnei 9bc71fcc5f rasterizer_cache: Use boost::interval_map for a more accurate cache. 2018-08-31 13:07:28 -04:00
bunnei d647d9550c gl_renderer: Cache textures, framebuffers, and shaders based on CPU address. 2018-08-31 13:07:27 -04:00
bunnei 16d65182f9 gl_rasterizer: Fix issues with the rasterizer cache.
- Use a single cached page map.
- Fix calculation of ending page.
2018-08-31 13:07:27 -04:00
greggameplayer 06578e89b2 Implement BC6H_UF16 & BC6H_SF16 (#1092)
* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS

* correct coding style

* correct coding style part 2
2018-08-31 12:11:19 -04:00
bunnei f08d24e9c0
Merge pull request #1204 from lioncash/pimpl
core: Make the main System class use the PImpl idiom
2018-08-31 11:31:20 -04:00
bunnei 6683bf50b5
Merge pull request #1207 from degasus/hotfix
Report correct shader size.
2018-08-31 11:21:15 -04:00
Lioncash e2457418da core: Make the main System class use the PImpl idiom
core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.

Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
2018-08-31 07:16:57 -04:00
Markus Wick 5be8b7a362 Report correct shader size.
Seems like this was an oversee in regards to 1fd979f50a
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
2018-08-31 09:56:37 +02:00
Hexagon12 d626bc8c62 Added predicate comparison GreaterEqualWithNan 2018-08-31 10:40:18 +03:00
Laku 915ab81ec2 gl_shader_decompiler: Implement POPC (#1203)
* Implement POPC

* implement invert
2018-08-30 21:32:58 -04:00
bunnei d6accf96ff
Merge pull request #1200 from bunnei/improve-ipa
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-30 10:31:26 -04:00
tech4me a6dd577d02 Shaders: Implemented IADD3 2018-08-29 13:44:41 -04:00
bunnei b1ccd88434 gl_shader_decompiler: Improve IPA for Pass mode with Position attribute. 2018-08-29 00:37:29 -04:00
bunnei 4d7e1662c8
Merge pull request #1193 from lioncash/priv
gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
bunnei eb4f2d5596
Merge pull request #1192 from lioncash/unused
gl_rasterizer: Remove unused variables
2018-08-28 12:28:13 -04:00
Lioncash 2e7dc4cac9 gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
2018-08-28 11:20:41 -04:00
Lioncash 45fb74d262 gpu: Make memory_manager private
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.

Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash 6771a18c6c gl_rasterizer: Remove unused variables 2018-08-28 10:46:29 -04:00
bunnei b55d8111e6 renderer_opengl: Implement a new shader cache. 2018-08-27 18:26:46 -04:00
bunnei a0e1566dc5 gl_rasterizer_cache: Update to use RasterizerCache base class. 2018-08-27 18:26:46 -04:00
bunnei 382852418b video_core: Add RasterizerCache class for common cache management code. 2018-08-27 18:26:45 -04:00
bunnei 2f5ed3877c
Merge pull request #1169 from Lakumakkara/sel
shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
bunnei f96ded9815
Merge pull request #1174 from lioncash/debug
debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
bunnei be2f1eabd7
Merge pull request #1173 from lioncash/batch
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
bunnei 23b86fd3ea
Merge pull request #1167 from lioncash/assert
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
Lioncash c65713832c debug_utils: Remove unused includes
Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
Lioncash 1e6a209649 debug_utils: Make BreakpointObserver class' constructor explicit
Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
Lioncash b6425c0511 debug_utils: Initialize active_breakpoint member of DebugContext
Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
Lioncash 20800f2df7 maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
Laku 36093a3e4d fix SEL_IMM bitstring 2018-08-24 07:18:12 +03:00
Lioncash 8fd9eb71b4 gl_rasterizer: Correct assertion condition in SyncLogicOpState()
Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
tech4me ba2972bc64 Shaders: Added decodings for IADD3 instructions 2018-08-23 15:46:59 -04:00
bunnei 0dce6d7008
Merge pull request #1160 from bunnei/surface-reserve
gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei d65f079cc1 gl_rasterizer_cache: Blit when possible on RecreateSurface. 2018-08-23 11:27:01 -04:00
bunnei fee8bdd90c gl_rasterizer_cache: Reserve surfaces that have already been created for later use. 2018-08-23 11:27:01 -04:00
bunnei fde2017a3f gl_rasterizer_cache: Remove assert for RecreateSurface type. 2018-08-23 11:27:00 -04:00
bunnei ebf5768340 gl_rasterizer_cache: Implement compressed texture copies. 2018-08-23 11:27:00 -04:00
bunnei a4ac3bed6c gl_rasterizer: Implement stencil test.
- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei da3da6be90 gl_rasterizer: Implement partial color clear and stencil clear. 2018-08-23 11:08:48 -04:00
bunnei 2a472ff54d maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
bunnei c4ed0b16b1 gl_state: Update to handle stencil front/back face separately. 2018-08-23 11:08:46 -04:00
bunnei c7f2fb2151
Merge pull request #1157 from lioncash/vec
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei 232b0d9d2a
Merge pull request #1156 from Lakumakkara/lop3
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash 12ba80a86c gl_shader_gen: Make ShaderSetup's constructor explicit
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash 1fd979f50a gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.

If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku b2ca8089ce more fixes 2018-08-23 00:01:40 +03:00
Laku e70a3c5a5d fixes 2018-08-22 21:33:32 +03:00
Lioncash dd35b4b18a renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku 4877e6c2f6 remove debug logging 2018-08-22 11:45:28 +03:00
Laku 8e8326595f implement lop3 2018-08-22 10:09:44 +03:00
bunnei cea627b0fc
Merge pull request #840 from FearlessTobi/port-3353
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei 5abf71fe65
Merge pull request #1154 from OatmealDome/topology-lines
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei 125d7122ac
Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome ad1220e1b3
maxwell_to_gl: Implement PrimitiveTopology::Lines
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei d63b1d21f1 Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
- This reverts commit 3ef4b3d4b4.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash a0e2bd85a5 shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei bf89a99839
Merge pull request #1123 from lioncash/screen
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei b0f7713fce
Merge pull request #1132 from Subv/gl_FragDepth
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei 8c9abe1d41
Merge pull request #1134 from lioncash/log
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei ca58929eb0
Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash 523e4be02c renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei fde3b1b6f2
Merge pull request #1133 from lioncash/guard
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash 93a4097e9d gl_stream_buffer: Add missing header guard
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv e3bddf8137 Shaders: Implement depth writing in fragment shaders.
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei e33452f7e8
Merge pull request #1131 from bunnei/impl-tex3d-texcube
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei 5aaee2ff8d
Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei 2ae88feea7 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
bunnei 16db8b9d9f gl_shader_decompiler: Implement Texture3D for TEXS. 2018-08-20 21:53:18 -04:00
bunnei 948002635f gl_shader_decompiler: Implement TextureCube for TEX. 2018-08-20 21:53:00 -04:00
Subv eac3cf301c Shaders: Fixed the coords in TEX with Texture2D.
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.

This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00
Subv fc5b489b0f Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction. 2018-08-20 20:44:56 -05:00
Subv 2b9eee4d1e GPU: Implemented the logic op functionality of the GPU.
This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
Subv f24ab6d9e6 GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending. 2018-08-20 18:43:11 -05:00
Lioncash 46ef072cf9 rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv 6bcdf37d4f GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
Lioncash bc16f7f3cc renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.

Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:

// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();

// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi ba8ff096fd Port #3353 from Citra 2018-08-21 01:14:06 +02:00
Subv 7784ce1854 Shaders: Write all the enabled color outputs when a fragment shader exits.
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.

Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv d7c68fbb12 Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format. 2018-08-20 15:20:35 -05:00
Subv 3fe77be392 Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer. 2018-08-20 15:20:35 -05:00
bunnei 028d90eb79
Merge pull request #1104 from Subv/instanced_arrays
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei 296e57fa0e
Merge pull request #1115 from Subv/texs_mask
Shaders/TEXS: Write to the correct output register when swizzling.
2018-08-20 14:31:33 -04:00
bunnei b20ed93884
Merge pull request #1112 from Subv/sampler_types
Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
David Marcec 23d45715dc Implemented RGBA8_UINT
Needed by kirby
2018-08-20 22:26:54 +10:00
Subv 6cf719a4ab Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 17:09:40 -05:00
bunnei 51ddb130c5
Merge pull request #1089 from Subv/neg_bits
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
bunnei 9b17486be6
Merge pull request #1105 from Subv/convert_neg
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-19 17:01:20 -04:00
bunnei 0a1d4fbc5c
Merge pull request #1113 from Subv/texs_mask
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
2018-08-19 17:00:59 -04:00
Subv f7edbcd7a3 Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
bunnei b0eb580931
Merge pull request #1102 from ogniK5377/mirror-clamp-edge
Added WrapMode MirrorOnceClampToEdge
2018-08-19 13:59:41 -04:00
bunnei 85da529f15
Merge pull request #1101 from Subv/ssy_stack
Shaders: Implemented a stack for the SSY/SYNC instructions.
2018-08-19 13:58:45 -04:00
Subv 7fb406c3fc Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
It is unknown how TLD4S determines the sampler type, more research is needed.
2018-08-19 12:57:58 -05:00
Subv 3ef4b3d4b4 Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.
Different sampler types have their parameters in different registers.
2018-08-19 12:57:54 -05:00
Subv 73b937b190 Shader: Added bitfields for the texture type of the various sampling instructions. 2018-08-19 12:57:51 -05:00
Subv 656758fd81 Shaders: Added decodings for TLD4 and TLD4S 2018-08-19 12:57:08 -05:00
bunnei 29d4f8c2dd
Merge pull request #1109 from Subv/ldg_decode
Shaders: Added decodings for  the LDG and STG instructions.
2018-08-19 13:31:19 -04:00
bunnei 9baf5de90c
Merge pull request #1108 from Subv/front_facing
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 13:21:14 -04:00
Subv 1b92ae136f Shaders: Added decodings for the LDG and STG instructions. 2018-08-19 00:46:34 -05:00
Subv 731701a2d2 Shaders: Implemented the gl_FrontFacing input attribute (attr 63). 2018-08-19 00:14:34 -05:00
Subv 9b1c49a9cf Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions. 2018-08-18 14:48:05 -05:00
Subv e0f66c1fbf GLRasterizer: Implemented instanced vertex arrays.
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18 14:42:26 -05:00
Subv 8335b2f115 Shader: Implemented the predicate and mode arguments of LOP.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).

This is used by Super Mario Odyssey.
2018-08-18 14:36:37 -05:00
David Marcec 71cc482bbd Added WrapMode MirrorOnceClampToEdge
Used by splatoon 2
2018-08-19 02:26:50 +10:00
Subv ff358d97e8 Shaders: Implemented a stack for the SSY/SYNC instructions.
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
2018-08-18 10:48:12 -05:00
Subv 2e95ba2e9c Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
We should definitely audit our shader generator for more errors like this.
2018-08-18 10:22:42 -05:00
David Marcec 63dff47e22 Added predcondition GreaterThanWithNan 2018-08-18 17:49:59 +10:00
bunnei 504cff2b7a
Merge pull request #1096 from bunnei/supported-blits
gl_rasterizer_cache: Remove asserts for supported blits.
2018-08-17 22:41:53 -04:00
bunnei e341d868ee gl_rasterizer_cache: Remove asserts for supported blits. 2018-08-17 00:10:08 -04:00
bunnei da7226442f renderer_opengl: Treat OpenGL errors as critical. 2018-08-17 00:09:27 -04:00
bunnei 727136a9c9
Merge pull request #1019 from Subv/vertex_divisor
Rasterizer: Manually implemented instanced rendering.
2018-08-17 00:07:06 -04:00
bunnei 89c3d6a2a3 gl_rasterizer_cache: Treat Depth formats differently from DepthStencil. 2018-08-15 21:24:04 -04:00
Subv 91140f6c0a Shader/Conversion: Implemented the negate bit in F2F and I2I instructions. 2018-08-15 09:27:43 -05:00
Subv 38592a3b5e Shader/I2F: Implemented the negate I2F_C instruction variant. 2018-08-15 09:25:02 -05:00
Subv 40ecdda19e Shader/F2I: Implemented the negate bit in the I2F instruction 2018-08-15 09:18:55 -05:00
Subv 5ef447cc0e Shader/F2I: Implemented the F2I_C instruction variant. 2018-08-15 09:16:35 -05:00
Subv 11c221cc62 Shader/F2I: Implemented the negate bit in the F2I instruction. 2018-08-15 09:15:55 -05:00
bunnei 40f83fee6a
Merge pull request #1077 from bunnei/rgba16u
gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
2018-08-15 09:25:15 -04:00
bunnei b1148d269d gl_rasterizer_cache: Cleanup some PixelFormat names and logging. 2018-08-14 23:31:45 -04:00
Subv c5284efd4f Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.

Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00
bunnei 8599e1e4fc gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
- Used by Breath of the Wild.
2018-08-14 23:18:34 -04:00
bunnei 3aad82b1a3
Merge pull request #1069 from bunnei/vtx-sz
maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
2018-08-14 23:14:44 -04:00
bunnei 2a42dea568
Merge pull request #1070 from bunnei/cbuf-sz
gl_rasterizer: Fix upload size for constant buffers.
2018-08-14 23:14:24 -04:00
bunnei c8cd1785e6
Merge pull request #1071 from bunnei/fix-ldc
gl_shader_decompiler: Several fixes for indirect constant buffer loads.
2018-08-14 23:14:09 -04:00
bunnei 991eb4824c
Merge pull request #1068 from bunnei/g8r8s
gl_rasterizer_cache: Implement G8R8S format.
2018-08-14 23:13:43 -04:00
greggameplayer 6eda9ebbdb Implement Z16_UNORM in PixelFormatFromTextureFormat function
Require by Zelda Breath Of The Wild
2018-08-15 04:14:15 +02:00
bunnei 5e66a24423 gl_shader_decompiler: Several fixes for indirect constant buffer loads. 2018-08-14 20:47:50 -04:00
bunnei 290439a6a5 gl_rasterizer: Fix upload size for constant buffers. 2018-08-14 20:44:19 -04:00
bunnei dc876fd63a maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes. 2018-08-14 20:43:02 -04:00
bunnei d8fd3ef4fe gl_rasterizer_cache: Implement G8R8S format.
- Used by Super Mario Odyssey.
2018-08-14 20:41:49 -04:00
bunnei 4dacb8a4b1
Merge pull request #1058 from greggameplayer/BC7U_Fix
Fix BC7U
2018-08-14 08:03:07 -04:00
greggameplayer 6bfcf13187 Fix BC7U 2018-08-14 02:36:00 +02:00
bunnei 6e52f37d5b renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
- Used by Breath of the Wild.
2018-08-13 18:20:07 -04:00
bunnei 46fbf6dd92
Merge pull request #1052 from ogniK5377/xeno
Implement RG32UI and R32UI
2018-08-13 12:31:39 -04:00
David Marcec 45cc022ea9 Implement RG32UI and R32UI
Needed for xenoblade
2018-08-13 22:55:16 +10:00
bunnei 41b77c4e0a maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
- Used by Breath of the Wild.
2018-08-13 01:34:21 -04:00
bunnei bdf17fe0cc renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
- Used by Breath of the Wild.
2018-08-13 00:06:22 -04:00
bunnei 54ef9302a2
Merge pull request #1045 from bunnei/rg8-unorm
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
2018-08-13 00:05:25 -04:00
bunnei 8fe118bcaa maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
- Used by Breath of the Wild.
2018-08-12 23:09:32 -04:00
bunnei c56a0e3c34 renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
- Used by Breath of the Wild.
2018-08-12 23:08:50 -04:00
bunnei 534abf9d97 gl_shader_decompiler: Implement XMAD instruction. 2018-08-12 18:30:24 -04:00
Markus Wick 0eb39922f6 gl_rasterizer: Use a shared helper to upload from CPU memory. 2018-08-12 16:10:26 +02:00
Markus Wick 0af7e93763 gl_state: Don't track constant buffer mappings. 2018-08-12 16:10:26 +02:00
Markus Wick 6ff7906ddc gl_rasterizer: Use the stream buffer for constant buffers. 2018-08-12 16:10:26 +02:00
Markus Wick ce722e317b gl_rasterizer: Use the streaming buffer itself for the constant buffer.
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
2018-08-12 15:48:59 +02:00
Markus Wick 6f6bba3ff1 gl_rasterizer: Use a helper for aligning the buffer. 2018-08-12 15:47:35 +02:00
Markus Wick d7298ec262 Update the stream_buffer helper from Citra.
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
2018-08-12 15:47:35 +02:00
bunnei 639ebb39f6 gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check. 2018-08-12 02:22:42 -04:00
bunnei c68aa65226 gl_shader_decompiler: Fix GLSL compiler error with KIL instruction. 2018-08-12 00:06:48 -04:00
bunnei ee07041b3a
Merge pull request #1020 from lioncash/namespace
core: Namespace EmuWindow
2018-08-11 22:40:08 -04:00
bunnei 9c977d2215
Merge pull request #1021 from lioncash/warn
gl_rasterizer: Silence implicit truncation warning in SetupShaders()
2018-08-11 22:39:46 -04:00
bunnei f2c7b5dcd6
Merge pull request #1024 from Subv/blend_gl
GPU/Maxwell3D: Implemented an alternative set of blend factors.
2018-08-11 22:39:02 -04:00
bunnei d37da52cb3
Merge pull request #1023 from Subv/invalid_attribs
RasterizerGL: Ignore invalid/unset vertex attributes.
2018-08-11 22:18:40 -04:00
Subv 969326bd58 GPU/Maxwell3D: Implemented an alternative set of blend factors.
These are used by nouveau and some games like SMO.
2018-08-11 20:57:16 -05:00
greggameplayer 224071a652 Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)
- Used by Go Vacation
2018-08-11 21:44:42 -04:00
Subv 2dad1204e8 RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
2018-08-11 20:36:40 -05:00
Lioncash 28e90fa0e0 gl_rasterizer: Silence implicit truncation warning in SetupShaders()
Previously this would warn of truncating a std::size_t to a u32. This is
safe because we'll obviously never have more than UINT32_MAX amount of
uniform buffers.
2018-08-11 20:32:03 -04:00
Lioncash 0a93b45b6a core: Namespace EmuWindow
Gets the class out of the global namespace.
2018-08-11 20:20:21 -04:00
bunnei 403dfd68fc
Merge pull request #1010 from bunnei/unk-vert-attrib-shader
gl_shader_decompiler: Improve handling of unknown input/output attributes.
2018-08-11 19:56:28 -04:00
bunnei c519354506
Merge pull request #1009 from bunnei/rg8-rgba8-snorm
Implement render target formats RGBA8_SNORM and RG8_SNORM.
2018-08-11 19:55:41 -04:00
bunnei 0b668d5ff3 gl_shader_decompiler: Improve handling of unknown input/output attributes. 2018-08-11 19:26:45 -04:00
bunnei 670a2c1f80
Merge pull request #1018 from Subv/ssy_sync
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
2018-08-11 19:10:02 -04:00
bunnei 88ffa422d4 gl_rasterizer: Implement render target format RG8_SNORM.
- Used by Super Mario Odyssey.
2018-08-11 19:06:42 -04:00
bunnei 0471976b48 gl_rasterizer: Implement render target format RGBA8_SNORM.
- Used by Super Mario Odyssey.
2018-08-11 18:59:14 -04:00
Subv c1ad973881 GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY). 2018-08-11 16:00:14 -05:00
Subv 305a05f820 GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution.
SSY sets the target label to jump to when the SYNC instruction is executed.
2018-08-11 15:55:11 -05:00
bunnei d64303d185
Merge pull request #1016 from lioncash/video
video_core: Get rid of global variable g_toggle_framelimit_enabled
2018-08-11 14:10:55 -04:00
bunnei b8b9f41b6b
Merge pull request #1003 from lioncash/var
video_core: Use variable template variants of type_traits interfaces where applicable
2018-08-11 14:08:12 -04:00
greggameplayer dfcde52f39 Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats


Do a separate function in order to get Bytes Per Pixel of DepthFormat


Apply the new function in gpu.h


delete unneeded white space

* correct merging error
2018-08-11 14:01:50 -04:00
Lioncash 20c2928c2b video_core; Get rid of global g_toggle_framelimit_enabled variable
Instead, we make a struct for renderer settings and allow the renderer
to update all of these settings, getting rid of the need for
global-scoped variables.

This also uncovered a few indirect inclusions for certain headers, which
this commit also fixes.
2018-08-10 19:00:09 -04:00
Lioncash f380496728 renderer_base: Remove unused kFramebuffer enumeration
This is entirely unused and can be removed.
2018-08-10 18:31:13 -04:00
Lioncash 2e80e7480d video_core: Remove unused Renderer enumeration
Currently we only have an OpenGL renderer, so this is unused in code
(and occupies the Renderer identifier in the VideoCore namespace).
2018-08-10 18:27:40 -04:00
bunnei 6b0bc48a42 maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
- Used by Super Mario Odyssey.
2018-08-10 12:47:00 -04:00
bunnei a5b65df9cf maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.
- Used by Super Mario Odyssey.
2018-08-10 12:46:49 -04:00
bunnei 57626fda7b
Merge pull request #1004 from lioncash/unused
gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
2018-08-10 12:13:32 -04:00
bunnei 6313d54cef
Merge pull request #1008 from yuzu-emu/revert-697-disable-depth-cull
Revert "gl_state: Temporarily disable culling and depth test."
2018-08-10 12:13:09 -04:00
bunnei 2156cb3cbe
Revert "gl_state: Temporarily disable culling and depth test." 2018-08-10 10:39:46 -04:00
Lioncash 0e1510ac29 gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces() 2018-08-09 20:55:41 -04:00
Lioncash b8c43b6080 video_core: Use variable template variants of type_traits interfaces where applicable 2018-08-09 20:45:48 -04:00
bunnei 3a67876252 textures: Refactor out for Texture/Depth FormatFromPixelFormat. 2018-08-09 20:36:03 -04:00
bunnei 6828c25498
Merge pull request #995 from bunnei/gl-buff-bounds
gl_rasterizer_cache: Add bounds checking for gl_buffer copies.
2018-08-09 20:23:30 -04:00
bunnei 05c33d89a1
Merge pull request #1001 from lioncash/reserve
gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
2018-08-09 19:27:35 -04:00
bunnei e8c52d4c89 gl_rasterizer_cache: Add bounds checking for gl_buffer copies. 2018-08-09 19:20:17 -04:00
bunnei 37e1ed3744
Merge pull request #991 from bunnei/ignore-mac
maxwell_3d: Ignore macros that have not been uploaded yet.
2018-08-09 19:16:28 -04:00
Khangaroo 75e12a33ae Implement SNORM for BC5/DXN2 (#998)
* Implement BC5/DXN2 (#996)

- Used by Kirby Star Allies.

* Implement BC5/DXN2 SNORM

UNORM for Kirby Star Allies
SNORM for Super Mario Odyssey
2018-08-09 19:15:32 -04:00
Lioncash 6ef027b958 gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
Avoids potentially perfoming multiple reallocations when we know the
total amount of memory we need beforehand.
2018-08-09 17:29:11 -04:00
Lioncash 59ea37daa7 gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion()
A range-based for loop can't be used when the container being iterated
is also being erased from.
2018-08-09 15:30:20 -04:00
bunnei 0bfe974281
Merge pull request #992 from bunnei/declr-pred
gl_shader_decompiler: Declare predicates on use.
2018-08-09 14:36:52 -04:00
bunnei 88b18b9ba4
Merge pull request #994 from lioncash/const
gl_rasterizer_cache: Use std::vector::assign vs resize() then copy for the non-tiled case
2018-08-09 14:36:06 -04:00
bunnei b125137493
Merge pull request #993 from bunnei/smo-vtx-pts
Implement VertexAttribute::Size::Size_16_16_16_16 and PrimitiveTopology::Points.
2018-08-09 13:28:14 -04:00
bunnei f765a6b902
Merge pull request #984 from bunnei/rt-none
gl_rasterizer: Do not render when no render target is configured.
2018-08-09 13:12:28 -04:00
Khangaroo 5cb6eceecf Implement BC5/DXN2 (#996)
- Used by Kirby Star Allies.
2018-08-09 12:57:13 -04:00
bunnei c333bfc193
Merge pull request #977 from bunnei/bgr565
gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
2018-08-08 23:43:04 -04:00
Lioncash e831b80d69 gl_rasterizer_cache: Invert conditional in LoadGLBuffer()
It's generally easier to follow code using conditionals that operate in
terms of the true case followed by the false case (no chance of
overlooking the exclamation mark).
2018-08-08 23:34:57 -04:00
Lioncash 434f352eb3 gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled case
resize() causes the vector to expand and zero out the added members to
the vector, however we can avoid this zeroing by using assign().

Given we have the pointer to the data we want to copy, we can calculate
the end pointer and directly copy the range of data without the
need to perform the resize() beforehand.
2018-08-08 23:34:58 -04:00
bunnei dfc3eed0cb maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:28:17 -04:00
bunnei 06d0b96ca9 maxwell_to_gl: Implement PrimitiveTopology::Points.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:28:00 -04:00
bunnei 4283019aa0 gl_shader_decompiler: Declare predicates on use.
- Used by Super Mario Odyssey (when going in game).
2018-08-08 23:26:31 -04:00
bunnei efe6b473c5 maxwell_3d: Ignore macros that have not been uploaded yet.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:25:37 -04:00
Lioncash 557c466994 gl_rasterizer_cache: Make pointer const in LoadGLBuffer()
This is only ever read from, so we can make the data it's pointing to
const.
2018-08-08 23:14:57 -04:00
bunnei 25ba4d1b68
Merge pull request #982 from bunnei/stub-unk-63
gl_shader_decompiler: Stub input attribute Unknown_63.
2018-08-08 22:28:18 -04:00
bunnei ddec200290 gl_rasterizer: Do not render when no render target is configured.
- Used by Super Mario Odyssey.
2018-08-08 19:29:45 -04:00
bunnei cf917a5e93
Merge pull request #976 from bunnei/shader-imm
gl_shader_decompiler: Let OpenGL interpret floats.
2018-08-08 19:17:01 -04:00
bunnei 9ceceb212f
Merge pull request #981 from bunnei/cbuf-corrupt
maxwell_3d: Use correct const buffer size and check bounds.
2018-08-08 19:16:34 -04:00
bunnei cc2526dd51
Merge pull request #985 from bunnei/rt-r11g11b10
gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.
2018-08-08 18:21:34 -04:00
bunnei 096b04f1a4
Merge pull request #979 from bunnei/vtx88
maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
2018-08-08 18:18:50 -04:00
bunnei 7bf422d58c gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.
- Used by Super Mario Odyssey.
2018-08-08 02:42:14 -04:00
bunnei 7f0d0a93f7 gl_shader_decompiler: Stub input attribute Unknown_63. 2018-08-08 02:35:59 -04:00
bunnei 57982df105 maxwell_3d: Use correct const buffer size and check bounds.
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08 02:10:25 -04:00
bunnei 8c6338b6f9 renderer_opengl: Use trace log in a few places. 2018-08-08 01:53:23 -04:00
bunnei c120ed7d18 maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8. 2018-08-08 01:50:53 -04:00