Commit message (Collapse) | Author | Age | Files | Lines | |
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* | vulkan: Use VK_EXT_provoking_vertex when available | ReinUsesLisp | 2021-07-23 | 1 | -1/+6 |
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* | shader: Remove old shader management | ReinUsesLisp | 2021-07-23 | 1 | -19/+1 |
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* | maxwell3d: Add missing return in default SizeInBytes() case | Lioncash | 2021-06-23 | 1 | -0/+1 |
| | | | | | We were returning '1' in ComponentCount()'s default case but were neglecting to do the same with SizeInBytes(). | ||||
* | video_core: Reimplement the buffer cache | ReinUsesLisp | 2021-02-13 | 1 | -9/+3 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits. | ||||
* | gpu: Report renderer errors with exceptions | ReinUsesLisp | 2021-02-13 | 1 | -1/+1 |
| | | | | | | Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error. | ||||
* | maxwell_3d: Silence array bounds warnings | ReinUsesLisp | 2021-01-24 | 1 | -1/+1 |
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* | common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINIT | ReinUsesLisp | 2021-01-15 | 1 | -75/+75 |
| | | | | INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior. | ||||
* | video_core: Rewrite the texture cache | ReinUsesLisp | 2020-12-30 | 1 | -50/+77 |
| | | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues. | ||||
* | maxwell_3d: Move member variables to end of class | Lioncash | 2020-12-07 | 1 | -31/+32 |
| | | | | Follows our established coding style. | ||||
* | maxwell_3d: Resolve -Wdocumentation warning | Lioncash | 2020-12-07 | 1 | -1/+1 |
| | | | | Removes a documentation comment for a non-existent member. | ||||
* | maxwell_3d: Remove unused dirty_pointer array | Lioncash | 2020-12-07 | 1 | -2/+0 |
| | | | | This is unused and removing it shrinks the structure by 3584 bytes. | ||||
* | vk_shader_decompiler: Implement force early fragment tests | ReinUsesLisp | 2020-11-26 | 1 | -1/+6 |
| | | | | | | | | Force early fragment tests when the 3D method is enabled. The established pipeline cache takes care of recompiling if needed. This is implemented only on Vulkan to avoid invalidating the shader cache on OpenGL. | ||||
* | maxwell_3d: Move code to separate functions | ReinUsesLisp | 2020-11-11 | 1 | -0/+8 |
| | | | | | Deduplicate some code and put it in separate functions so it's easier to understand and profile. | ||||
* | video_core: Initialize renderer with a GPU | ReinUsesLisp | 2020-08-22 | 1 | -10/+11 |
| | | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance. | ||||
* | maxwell_3d: Resolve -Wextra-semi warning | Lioncash | 2020-08-14 | 1 | -1/+1 |
| | | | | Semicolons after a function definition aren't necessary. | ||||
* | Addressed issues | David Marcec | 2020-06-24 | 1 | -0/+4 |
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* | Macro HLE support | David Marcec | 2020-06-24 | 1 | -0/+4 |
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* | Merge pull request #4049 from ReinUsesLisp/separate-samplers | bunnei | 2020-06-13 | 1 | -0/+2 |
|\ | | | | | shader/texture: Join separate image and sampler pairs offline | ||||
| * | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 2020-06-05 | 1 | -0/+2 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch | ||||
* | | texture_cache: Implement rendering to 3D textures | ReinUsesLisp | 2020-06-08 | 1 | -0/+1 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly. | ||||
* | | Mark parameters as const | David Marcec | 2020-06-03 | 1 | -2/+1 |
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* | | Pass by reference instead of copying parameters | David Marcec | 2020-06-02 | 1 | -1/+1 |
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* | | Implement macro JIT | David Marcec | 2020-05-30 | 1 | -15/+4 |
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* | Merge pull request #3885 from ReinUsesLisp/viewport-swizzles | bunnei | 2020-05-08 | 1 | -1/+19 |
|\ | | | | | video_core: Implement viewport swizzles with NV_viewport_swizzle | ||||
| * | vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle | ReinUsesLisp | 2020-05-04 | 1 | -0/+1 |
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| * | maxwell_3d: Add viewport swizzles | ReinUsesLisp | 2020-05-04 | 1 | -1/+18 |
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* | | Merge pull request #3815 from FernandoS27/command-list-2 | bunnei | 2020-05-05 | 1 | -4/+6 |
|\ \ | |/ |/| | GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations | ||||
| * | Clang Format and Documentation. | Fernando Sahmkow | 2020-04-28 | 1 | -1/+2 |
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| * | VideoCore/Engines: Refactor Engines CallMethod. | Fernando Sahmkow | 2020-04-28 | 1 | -4/+5 |
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* | | Merge pull request #3808 from ReinUsesLisp/wait-for-idle | bunnei | 2020-05-03 | 1 | -1/+4 |
|\ \ | | | | | | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ||||
| * | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ReinUsesLisp | 2020-04-28 | 1 | -1/+4 |
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | 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). | ||||
* / | maxwell_3d: Fix depth clamping register | ReinUsesLisp | 2020-04-28 | 1 | -0/+1 |
|/ | | | | | | | | | | | | | | | | | | | | | | Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/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. | ||||
* | Merge pull request #3742 from FernandoS27/command-list | bunnei | 2020-04-27 | 1 | -0/+4 |
|\ | | | | | Optimize GPU Command Lists and Introduce Fast GPU Time Option | ||||
| * | DMAPusher: Propagate multimethod writes into the engines. | Fernando Sahmkow | 2020-04-23 | 1 | -0/+4 |
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* | | gl_rasterizer: Fix buffers without size | ReinUsesLisp | 2020-04-22 | 1 | -1/+2 |
|/ | | | | | | | | | | | 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. https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63 | ||||
* | fixed_pipeline_state: Pack attribute state | ReinUsesLisp | 2020-04-19 | 1 | -1/+1 |
| | | | | Reduce FixedPipelineState's size from 1384 to 664 bytes | ||||
* | gl_rasterizer: Implement constant vertex attributes | ReinUsesLisp | 2020-04-14 | 1 | -0/+4 |
| | | | | | Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games. | ||||
* | gl_rasterizer: Implement line widths and smooth lines | ReinUsesLisp | 2020-04-13 | 1 | -2/+8 |
| | | | | | Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width. | ||||
* | video_core: Add MSAA registers in 3D engine and TIC | ReinUsesLisp | 2020-04-12 | 1 | -6/+61 |
| | | | | | This adds the registers used for multisampling. It doesn't implement anything for now. | ||||
* | maxwell_3d: change declaration order | namkazy | 2020-03-22 | 1 | -1/+3 |
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* | maxwell_3d: update comments for shadow ram usage | namkazy | 2020-03-22 | 1 | -0/+4 |
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* | maxwell_3d: implement MME shadow RAM | Nguyen Dac Nam | 2020-03-22 | 1 | -1/+14 |
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* | maxwell_3d: Add padding words to XFB entries | ReinUsesLisp | 2020-03-13 | 1 | -2/+4 |
| | | | | | Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement. | ||||
* | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | 2020-03-13 | 1 | -0/+9 |
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* | Merge branch 'master' into shader-purge | Rodrigo Locatti | 2020-03-13 | 1 | -2/+20 |
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| * | gl_rasterizer: Implement polygon modes and fill rectangles | ReinUsesLisp | 2020-03-10 | 1 | -2/+20 |
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* | | engines/maxwell_3d: Add TFB registers and store them in shader registry | ReinUsesLisp | 2020-03-09 | 1 | -2/+32 |
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* | state_tracker: Remove type traits with named structures | ReinUsesLisp | 2020-02-28 | 1 | -4/+8 |
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* | maxwell_3d: Use two tables instead of three for dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -1/+1 |
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* | maxwell_3d: Change write dirty flags to a bitset | ReinUsesLisp | 2020-02-28 | 1 | -4/+2 |
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* | maxwell_3d: Flatten cull and front face registers | ReinUsesLisp | 2020-02-28 | 1 | -16/+14 |
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* | video_core: Reintroduce dirty flags infrastructure | ReinUsesLisp | 2020-02-28 | 1 | -0/+14 |
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* | gl_state: Remove clip distances tracking | ReinUsesLisp | 2020-02-28 | 1 | -10/+1 |
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* | gl_state: Remove viewport and depth range tracking | ReinUsesLisp | 2020-02-28 | 1 | -9/+9 |
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* | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -75/+0 |
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* | Merge pull request #3425 from ReinUsesLisp/layered-framebuffer | bunnei | 2020-02-24 | 1 | -2/+7 |
|\ | | | | | texture_cache: Implement layered framebuffer attachments | ||||
| * | texture_cache: Implement layered framebuffer attachments | ReinUsesLisp | 2020-02-16 | 1 | -2/+7 |
| | | | | | | | | | | | | Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer. | ||||
* | | gl_query_cache: Implement host queries using a deferred cache | ReinUsesLisp | 2020-02-14 | 1 | -0/+4 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush. | ||||
* | | maxwell_3d: Slow implementation of passed samples (query 21) | ReinUsesLisp | 2020-02-14 | 1 | -4/+34 |
|/ | | | | Implements GL_SAMPLES_PASSED by waiting immediately for queries. | ||||
* | Merge pull request #3395 from FernandoS27/queries | bunnei | 2020-02-14 | 1 | -7/+9 |
|\ | | | | | GPU: Refactor queries implementation and correct GPU Clock. | ||||
| * | Maxwell3D: Correct query reporting. | Fernando Sahmkow | 2020-02-10 | 1 | -7/+9 |
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* | | Merge pull request #3376 from ReinUsesLisp/point-sprite | bunnei | 2020-02-11 | 1 | -1/+6 |
|\ \ | |/ |/| | gl_rasterizer: Implement GL_POINT_SPRITE | ||||
| * | gl_rasterizer: Implement GL_POINT_SPRITE | ReinUsesLisp | 2020-02-04 | 1 | -1/+6 |
| | | | | | | | | | | | | OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour. | ||||
* | | maxwell_3d: Fix stencil back mask | ReinUsesLisp | 2020-02-02 | 1 | -3/+3 |
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* | Shader_IR: Allow constant access of guest driver. | Fernando Sahmkow | 2020-01-24 | 1 | -0/+2 |
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* | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | 2020-01-24 | 1 | -0/+2 |
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* | Merge pull request #3305 from ReinUsesLisp/point-size-program | bunnei | 2020-01-18 | 1 | -1/+9 |
|\ | | | | | gl_state: Implement PROGRAM_POINT_SIZE | ||||
| * | gl_state: Implement PROGRAM_POINT_SIZE | ReinUsesLisp | 2020-01-15 | 1 | -1/+9 |
| | | | | | | | | | | For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE. | ||||
* | | maxwell_3d: Make dirty_pointers private | Lioncash | 2020-01-16 | 1 | -2/+2 |
|/ | | | | | This isn't used outside of the class itself, so we can make it private for the time being. | ||||
* | Merge pull request #3244 from ReinUsesLisp/vk-fps | Fernando Sahmkow | 2019-12-25 | 1 | -6/+14 |
|\ | | | | | fixed_pipeline_state: Define structure and loaders | ||||
| * | maxwell_3d: Add depth bounds registers | ReinUsesLisp | 2019-12-23 | 1 | -6/+14 |
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* | | gl_rasterizer: Implement RASTERIZE_ENABLE | ReinUsesLisp | 2019-12-18 | 1 | -1/+6 |
|/ | | | | | | | | RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state. | ||||
* | Maxwell3D: Implement Depth Mode. | Fernando Sahmkow | 2019-12-11 | 1 | -6/+7 |
| | | | | | This commit finishes adding depth mode that was reverted before due to other unresolved issues. | ||||
* | maxwell_3d: Add tessellation tess level registers | ReinUsesLisp | 2019-12-07 | 1 | -1/+6 |
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* | maxwell_3d: Add tessellation mode register | ReinUsesLisp | 2019-12-07 | 1 | -1/+28 |
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* | maxwell_3d: Add patch vertices register | ReinUsesLisp | 2019-12-07 | 1 | -1/+4 |
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* | Merge pull request #3098 from ReinUsesLisp/shader-invalidations | bunnei | 2019-11-25 | 1 | -11/+3 |
|\ | | | | | gl_shader_cache: Miscellaneous changes to shaders | ||||
| * | gl_shader_cache: Remove dynamic BaseBinding specialization | ReinUsesLisp | 2019-11-23 | 1 | -1/+0 |
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| * | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 2019-11-23 | 1 | -10/+3 |
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* | | maxwell_3d: Fix stencil_back_func_mask offset | ReinUsesLisp | 2019-11-13 | 1 | -3/+3 |
|/ | | | | | stencil_back_func_mask and stencil_back_mask were misplaced. This commit addresses that issue. | ||||
* | common_func: Use std::array for INSERT_PADDING_* macros. | bunnei | 2019-11-04 | 1 | -58/+58 |
| | | | | - Zero initialization here is useful for determinism. | ||||
* | maxwell_3d/kepler_compute: Remove unused arguments in GetTexture | ReinUsesLisp | 2019-10-28 | 1 | -3/+2 |
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* | maxwell_3d: Remove unused method GetStageTextures | ReinUsesLisp | 2019-10-28 | 1 | -3/+0 |
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* | maxwell_3d: Silence implicit conversion warnings | ReinUsesLisp | 2019-10-27 | 1 | -0/+2 |
| | | | | While we are at it, unify types for dirty reg pointers. | ||||
* | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 2019-10-25 | 1 | -1/+10 |
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* | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 2019-10-25 | 1 | -2/+3 |
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* | maxwell_3d: Add dirty flags for depth bounds values | ReinUsesLisp | 2019-10-05 | 1 | -1/+5 |
| | | | | | This is useful in Vulkan where we want to update depth bounds without caring if it's enabled or disabled through vkCmdSetDepthBounds. | ||||
* | Maxwell3D: Corrections and refactors to MME instance refactor | Fernando Sahmkow | 2019-09-22 | 1 | -2/+5 |
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* | VideoCore: Corrections to the MME Inliner and removal of hacky instance management. | Fernando Sahmkow | 2019-09-19 | 1 | -2/+5 |
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* | Video Core: initial Implementation of InstanceDraw Packaging | Fernando Sahmkow | 2019-09-19 | 1 | -1/+22 |
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* | Merge pull request #2824 from ReinUsesLisp/mme | Fernando Sahmkow | 2019-09-15 | 1 | -1/+7 |
|\ | | | | | Revert "Revert #2466" and stub FirmwareCall 4 | ||||
| * | Revert "Revert #2466" and stub FirmwareCall 4 | ReinUsesLisp | 2019-09-04 | 1 | -1/+7 |
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* | | Merge pull request #2810 from ReinUsesLisp/mme-opt | bunnei | 2019-09-10 | 1 | -1/+2 |
|\ \ | | | | | | | maxwell_3d: Avoid moving macro_params | ||||
| * | | maxwell_3d: Avoid moving macro_params | ReinUsesLisp | 2019-09-04 | 1 | -1/+2 |
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* / | gl_rasterizer: Implement image bindings | ReinUsesLisp | 2019-09-06 | 1 | -0/+1 |
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* | maxwell_3d: Fix macro binding cursor | ReinUsesLisp | 2019-09-01 | 1 | -1/+1 |
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* | Merge pull request #2704 from FernandoS27/conditional | bunnei | 2019-07-24 | 1 | -1/+44 |
|\ | | | | | maxwell3d: Implement Conditional Rendering | ||||
| * | maxwell3d: Implement Conditional Rendering | Fernando Sahmkow | 2019-07-17 | 1 | -1/+44 |
| | | | | | | | | | | | | Conditional Rendering takes care of conditionaly clearing or drawing depending on a set of queries. This PR implements the query checks to stablish if things can be rendered or not. | ||||
* | | Maxwell3D: Reorganize and address feedback | Fernando Sahmkow | 2019-07-20 | 1 | -2/+2 |
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* | | GL_State: Feedback and fixes | Fernando Sahmkow | 2019-07-17 | 1 | -1/+7 |
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* | | Maxwell3D: Address Feedback | Fernando Sahmkow | 2019-07-17 | 1 | -3/+3 |
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* | | Maxwell3D: Implement State Dirty Flags. | Fernando Sahmkow | 2019-07-17 | 1 | -6/+4 |
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* | | Maxwell3D: Rework CBData Upload | Fernando Sahmkow | 2019-07-17 | 1 | -0/+11 |
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* | | Maxwell3D: Rework the dirty system to be more consistant and scaleable | Fernando Sahmkow | 2019-07-17 | 1 | -11/+63 |
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* | gl_rasterizer: Minor style changes | ReinUsesLisp | 2019-07-06 | 1 | -0/+1 |
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* | video_core/engines: Move ConstBufferInfo out of Maxwell3D | ReinUsesLisp | 2019-06-08 | 1 | -7/+1 |
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* | Merge pull request #2441 from ReinUsesLisp/al2p | bunnei | 2019-05-19 | 1 | -0/+1 |
|\ | | | | | shader: Implement AL2P and ALD.PHYS | ||||
| * | gl_shader_decompiler: Declare all possible varyings on physical attribute usage | ReinUsesLisp | 2019-05-03 | 1 | -0/+1 |
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* | | video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs | Lioncash | 2019-05-14 | 1 | -0/+2 |
| | | | | | | | | | | | | | | std::memset is used to clear the entire register structure, which requires that the Regs struct be trivially copyable (otherwise undefined behavior is invoked). This prevents the case where a non-trivial type is potentially added to the struct. | ||||
* | | Merge pull request #2429 from FernandoS27/compute | bunnei | 2019-05-09 | 1 | -1/+24 |
|\ \ | |/ |/| | Corrections and Implementation on GPU Engines | ||||
| * | Refactors and name corrections. | Fernando Sahmkow | 2019-05-01 | 1 | -1/+1 |
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| * | Add Documentation Headers to all the GPU Engines | Fernando Sahmkow | 2019-04-23 | 1 | -0/+6 |
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| * | Implement Maxwell3D Data Upload | Fernando Sahmkow | 2019-04-23 | 1 | -1/+18 |
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* | | Merge pull request #2322 from ReinUsesLisp/wswitch | bunnei | 2019-04-29 | 1 | -2/+3 |
|\ \ | |/ |/| | video_core: Silent -Wswitch warnings | ||||
| * | video_core: Silent -Wswitch warnings | ReinUsesLisp | 2019-04-18 | 1 | -2/+3 |
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* | | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. | Fernando Sahmkow | 2019-04-08 | 1 | -0/+2 |
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* | | Implement Bindless Handling on SetupTexture | Fernando Sahmkow | 2019-04-08 | 1 | -0/+4 |
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* | Merge pull request #2317 from FernandoS27/sync | bunnei | 2019-04-06 | 1 | -1/+15 |
|\ | | | | | Implement SyncPoint Register in the GPU. | ||||
| * | Implement SyncPoint Register in the GPU. | Fernando Sahmkow | 2019-04-06 | 1 | -1/+15 |
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* | | video_core/engines: Make memory manager members private | Lioncash | 2019-04-06 | 1 | -1/+2 |
| | | | | | | | | | | These aren't used externally by anything, so they can be made private data members. | ||||
* | | video_core/engines: Remove unnecessary inclusions where applicable | Lioncash | 2019-04-06 | 1 | -1/+4 |
|/ | | | | | | Replaces header inclusions with forward declarations where applicable and also removes unused headers within the cpp file. This reduces a few more dependencies on core/memory.h | ||||
* | Merge pull request #2163 from ReinUsesLisp/bitset-dirty | bunnei | 2019-02-28 | 1 | -7/+8 |
|\ | | | | | maxwell_3d: Use std::bitset to manage dirty flags | ||||
| * | maxwell_3d: Use std::bitset to manage dirty flags | ReinUsesLisp | 2019-02-26 | 1 | -7/+8 |
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* | | common/math_util: Move contents into the Common namespace | Lioncash | 2019-02-27 | 1 | -1/+1 |
|/ | | | | | These types are within the common library, so they should be within the Common namespace. | ||||
* | video_core: Remove usages of System::GetInstance() within the engines | Lioncash | 2019-02-16 | 1 | -1/+8 |
| | | | | | Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface. | ||||
* | gl_rasterizer_cache: Use dirty flags for the depth buffer | ReinUsesLisp | 2019-01-07 | 1 | -0/+2 |
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* | gl_rasterizer_cache: Use dirty flags for color buffers | ReinUsesLisp | 2019-01-07 | 1 | -0/+3 |
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* | gl_shader_cache: Use dirty flags for shaders | ReinUsesLisp | 2019-01-07 | 1 | -0/+3 |
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* | Fixed uninitialized memory due to missing returns in canary | David Marcec | 2018-12-19 | 1 | -0/+2 |
| | | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used. | ||||
* | gl_rasterizer: Enable clip distances when set in register and in shader | ReinUsesLisp | 2018-11-29 | 1 | -0/+1 |
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* | Merge pull request #1808 from Tinob/master | bunnei | 2018-11-28 | 1 | -1/+15 |
|\ | | | | | Fix clip distance and viewport | ||||
| * | Add support for Clip Distance enabled register | Rodolfo Bogado | 2018-11-27 | 1 | -1/+15 |
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* | | Merge pull request #1786 from Tinob/DepthClamp | bunnei | 2018-11-28 | 1 | -1/+9 |
|\ \ | | | | | | | Add Depth Clamp Support | ||||
| * | | Implement depth clamp | Rodolfo Bogado | 2018-11-27 | 1 | -1/+9 |
| |/ | |||||
* / | gpu: Rewrite GPU command list processing with DmaPusher class. | bunnei | 2018-11-27 | 1 | -1/+1 |
|/ | | | | - More accurate impl., fixes Undertale (among other games). | ||||
* | Merge pull request #1794 from Tinob/master | bunnei | 2018-11-27 | 1 | -1/+9 |
|\ | | | | | Add support for viewport_transfom_enable register | ||||
| * | Add support for viewport_transfom_enable register | Rodolfo Bogado | 2018-11-24 | 1 | -1/+9 |
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* | | Merge pull request #1723 from degasus/dirty_flags | bunnei | 2018-11-27 | 1 | -0/+5 |
|\ \ | | | | | | | gl_rasterizer: Skip VB upload if the state is clean. | ||||
| * | | gl_rasterizer: Skip VB upload if the state is clean. | Markus Wick | 2018-11-17 | 1 | -0/+5 |
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* | | | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784) | Marcos | 2018-11-27 | 1 | -4/+26 |
| | | | | | | | | | | | | | | | | | | | | | | | | * GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor. | ||||
* | | | gl_shader_decompiler: Implement S2R's Y_DIRECTION | ReinUsesLisp | 2018-11-25 | 1 | -0/+1 |
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* | | Add support for clear_flags register | Rodolfo Bogado | 2018-11-24 | 1 | -1/+11 |
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* | | maxwell_3d: Implement alternate blend equations. | bunnei | 2018-11-22 | 1 | -0/+7 |
| | | | | | | | | - Used by Undertale. | ||||
* | | small fix for alphaToOne bit location | Rodolfo Bogado | 2018-11-17 | 1 | -2/+2 |
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* | | fix for gcc compilation | Rodolfo Bogado | 2018-11-17 | 1 | -60/+61 |
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* | | add AlphaToCoverage and AlphaToOne | Rodolfo Bogado | 2018-11-17 | 1 | -1/+7 |
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* | | add support for fragment_color_clamp | Rodolfo Bogado | 2018-11-17 | 1 | -1/+4 |
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* | | fix viewport and scissor behavior | Rodolfo Bogado | 2018-11-17 | 1 | -10/+16 |
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* | Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors. | Rodolfo Bogado | 2018-11-11 | 1 | -0/+8 |
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* | Merge pull request #1654 from degasus/dirty_flags | bunnei | 2018-11-11 | 1 | -0/+6 |
|\ | | | | | gl_rasterizer: Skip VAO binding if the state is clean. | ||||
| * | gl_rasterizer: Skip VAO binding if the state is clean. | Markus Wick | 2018-11-06 | 1 | -0/+6 |
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* | | Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets. | Rodolfo Bogado | 2018-11-05 | 1 | -3/+20 |
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* | | Implement multi-target viewports and blending | Rodolfo Bogado | 2018-11-05 | 1 | -2/+12 |
|/ | |||||
* | maxwell_3d: Restructure macro upload to use a single macro code memory. | bunnei | 2018-11-01 | 1 | -4/+21 |
| | | | | | - Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey. | ||||
* | Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support | Rodolfo Bogado | 2018-10-28 | 1 | -1/+6 |
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* | gl_rasterizer: Implement primitive restart. | bunnei | 2018-10-26 | 1 | -1/+9 |
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* | maxwell_3d: Add code for initializing register defaults. | bunnei | 2018-10-26 | 1 | -0/+2 |
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* | Implemented Alpha Testing | FernandoS27 | 2018-10-22 | 1 | -1/+3 |
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* | Implement 3D Textures | FernandoS27 | 2018-10-18 | 1 | -1/+4 |
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* | Merge pull request #1458 from FernandoS27/fix-render-target-block-settings | bunnei | 2018-10-11 | 1 | -2/+22 |
|\ | | | | | Fixed block height settings for RenderTargets and Depth Buffers | ||||
| * | Add memory Layout to Render Targets and Depth Buffers | FernandoS27 | 2018-10-10 | 1 | -2/+14 |
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| * | Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depth | FernandoS27 | 2018-10-10 | 1 | -2/+10 |
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* | | Assert Scissor tests | FernandoS27 | 2018-10-09 | 1 | -1/+16 |
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* | gl_rasterizer: Implement quads topology | ReinUsesLisp | 2018-10-04 | 1 | -0/+6 |
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* | Merge pull request #1411 from ReinUsesLisp/point-size | bunnei | 2018-09-29 | 1 | -1/+6 |
|\ | | | | | video_core: Implement point_size and add point state sync | ||||
| * | video_core: Implement point_size and add point state sync | ReinUsesLisp | 2018-09-28 | 1 | -1/+6 |
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* | | gl_state: Pack sampler bindings into a single ARB_multi_bind | ReinUsesLisp | 2018-09-28 | 1 | -0/+1 |
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* | video_core: Add asserts for CS, TFB and alpha testing | ReinUsesLisp | 2018-09-26 | 1 | -2/+10 |
| | | | | | | Add asserts for compute shader dispatching, transform feedback being enabled and alpha testing. These have in common that they'll probably break rendering without logging. | ||||
* | Port #4182 from Citra: "Prefix all size_t with std::" | fearlessTobi | 2018-09-15 | 1 | -14/+14 |
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* | gl_rasterizer: Implement multiple color attachments. | bunnei | 2018-09-10 | 1 | -1/+21 |
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* | gl_rasterizer: Implement a VAO cache. | Markus Wick | 2018-09-05 | 1 | -2/+7 |
| | | | | | | 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. | ||||
* | maxwell_3d: Update to include additional stencil registers. | bunnei | 2018-08-23 | 1 | -20/+50 |
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* | GPU: Added registers for the logicop functionality. | Subv | 2018-08-21 | 1 | -1/+28 |
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* | GLRasterizer: Implemented instanced vertex arrays. | Subv | 2018-08-18 | 1 | -1/+14 |
| | | | | 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. | ||||
* | Rasterizer: Implemented instanced rendering. | Subv | 2018-08-15 | 1 | -0/+3 |
| | | | | | | 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. | ||||
* | Merge pull request #1024 from Subv/blend_gl | bunnei | 2018-08-12 | 1 | -0/+21 |
|\ | | | | | GPU/Maxwell3D: Implemented an alternative set of blend factors. | ||||
| * | GPU/Maxwell3D: Implemented an alternative set of blend factors. | Subv | 2018-08-12 | 1 | -0/+21 |
| | | | | | | | | These are used by nouveau and some games like SMO. | ||||
* | | RasterizerGL: Ignore invalid/unset vertex attributes. | Subv | 2018-08-12 | 1 | -0/+5 |
|/ | | | | This should make the es2gears example not crash anymore. | ||||
* | maxwell_3d: Use correct const buffer size and check bounds. | bunnei | 2018-08-08 | 1 | -1/+1 |
| | | | | - Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX. | ||||
* | video_core: Eliminate the g_renderer global variable | Lioncash | 2018-08-04 | 1 | -1/+7 |
| | | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency. | ||||
* | maxwell_3d: Add depth buffer enable, width, and height registers. | bunnei | 2018-07-22 | 1 | -2/+14 |
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* | video_core: Use nested namespaces where applicable | Lioncash | 2018-07-21 | 1 | -4/+2 |
| | | | | Compresses a few namespace specifiers to be more compact. | ||||
* | GPU: Added register definitions for the stencil parameters. | Subv | 2018-07-17 | 1 | -2/+25 |
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* | gl_rasterizer: Fix check for if a shader stage is enabled. | bunnei | 2018-07-13 | 1 | -3/+8 |
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* | GPU: Allow using the old NV04 values for the depth test function. | Subv | 2018-07-05 | 1 | -9/+21 |
| | | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5 | ||||
* | GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles. | Subv | 2018-07-04 | 1 | -3/+19 |
| | | | | | | OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen. | ||||
* | Merge pull request #609 from Subv/clear_buffers | bunnei | 2018-07-04 | 1 | -2/+27 |
|\ | | | | | GPU: Implemented the CLEAR_BUFFERS register. | ||||
| * | GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods. | Subv | 2018-07-03 | 1 | -2/+27 |
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* | | GPU: Use only the least significant 3 bits when reading the depth test func. | Subv | 2018-07-03 | 1 | -9/+9 |
|/ | | | | Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits. | ||||
* | Merge pull request #608 from Subv/depth | bunnei | 2018-07-03 | 1 | -4/+52 |
|\ | | | | | GPU: Implemented the depth buffer and depth test + culling | ||||
| * | GPU: Added registers for depth test and cull mode. | Subv | 2018-07-02 | 1 | -3/+51 |
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| * | GPU: Implemented the Z24S8 depth format and load the depth framebuffer. | Subv | 2018-07-02 | 1 | -1/+1 |
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* | | GPU: Added register definitions for the vertex buffer base element. | Subv | 2018-07-02 | 1 | -1/+6 |
|/ | |||||
* | maxwell_3d: Add a struct for RenderTargetConfig. | bunnei | 2018-06-27 | 1 | -17/+19 |
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* | GPU: Added registers for normal and independent blending. | Subv | 2018-06-09 | 1 | -5/+26 |
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* | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 2018-06-06 | 1 | -0/+3 |
| | | | | | | All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible. | ||||
* | GPU: Calculate the correct viewport dimensions based on the scale and translate registers. | Subv | 2018-06-04 | 1 | -12/+28 |
| | | | | This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else? | ||||
* | GPU: Reduce the number of registers of Maxwell3D to 0xE00. | Subv | 2018-04-25 | 1 | -2/+2 |
| | | | | The rest are just macro shim registers. | ||||
* | GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor. | Subv | 2018-04-25 | 1 | -4/+13 |
| | | | | It doesn't belong in the PFIFO handler. | ||||
* | Merge pull request #386 from Subv/gpu_query | bunnei | 2018-04-24 | 1 | -1/+27 |
|\ | | | | | GPU: Added asserts to our code for handling the QUERY_GET GPU command. | ||||
| * | GPU: Added asserts to our code for handling the QUERY_GET GPU command. | Subv | 2018-04-24 | 1 | -1/+27 |
| | | | | | | | | | | This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future. This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is. | ||||
* | | GPU: Support multiple enabled vertex arrays. | Subv | 2018-04-23 | 1 | -0/+5 |
|/ | | | | | | The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension. | ||||
* | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347) | bunnei | 2018-04-18 | 1 | -1/+10 |
| | | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping. | ||||
* | renderer_opengl: Implement BlendEquation and BlendFunc. | bunnei | 2018-04-18 | 1 | -1/+47 |
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* | gl_rasterizer: Implement indexed vertex mode. | bunnei | 2018-04-17 | 1 | -1/+43 |
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* | GPU: Added a function to determine whether a shader stage is enabled or not. | Subv | 2018-04-15 | 1 | -0/+3 |
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* | maxwell_3d: Make memory_manager public. | bunnei | 2018-04-14 | 1 | -2/+1 |
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* | maxwell_3d: Fix shader_config decodings. | bunnei | 2018-04-14 | 1 | -6/+3 |
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* | GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. | Subv | 2018-04-01 | 1 | -21/+5 |
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* | GPU: Implemented a gpu macro interpreter. | Subv | 2018-04-01 | 1 | -0/+3 |
| | | | | | | The Ryujinx macro interpreter and envydis were used as reference. Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer. | ||||
* | gl_rasterizer: Add a SyncViewport method. | bunnei | 2018-03-27 | 1 | -0/+10 |
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* | gl_rasterizer: Normalize vertex array data as appropriate. | bunnei | 2018-03-27 | 1 | -0/+4 |
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* | maxwell_3d: Use names that match envytools for VertexType. | bunnei | 2018-03-27 | 1 | -8/+8 |
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* | maxwell_3d: Add VertexAttribute struct and cleanup. | bunnei | 2018-03-27 | 1 | -121/+160 |
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* | gl_rasterizer: Implement AnalyzeVertexArray. | bunnei | 2018-03-27 | 1 | -0/+35 |
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* | maxwell: Add RenderTargetFormat enum. | bunnei | 2018-03-27 | 1 | -3/+4 |
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* | GPU: Load the sampler info (TSC) when retrieving active textures. | Subv | 2018-03-26 | 1 | -1/+7 |
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* | GPU: Added a function to retrieve the active textures for a shader stage. | Subv | 2018-03-24 | 1 | -6/+10 |
| | | | | TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled. | ||||
* | GPU: Added viewport registers to Maxwell3D's reg structure. | Subv | 2018-03-24 | 1 | -1/+18 |
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* | maxwell_3d: Add some format decodings and string helper functions. | bunnei | 2018-03-23 | 1 | -3/+107 |
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* | GPU: Added vertex attribute format registers. | Subv | 2018-03-21 | 1 | -1/+14 |
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* | GPU: Added registers for the number of vertices to render. | Subv | 2018-03-21 | 1 | -2/+13 |
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* | GPU: Added Z buffer registers to Maxwell3D's reg structure. | Subv | 2018-03-19 | 1 | -1/+17 |
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* | GPU: Added the render target (RT) registers to Maxwell3D's reg structure. | Subv | 2018-03-19 | 1 | -1/+32 |
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* | GPU: Added the TSC registers to the Maxwell3D register structure. | Subv | 2018-03-19 | 1 | -1/+15 |
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* | GPU: Added the TIC registers to the Maxwell3D register structure. | Subv | 2018-03-19 | 1 | -1/+16 |
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* | GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE. | Subv | 2018-03-19 | 1 | -1/+11 |
| | | | | This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage. | ||||
* | GPU: Implement the BindStorageBuffer macro method in HLE. | Subv | 2018-03-18 | 1 | -1/+15 |
| | | | | | | This macro binds the SSBO Info Buffer as the current ConstBuffer. This buffer is usually bound to c0 during shader execution. Games seem to use this macro instead of directly writing the address for some reason. | ||||
* | GPU: Handle writes to the CB_DATA method. | Subv | 2018-03-18 | 1 | -0/+3 |
| | | | | | | Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS. This method is usually used to upload uniforms or other shader-visible data. | ||||
* | GPU: Store uploaded GPU macros and keep track of the number of method parameters. | Subv | 2018-03-18 | 1 | -4/+8 |
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* | GPU: Macros are specific to the Maxwell3D engine, so handle them internally. | Subv | 2018-03-18 | 1 | -8/+19 |
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* | GPU: Renamed ShaderType to ShaderStage as that is less confusing. | Subv | 2018-03-18 | 1 | -7/+7 |
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* | GPU: Store shader constbuffer bindings in the GPU state. | Subv | 2018-03-18 | 1 | -3/+25 |
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* | GPU: Corrected some register offsets and removed superfluous macro registers. | Subv | 2018-03-18 | 1 | -9/+3 |
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* | GPU: Make the SetShader macro call do the same as the real macro's code. | Subv | 2018-03-18 | 1 | -2/+25 |
| | | | | | | It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called. Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]). | ||||
* | GPU: Corrected the parameter documentation for the SetShader macro call. | Subv | 2018-03-17 | 1 | -6/+6 |
| | | | | | | Register 0xE24 is actually a macro that sets some shader parameters in the register structure. Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future. | ||||
* | Merge pull request #242 from Subv/set_shader | bunnei | 2018-03-17 | 1 | -2/+16 |
|\ | | | | | GPU: Handle the SetShader method call (0xE24) and store the shader config. | ||||
| * | GPU: Handle the SetShader method call (0xE24) and store the shader config. | Subv | 2018-03-17 | 1 | -2/+16 |
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* | | GPU: Added the vertex array registers. | Subv | 2018-03-17 | 1 | -2/+33 |
|/ | |||||
* | Merge pull request #241 from Subv/gpu_method_call | bunnei | 2018-03-17 | 1 | -1/+21 |
|\ | | | | | GPU: Process command mode 5 (IncreaseOnce) differently from other commands | ||||
| * | GPU: Process command mode 5 (IncreaseOnce) differently from other commands. | Subv | 2018-03-17 | 1 | -1/+21 |
| | | | | | | | | | | | | Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode? | ||||
* | | GPU: Added Maxwell registers for Shader Program control. | Subv | 2018-03-17 | 1 | -2/+55 |
|/ | |||||
* | GPU: Intercept writes to the VERTEX_END_GL register. | Subv | 2018-03-05 | 1 | -1/+9 |
| | | | | | | This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here. | ||||
* | maxwell_3d: Make constructor explicit | Lioncash | 2018-02-14 | 1 | -1/+1 |
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* | GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine. | Subv | 2018-02-12 | 1 | -1/+55 |
| | | | | Only QueryMode::Write is supported at the moment. | ||||
* | Make a GPU class in VideoCore to contain the GPU state. | Subv | 2018-02-12 | 1 | -3/+7 |
| | | | | Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there. | ||||
* | GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines. | Subv | 2018-02-12 | 1 | -0/+18 |