summaryrefslogtreecommitdiffstats
path: root/src/video_core/engines (unfollow)
Commit message (Collapse)AuthorFilesLines
2023-12-31MaxwellDMA: Don't flush the outputs of a dma copy.Fernando Sahmkow1-2/+2
2023-12-19OpenGL: Add GL_PRIMITIVES_GENERATED and GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queriesAmeer J1-8/+16
2023-11-18Buffer Cache: Eliminate clears on Indirect buffersFernando Sahmkow1-1/+1
2023-11-18shader_recompiler: Fix spelling of "derivate" (#12067)Ameer J1-2/+2
2023-10-14Implement vertex array first and subsequent drawsKelebek12-1/+25
2023-09-23Query Cache: Fix guest side sample countingFernando Sahmkow1-6/+0
2023-09-23Query Cache: address issuesFernando Sahmkow2-8/+4
2023-09-23Macro HLE: Add DrawIndirectByteCountFernando Sahmkow1-0/+1
2023-09-23Query Cachge: Fully rework Vulkan's query cacheFernando Sahmkow4-71/+29
2023-09-21Fix DMA engine register offsetsKelebek12-28/+32
2023-08-27Maxwell3D: Improve Index buffer size estimation.Fernando Sahmkow1-1/+5
2023-08-27VideoCore: Implement DispatchIndirectFernando Sahmkow5-6/+62
2023-08-10general: fix apple clang buildLiam1-0/+1
2023-07-03Use spans over guest memory where possible instead of copying data.Kelebek15-81/+68
2023-07-01maxwell_dma: Specify dst_operand.pitch instead of a temp varMorph1-4/+3
2023-06-26Use safe reads in DMA engineKelebek11-5/+6
2023-06-22Remove memory allocations in some hot pathsKelebek11-16/+19
2023-06-16video_core: drawtexture support upscaleFeng Chen1-3/+7
2023-06-03android: video_core: Disable some problematic things on GPU Normal.bunnei1-0/+12
2023-05-11Allow Fermi blit accelerate to add src/dst to the cache if they don't exist already. Use ScratchBuffers in the software blit path.Kelebek11-11/+14
2023-05-07Texture cache: Only force flush the dma downloadsFernando Sahmkow1-1/+1
2023-05-07GPU: Add Reactive flushingFernando Sahmkow1-6/+2
2023-04-29Maxwell3D: only update parameters on HighFernando Sahmkow1-0/+3
2023-04-22maxwell_3d: fix out of bounds array access in size estimationLiam1-4/+6
2023-04-21Account for a pre-added offset when using Corner sample mode for 2D blitsKelebek11-4/+12
2023-03-31video_core: Keep the definition of DimensionControl consistent with nvidia open docFeng Chen1-4/+4
2023-03-12general: fix spelling mistakesLiam1-1/+1
2023-03-12video_core: Invalid index_buffer flag when inline_index drawFengChen1-0/+1
2023-03-05Engines: Implement Accelerate DMA Texture.Fernando Sahmkow2-78/+117
2023-02-14Reimplement the invalidate_texture_data_cache registerKelebek11-0/+4
2023-02-14remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistencyarades793-7/+7
Signed-off-by: arades79 <scravers@protonmail.com>
2023-02-14add static lifetime to constexpr values to force compile time evaluation where possiblearades793-7/+7
Signed-off-by: arades79 <scravers@protonmail.com>
2023-01-18Demote maxwell3d Firmware4 call log to debugKelebek11-1/+1
2023-01-16Address feedbackFeng Chen1-2/+2
2023-01-05BufferBase: Don't ignore GPU pages.Fernando Sahmkow1-2/+2
2023-01-05Fermi2D: sync cache flushesFernando Sahmkow2-2/+5
2023-01-05video_core: Cache GPU internal writes.Fernando Sahmkow3-15/+11
2023-01-05video_core: Implement maxwell3d draw texture methodFeng Chen4-1/+67
2023-01-04Video_core: Address feedbackFernando Sahmkow4-31/+27
2023-01-03Vulkan: rework stencil tracking.Fernando Sahmkow1-4/+4
2023-01-01MacroHLE: Final cleanup and fixes.Fernando Sahmkow2-2/+3
2023-01-01Rasterizer: Setup skeleton for Host Conditional renderingFernando Sahmkow1-4/+10
2023-01-01Vulkan: Implement Dynamic State 3Fernando Sahmkow1-1/+0
2023-01-01Vulkan Implement Dynamic State 2 LogicOp and PatchVerticesFernando Sahmkow1-0/+1
2023-01-01DMAPusher: Improve collection of non executing methodsFernando Sahmkow11-2/+172
2023-01-01Revert Buffer cache changes and setup additional macros.Fernando Sahmkow3-22/+28
2023-01-01MacroHLE: Reduce massive calculations on sizing estimation.Fernando Sahmkow2-0/+17
2023-01-01MacroHLE: Add HLE replacement for base vertex and base instance.Fernando Sahmkow2-2/+30
2023-01-01MacroHLE: Add Index Buffer size estimation.Fernando Sahmkow2-0/+9
2023-01-01MacroHLE: Refactor MacroHLE system.Fernando Sahmkow4-3/+63
2023-01-01MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Fernando Sahmkow4-5/+18
2023-01-01MacroHLE: Add MultidrawIndirect HLE Macro.Fernando Sahmkow3-0/+43
2022-12-20scratch_buffer: Explicitly defing resize and resize_destructive functionsameerj2-11/+11
resize keeps previous data intact when the buffer grows resize_destructive destroys the previous data when the buffer grows
2022-12-20video_core: Add usages of ScratchBufferameerj3-30/+17
2022-12-09Fix compilation errorSalvage1-1/+1
2022-12-08video_core: Add vertex_array_instance_* sbubbed called warningFengChen1-0/+5
2022-12-08video_core: The draw manager manages whether Clear is required.FengChen1-4/+9
2022-12-08video_core: Adjust topology update logicFengChen2-23/+23
2022-12-08video_core: Implement maxwell3d draw manager and split draw logicFeng Chen4-181/+275
2022-12-04externals: update dynarmic, SDL2Liam1-11/+11
2022-12-01video_core: Fine tuning the index drawing judgment logicFeng Chen2-27/+22
2022-11-30Respect render mode overrideKelebek11-29/+39
2022-11-29maxwell_3d: Mark shifted value as unsignedLioncash1-3/+3
Otherwise this is technically creating a signed int result that gets converted. Just a consistency change. While we're in the area, we can mark Samples() as const.
2022-11-29engines: Remove unnecessary castsLioncash10-85/+57
In a few cases we have some casts that can be trivially removed.
2022-11-24Fermi2D: Cleanup and address feedback.Fernando Sahmkow3-8/+150
2022-11-24GPU: Fix buffer cache issue, engine upload not inlining memory in multiline and pessismistic invalidation.Fernando Sahmkow3-13/+7
2022-11-24GPU: Implement additional render target formats.Fernando Sahmkow1-4/+102
2022-11-24MaxwellDMA: Implement BlockLinear to BlockLinear copies.Fernando Sahmkow2-1/+69
2022-11-24Fermi2D: Implement Bilinear software filtering and address feedback.Fernando Sahmkow5-114/+176
2022-11-24Fermi2D: Rework blit engine and add a software blitter.Fernando Sahmkow6-4/+1396
2022-11-22video_core: Optimize maxwell drawing trigger mechanismFengChen2-61/+63
2022-11-17maxwell3d: full HLE for multi-layer clearsLiam2-7/+6
2022-11-17maxwell3d: HLE multi-layer clear macroLiam1-0/+1
2022-11-14Add break for default casesKyle Kienapfel2-0/+5
Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return
2022-11-11Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation regKelebek12-4/+17
2022-11-11ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph1-2/+2
2022-11-10video_core: Fix dma copy 1D random crashFengChen1-17/+20
2022-10-31video_core: Fix drawing trigger mechanism regressionFengChen1-32/+25
2022-10-27video_core: Fix drawing trigger mechanism regressionFengChen2-61/+70
2022-10-22video_core: Implement maxwell inline_index methodFengChen2-74/+99
2022-10-21video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen2-180/+110
2022-10-19Maxwell3D/Puller: Fix regressions and syncing issues.Fernando Sahmkow2-13/+9
2022-10-17video_core: implement 1D copies based on VMM 'kind'FengChen2-56/+73
2022-10-13renderer_(opengl/vulkan): Fix tessellation clockwise parameterMorph1-2/+2
This should be assigned CW only on Triangles_CW rather than not Triangles_CCW, making CCW the default winding order rather than CW.
2022-10-10Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong.Kelebek12-14/+16
2022-10-07Update 3D regsKelebek12-1178/+2997
2022-10-06maxwell_dma: remove warnings from implemented functionalityLiam1-2/+0
2022-10-06General: address feedbackFernando Sahmkow1-1/+1
2022-10-06general: Format licenses as per SPDX guidelinesMorph2-6/+4
2022-10-06NVDRV: Further improvements.Fernando Sahmkow3-32/+22
2022-10-06DMA & InlineToMemory Engines Rework.bunnei7-53/+127
2022-10-06Maxwell3D: Add small_index_2Fernando Sahmkow1-0/+2
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow2-16/+47
2022-10-06VideoCore: Refactor syncing.Fernando Sahmkow2-30/+36
2022-10-06VideoCore: Extra Fixes.Fernando Sahmkow1-1/+1
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow2-0/+476
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam2-8/+8
2022-06-02Maxwell3D: Fix 3D semaphore counter type 0 handlingBilly Laws2-3/+3
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-05-11maxwell_dma: use fallback if remapping is enabledLiam1-3/+6
2022-05-10video_core/macro: clear code on upload address assignmentLiam1-0/+2
2022-05-07maxwell_dma: fix bytes per pixelLiam1-3/+3
2022-04-23general: Convert source file copyright comments over to SPDXMorph14-42/+28
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-14maxwell3d: add small_index_2 registerLiam2-1/+11
2022-03-19video_core: Reduce unused includesameerj7-10/+0
2022-03-15maxwell_3d: Implement a safer CB data uploadameerj2-70/+12
This makes constant buffer uploads safer and more accurate by updating the GPU memory as soon as the CB Data method is invoked. The previous implementation was deferring the updates until a different maxwell 3d method was detected, then writing all CB data at once.
2022-03-14Maxwell3D: Link to override constant definition in nouveaubyte[]1-0/+2
2022-03-14Maxwell3D: restore original topology when topology overrides are disabledbyte[]1-0/+2
2022-03-14Maxwell3D: Use override constants from nouveauLiam2-2/+37
This fixes some incorrect rendering in Sunshine
2022-03-12Maxwell3D: Restrict topology override effect to after the register is setLiam2-1/+5
2022-03-11Maxwell3D: mark index buffers as dirty after updating countsLiam1-0/+2
2022-03-11Maxwell3D: read small-index draw and primitive topology override registersLiam2-2/+30
This allows Galaxy and Sunshine to render for the first time.
2022-03-07MaxwellDMA: Implement semaphore operationsLody2-1/+21
2022-02-01Rasterizer: Refactor inlineToMemory.Fernando Sahmkow2-2/+2
2022-01-29Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow7-3/+29
2022-01-29Inline2Memory: Flush before writting buffer.Fernando Sahmkow1-0/+1
2022-01-25video_core/macro: Remove unused parameter from Execute()Lioncash1-1/+1
Simplifies the function interface.
2021-10-03gpu: Migrate implementation to the cpp fileameerj1-0/+1
2021-10-02common/logging: Move Log::Entry declaration to a separate headerameerj1-0/+1
This reduces the load of requiring to include std::chrono in all files which include log.h
2021-09-20maxwell_dma: Minor refactoringameerj2-33/+33
2021-09-07Fix blend equation enum errorFeng Chen1-4/+4
2021-07-27video_core/engine: Consistently initialize rasterizer pointersLioncash2-2/+2
Ensures all of the engines have consistent and deterministic initialization of the rasterizer pointers.
2021-07-23vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp1-4/+0
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
2021-07-23shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp1-1/+6
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-23vk_graphics_pipeline: Implement conservative renderingReinUsesLisp1-1/+6
2021-07-23shader: Unify shader stage typesReinUsesLisp4-24/+0
2021-07-23vulkan: Use VK_EXT_provoking_vertex when availableReinUsesLisp1-1/+6
2021-07-23DMA: Restrict optimised path for BlockToLinear further.FernandoS271-1/+2
2021-07-23shader: Primitive Vulkan integrationReinUsesLisp3-2457/+0
2021-07-23shader: Remove old shader managementReinUsesLisp5-222/+3
2021-07-15Buffer cache: Fixes, Clang and Feedback.Fernando Sahmkow1-0/+5
2021-07-14DMAEngine: Revert flushing from Pitch to BlpockLinear.Fernando Sahmkow1-2/+7
2021-07-13DMAEngine: Accelerate BufferClearFernando Sahmkow2-2/+6
2021-07-11accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow2-10/+43
2021-07-08Out of bound blit (#6531)Feng Chen1-2/+20
* Fix out of bound blit error * Fix code read * Fix ci error Co-authored-by: Feng Chen <chen.feng@gloritysolutions.com>
2021-06-23maxwell3d: Add missing return in default SizeInBytes() caseLioncash1-0/+1
We were returning '1' in ComponentCount()'s default case but were neglecting to do the same with SizeInBytes().
2021-06-01buffer_cache: Simplify uniform disabling logicameerj1-2/+6
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-04-12engine_interface: Add missing virtual destructorLioncash4-4/+5
Eliminates a potential bug vector related to inheritance. Plus, we should generally be specifying the destructor as virtual within purely virtual interfaces to begin with.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp5-23/+11
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.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp6-9/+9
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.
2021-01-24maxwell_3d: Silence array bounds warningsReinUsesLisp2-35/+35
2021-01-15common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp5-119/+119
INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp7-249/+377
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.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash3-12/+8
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-12-07maxwell_3d: Move member variables to end of classLioncash1-31/+32
Follows our established coding style.
2020-12-07maxwell_3d: Resolve -Wdocumentation warningLioncash1-1/+1
Removes a documentation comment for a non-existent member.
2020-12-07maxwell_3d: Remove unused dirty_pointer arrayLioncash1-2/+0
This is unused and removing it shrinks the structure by 3584 bytes.
2020-12-05maxwell_dma: Rename RenderEnable::Mode::FALSE and TRUE to avoid name conflictcomex1-5/+7
On Apple platforms, FALSE and TRUE are defined as macros by <mach/boolean.h>, which is included by various system headers. Note that there appear to be no actual users of the names to fix up.
2020-12-04video_core: Resolve more variable shadowing scenariosLioncash6-13/+15
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
2020-11-26vk_shader_decompiler: Implement force early fragment testsReinUsesLisp1-1/+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.
2020-11-20shader_bytecode: Make use of [[nodiscard]] where applicableLioncash1-73/+79
Ensures that all queried values are made use of.
2020-11-20shader_bytecode: Eliminate variable shadowingLioncash1-15/+17
2020-11-11maxwell_3d: Use insert instead of loop push_backReinUsesLisp1-3/+1
This reduces the overhead of bounds checking on each element. It won't reduce the cost of allocation because usually this vector's capacity is usually large enough to hold whatever we push to it.
2020-11-11maxwell_3d: Move code to separate functionsReinUsesLisp2-151/+124
Deduplicate some code and put it in separate functions so it's easier to understand and profile.
2020-10-28shader/arithmetic: Implement FCMP immediate + register variantReinUsesLisp1-0/+2
Trivially add the encoding for this.
2020-10-09video_core: Enforce -Wclass-memaccessReinUsesLisp1-7/+6
2020-10-03video_core: Enforce -Wunused-variable and -Wunused-but-set-variableReinUsesLisp1-2/+0
2020-09-22General: Make use of std::nullopt where applicableLioncash1-1/+1
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-09-18fermi_2d: Make use of designated initializersLioncash2-8/+8
Same behavior, less repetition. We can also ensure all members of Config are initialized.
2020-08-22video_core: Initialize renderer with a GPUReinUsesLisp6-45/+63
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
2020-08-14maxwell_3d: Resolve -Wextra-semi warningLioncash1-1/+1
Semicolons after a function definition aren't necessary.
2020-08-11textures/decoders: Fix block linear to pitch copiesReinUsesLisp1-13/+8
There were two issues with block linear copies. First the swizzling was wrong and this commit reimplements them. The other issue was that these copies are generally used to download render targets from the GPU and yuzu was not downloading them from host GPU memory unless the extreme GPU accuracy setting was selected. This commit enables cached memory reads for all accuracy levels. - Fixes level thumbnails in Super Mario Maker 2.
2020-07-10video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp1-13/+17
Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
2020-07-08maxwell_dma: Rename registers to match official docs and reorderReinUsesLisp2-287/+355
Rename registers in the MaxwellDMA class to match Nvidia's official documentation. This one can be found here: https://github.com/NVIDIA/open-gpu-doc/blob/master/classes/dma-copy/clb0b5.h While we are at it, reorganize the code in MaxwellDMA to be separated in different functions.
2020-06-24Addressed issuesDavid Marcec1-0/+4
2020-06-24Macro HLE supportDavid Marcec2-1/+5
2020-06-23shader/half_set: Implement HSET2_IMMReinUsesLisp1-0/+8
Add HSET2_IMM. Due to the complexity of the encoding avoid using BitField unions and read the relevant bits from the code itself. This is less error prone.
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp1-0/+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.
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp5-2/+13
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
2020-06-04Default init labels and use initializer list for macro engineDavid Marcec1-1/+1
2020-06-03Mark parameters as constDavid Marcec2-3/+2
2020-06-02Pass by reference instead of copying parametersDavid Marcec2-5/+7
2020-05-30Implement macro JITDavid Marcec2-27/+11
2020-05-28maxwell_3d: Reduce severity of logs that can be spammedReinUsesLisp1-6/+7
These logs were killing performance on some games when they were spammed. Reduce them to Debug severity.
2020-05-27maxwell_3d: Initialize line widthsReinUsesLisp1-0/+2
Initialize line widths to avoid setting a line width of zero.
2020-05-27maxwell_3d: Initialize polygon modesReinUsesLisp1-0/+2
NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode.
2020-05-09shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp1-12/+16
This allows us to use native SPIR-V instructions without having to manually check for NAN.
2020-05-04vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzleReinUsesLisp1-0/+1
2020-05-04maxwell_3d: Add viewport swizzlesReinUsesLisp2-1/+24
2020-04-28Clang Format and Documentation.Fernando Sahmkow7-8/+14
2020-04-28MaxwellDMA: Optimize micro copies.Fernando Sahmkow1-0/+40
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp2-1/+8
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
2020-04-28VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow11-56/+76
2020-04-28maxwell_3d: Fix depth clamping registerReinUsesLisp1-0/+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.
2020-04-26shader/arithmetic_integer: Implement IADD.XReinUsesLisp1-0/+4
IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
2020-04-24Fix -Wdeprecated-copy warning.Markus Wick1-0/+1
2020-04-23decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bitsReinUsesLisp1-2/+0
The encoding for negation and absolute value was wrong. Extracting is now done manually. Similar instructions having different encodings is the rule, not the exception. To keep sanity and readability I preferred to extract the desired bit manually. This is implemented against nxas: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68 That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23Clang Format.Fernando Sahmkow3-3/+6
2020-04-23Maxwell3D: Process Macros on MultiMethod.Fernando Sahmkow1-25/+47
2020-04-23DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow10-0/+92
2020-04-22MaxwellDMA: Correct copying on accuracy level.Fernando Sahmkow1-2/+7
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-2/+2
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow1-1/+0
2020-04-22GPU: Fix rebase errors.Fernando Sahmkow1-4/+3
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow2-15/+5
2020-04-22GPU: Delay Fences.Fernando Sahmkow2-1/+13
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow1-2/+6
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow1-1/+1
2020-04-22gl_rasterizer: Fix buffers without sizeReinUsesLisp1-1/+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
2020-04-19fixed_pipeline_state: Pack attribute stateReinUsesLisp1-1/+1
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-17General: Resolve warnings related to missing declarationsLioncash1-1/+1
2020-04-17maxwell_3d: Initialize format attributes constant as oneReinUsesLisp1-0/+4
nouveau expects this to be true but it doesn't set it.
2020-04-16CMakeLists: Specify -Wextra on linux buildsLioncash1-1/+1
Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
2020-04-15shader/arithmetic: Add FCMP_CR variantReinUsesLisp1-2/+4
Adds another variant of FCMP.
2020-04-14gl_rasterizer: Implement constant vertex attributesReinUsesLisp1-0/+4
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
2020-04-13gl_rasterizer: Implement line widths and smooth linesReinUsesLisp1-2/+8
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
2020-04-12shader/video: Partially implement VMNMXReinUsesLisp1-0/+55
Implements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance).
2020-04-12video_core: Add MSAA registers in 3D engine and TICReinUsesLisp1-6/+61
This adds the registers used for multisampling. It doesn't implement anything for now.
2020-04-07shader/conversion: Implement I2I sign extension, saturation and selectionReinUsesLisp1-1/+1
Reimplements I2I adding sign extension, saturation (clamp source value to the destination), selection and destination sizes that are not 32 bits wide. It doesn't implement CC yet.
2020-04-06shader/memory: Implement RED.E.ADDReinUsesLisp1-0/+8
Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
2020-04-04shader_bytecode: Rename MOV_SYS to S2RReinUsesLisp1-2/+2
2020-04-04shader_bytecode: Add encoding for BARReinUsesLisp1-0/+2
2020-04-04shader_bytecode: Add encoding for VOTE.VTGReinUsesLisp1-0/+2
2020-04-02shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp1-25/+30
Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-03-30shader_decode: merge GlobalAtomicOp to AtomicOpnamkazy1-13/+1
2020-03-28shader_bytecode: Fix I2I_IMM encodingReinUsesLisp1-1/+1
2020-03-27engines/const_buffer_engine_interface: Store image format typeReinUsesLisp1-4/+10
This information is required to properly implement SULD.B. It might also be handy for all image operations, since it would allow us to implement them on devices that require the image format to be specified (on desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
2020-03-22apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)namkazy1-6/+9
2020-03-22maxwell_3d: change declaration ordernamkazy1-1/+3
2020-03-22maxwell_3d: init shadow_statenamkazy1-0/+2
2020-03-22maxwell_3d: this seem more correct.namkazy1-2/+2
2020-03-22maxwell_3d: update comments for shadow ram usagenamkazy2-1/+5
2020-03-22maxwell_3d: track shadow ram ctrl and hw reg valueNguyen Dac Nam1-0/+10
2020-03-22maxwell_3d: implement MME shadow RAMNguyen Dac Nam1-1/+14
2020-03-19kepler_compute: Remove unused variablesReinUsesLisp1-8/+0
2020-03-16shader/shader_ir: Track usage in input attribute and of legacy varyingsReinUsesLisp1-0/+6
2020-03-13maxwell_3d: Add padding words to XFB entriesReinUsesLisp1-2/+4
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement.
2020-03-13gl_rasterizer: Implement transform feedback bindingsReinUsesLisp1-0/+9
2020-03-13shader_bytecode: update BFE instructions struct.Nguyen Dac Nam1-8/+3
2020-03-10gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp1-2/+20
2020-03-09engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp1-2/+32
2020-03-09const_buffer_engine_interface: Store component typesReinUsesLisp3-45/+26
This is required for Vulkan. Sampling integer textures with float handles is illegal.
2020-02-28state_tracker: Remove type traits with named structuresReinUsesLisp1-4/+8
2020-02-28maxwell_3d: Use two tables instead of three for dirty flagsReinUsesLisp1-1/+1
2020-02-28maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp1-4/+2
2020-02-28maxwell_3d: Flatten cull and front face registersReinUsesLisp2-19/+17
2020-02-28video_core: Reintroduce dirty flags infrastructureReinUsesLisp5-1/+36
2020-02-28gl_state: Remove clip distances trackingReinUsesLisp1-10/+1
2020-02-28gl_state: Remove viewport and depth range trackingReinUsesLisp1-9/+9
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp5-264/+1
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-2/+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.
2020-02-14maxwell_3d: Unify draw methodsReinUsesLisp1-2/+2
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
2020-02-14gl_query_cache: Optimize query cacheReinUsesLisp1-3/+8
Use a custom cache instead of relying on a ranged cache.
2020-02-14gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp2-18/+27
Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp2-17/+60
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-13GPU: Address Feedback.Fernando Sahmkow1-5/+2
2020-02-10GPU: Implement GPU Clock correctly.Fernando Sahmkow1-1/+2
2020-02-10Maxwell3D: Correct query reporting.Fernando Sahmkow2-51/+58
2020-02-05shader/decode: Fix constant buffer offsetsReinUsesLisp1-2/+2
Some instances were using cbuf34.offset instead of cbuf34.GetOffset(). This returned the an invalid offset. Address those instances and rename offset to "shifted_offset" to avoid future bugs.
2020-02-04gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp1-1/+6
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
2020-02-02maxwell_3d: Fix stencil back maskReinUsesLisp1-3/+3
2020-02-02shader/shift: Implement SHF_LEFT_{IMM,R}ReinUsesLisp1-0/+20
Shifts a pair of registers to the left and returns the high register.
2020-01-27shader/bfi: Implement register-constant buffer variantReinUsesLisp1-0/+2
It's the same as the variant that was implemented, but it takes the operands from another source.
2020-01-27shader/arithmetic: Implement FCMPReinUsesLisp1-0/+7
Compares the third operand with zero, then selects between the first and second.
2020-01-26shader/memory: Implement ATOM.ADDReinUsesLisp1-0/+30
ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition.
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow5-0/+13
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow5-0/+15
2020-01-18vk_graphics_pipeline: Set front facing properlyReinUsesLisp1-0/+1
Front face was being forced to a certain value when cull face is disabled. Set a default value on initialization and drop the forcefully set front facing value with culling disabled.
2020-01-16shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp1-3/+34
2020-01-16maxwell_3d: Make dirty_pointers privateLioncash1-2/+2
This isn't used outside of the class itself, so we can make it private for the time being.
2020-01-15gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp1-1/+9
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
2020-01-03yuzu: Remove Maxwell debuggerReinUsesLisp1-31/+0
This was carried from Citra and wasn't really used on yuzu. It also adds some runtime overhead. This commit removes it from yuzu's codebase.
2019-12-23maxwell_3d: Add depth bounds registersReinUsesLisp1-6/+14
2019-12-20shader/r2p: Refactor P2R to support P2RReinUsesLisp1-1/+3
2019-12-18gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp2-4/+9
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state.
2019-12-18shader_bytecode: Fix TLD4S encodingReinUsesLisp1-1/+1
2019-12-16shader/texture: Implement TLD4.PTPReinUsesLisp1-6/+6
2019-12-12Shader_Ir: Correct TLD4S encoding and implement f16 flag.Fernando Sahmkow1-1/+2
2019-12-11Maxwell3D: Implement Depth Mode.Fernando Sahmkow1-6/+7
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp1-1/+17
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10shader_ir/memory: Implement patch storesReinUsesLisp1-1/+2
2019-12-07maxwell_3d: Add tessellation tess level registersReinUsesLisp1-1/+6
2019-12-07maxwell_3d: Add tessellation mode registerReinUsesLisp1-1/+28
2019-12-07maxwell_3d: Add patch vertices registerReinUsesLisp1-1/+4
2019-12-07shader_bytecode: Remove corrupted characterReinUsesLisp1-1/+1
2019-11-23gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2-1/+1
2019-11-23video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp6-35/+43
2019-11-23gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp1-1/+6
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
2019-11-23gl_shader_cache: Specialize shader workgroupReinUsesLisp1-1/+1
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
2019-11-15texture_cache: Use a table instead of switch for texture formatsReinUsesLisp1-8/+0
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow1-0/+20
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow1-0/+6
2019-11-14Shader_Bytecode: Add encodings for FLO, SHF and TXDFernando Sahmkow1-0/+18
2019-11-13maxwell_3d: Fix stencil_back_func_mask offsetReinUsesLisp1-3/+3
stencil_back_func_mask and stencil_back_mask were misplaced. This commit addresses that issue.
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp2-6/+9
2019-11-08shader_ir/warp: Implement FSWZADDReinUsesLisp1-0/+10
2019-11-04common_func: Use std::array for INSERT_PADDING_* macros.bunnei6-104/+106
- Zero initialization here is useful for determinism.
2019-10-30Shader_IR: Fix TLD4 and add Bindless Variant.Fernando Sahmkow1-1/+29
This commit fixes an issue where not all 4 results of tld4 were being written, the color component was defaulted to red, among other things. It also implements the bindless variant.
2019-10-28maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp4-31/+14
2019-10-28video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp1-1/+0
2019-10-28maxwell_3d: Remove unused method GetStageTexturesReinUsesLisp2-42/+0
2019-10-27maxwell_3d: Silence implicit conversion warningsReinUsesLisp2-24/+25
While we are at it, unify types for dirty reg pointers.
2019-10-26Shader_IR: Address Feedback.Fernando Sahmkow1-3/+6
2019-10-25Shader_IR: Clang formatFernando Sahmkow1-2/+1
2019-10-25gl_shader_disk_cache: Store and load fast BRXReinUsesLisp1-19/+16
2019-10-25Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow5-4/+151
2019-10-25VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow5-6/+36
2019-10-24shader_bytecode: Make Matcher constexpr capableLioncash1-13/+13
Greatly shrinks the amount of generated code for GetDecodeTable(). Collapses an assembly output of 9000+ lines down to ~3621 with Clang, and 6513 down to ~2616 with GCC, given it's now allowed to construct all the entries as a sequence of constant data.
2019-10-20maxwell_3d: Reduce FlushMMEInlineDraw logging to TraceReinUsesLisp1-1/+1
2019-10-18Fermi2D: Use a different formula for delimiting blit areas.Fernando Sahmkow1-14/+28
2019-10-17Fermi2D: limit blit area to only available areaFernando Sahmkow1-4/+14
Normaly OpenGL does not care if the areas exceed the texture regions but other backends such as Vulkan do care about the limits of this areas. This PR crops the areas of the blit in order that they don't surpass the limits of the textures. This should help Vulkan and faulty OpenGL drivers
2019-10-15maxwell_3d: Silence truncation warningsLioncash1-1/+2
A trivial warning caused by not using size_t as the argument types instead of u32.
2019-10-05maxwell_3d: Add dirty flags for depth bounds valuesReinUsesLisp2-1/+10
This is useful in Vulkan where we want to update depth bounds without caring if it's enabled or disabled through vkCmdSetDepthBounds.
2019-09-22Maxwell3D: Corrections and refactors to MME instance refactorFernando Sahmkow2-33/+43
2019-09-22Fix clang-formatFearlessTobi1-1/+1
2019-09-22fermi_2d: Lower surface copy log severity to DEBUGFearlessTobi1-1/+1
2019-09-21gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp1-2/+2
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
2019-09-21shader/image: Implement SULD and remove irrelevant codeReinUsesLisp1-1/+1
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21shader_bytecode: Add SULD encodingReinUsesLisp1-0/+2
2019-09-21Shader_IR: ICMP corrections and fixesFernando Sahmkow1-0/+2
2019-09-21Mark DrawArrays as LOG_TRACEDavid Marcec1-1/+1
There's no reason to clog logs with DrawArray.
2019-09-20Shader_IR: Implement ICMP.Fernando Sahmkow1-0/+11
2019-09-19Rasterizer: Refactor and simplify DrawBatch Interface.Fernando Sahmkow1-2/+2
2019-09-19VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow2-10/+32
2019-09-19Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow2-1/+96
2019-09-17shader_ir/warp: Implement SHFLReinUsesLisp1-0/+18
2019-09-15maxwell_3d: Update firmware 4 call stub commentaryRodrigo Locatti1-1/+2
2019-09-11shader/image: Implement SUATOM and fix SUSTReinUsesLisp1-0/+32
2019-09-11renderer_opengl: Fix sRGB blitsReinUsesLisp1-0/+3
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
2019-09-06gl_rasterizer: Implement image bindingsReinUsesLisp1-0/+1
2019-09-06kepler_compute: Implement texture queriesReinUsesLisp2-4/+72
2019-09-04Revert "Revert #2466" and stub FirmwareCall 4ReinUsesLisp2-1/+18
2019-09-04shader/shift: Implement SHR wrapped and clamped variantsReinUsesLisp1-0/+4
Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
2019-09-04maxwell_3d: Avoid moving macro_paramsReinUsesLisp2-4/+6
2019-09-01maxwell_3d: Fix macro binding cursorReinUsesLisp2-10/+4
2019-08-30video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti7-23/+11
* texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables
2019-08-28shader_ir/conversion: Split int and float selector and implement F2F H1ReinUsesLisp1-1/+8
2019-08-28shader_ir/conversion: Implement F2I F16 Ra.H1ReinUsesLisp1-2/+1
2019-08-28float_set_predicate: Add missing negation bit for the second operandReinUsesLisp1-0/+1
2019-08-21shader_ir: Implement VOTEReinUsesLisp1-0/+16
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
2019-08-04shader_ir: Implement NOPReinUsesLisp1-0/+7
2019-07-26MaxwellDMA: Fixes, corrections and relaxations.Fernando Sahmkow1-16/+26
This commit fixes offsets on Linear -> Tiled copies, corrects z pos fortiled->linear copies, corrects bytes_per_pixel calculation in tiled -> linear copies and relaxes some limitations set by latest dma fixes refactors.
2019-07-20Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow1-2/+0
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
2019-07-20Maxwell3D: Reorganize and address feedbackFernando Sahmkow2-2/+6
2019-07-20shader/half_set_predicate: Implement missing HSETP2 variantsReinUsesLisp1-6/+20
2019-07-18MaxwellDMA/KeplerCopy: Downgrade DMA log message to Trace.Fernando Sahmkow1-1/+1
This log was just to know which games used DMA. It's no longer important.
2019-07-17GL_State: Feedback and fixesFernando Sahmkow1-1/+7
2019-07-17Maxwell3D: Address FeedbackFernando Sahmkow2-13/+10
2019-07-17GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow1-1/+1
2019-07-17Maxwell3D: Correct marking dirtiness on CB uploadFernando Sahmkow1-0/+1
2019-07-17GL_Rasterizer: Rework RenderTarget/DepthBuffer clearingFernando Sahmkow1-1/+0
2019-07-17Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow2-6/+86
2019-07-17Maxwell3D: Rework CBData UploadFernando Sahmkow2-8/+45
2019-07-17Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow5-61/+155
2019-07-17maxwell3d: Implement Conditional RenderingFernando Sahmkow2-1/+88
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.
2019-07-15gl_rasterizer: Implement compute shadersReinUsesLisp1-3/+4
2019-07-09shader_ir: Implement BRX & BRA.CCFernando Sahmkow1-0/+16
2019-07-08gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp1-1/+1
This commit implements gl_ViewportIndex and gl_Layer in vertex and geometry shaders. In the case it's used in a vertex shader, it requires ARB_shader_viewport_layer_array. This extension is available on AMD and Nvidia devices (mesa and proprietary drivers), but not available on Intel on any platform. At the moment of writing this description I don't know if this is a hardware limitation or a driver limitation. In the case that ARB_shader_viewport_layer_array is not available, writes to these registers on a vertex shader are ignored, with the appropriate logging.
2019-07-07shader/texture: Add F16 support for TLDSReinUsesLisp1-1/+2
2019-07-06gl_rasterizer: Minor style changesReinUsesLisp1-0/+1
2019-07-05video_core: Implement GPU side SyncpointsFernando Sahmkow1-2/+3
2019-06-24shader_bytecode: Include missing <array>ReinUsesLisp1-0/+1
2019-06-21surface: Correct format S8Z24Fernando Sahmkow1-1/+1
2019-06-21decoders: correct block calculationFernando Sahmkow5-10/+10
2019-06-21fermi2d: Correct Origin ModeFernando Sahmkow1-5/+10
2019-06-21texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow2-14/+40
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
2019-06-21shader: Decode SUST and implement backing image functionalityReinUsesLisp1-2/+64
2019-06-21maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp1-8/+4
2019-06-21shader: Implement texture buffersReinUsesLisp1-0/+16
2019-06-21texture_cache: loose TryReconstructSurface when accurate GPU is not on.Fernando Sahmkow1-1/+1
Also corrects some asserts.
2019-06-21engine_upload: Addapt to new Texture CacheFernando Sahmkow2-5/+5
2019-06-21video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp2-8/+5
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
2019-06-08kepler_compute: Use std::array for cbuf infoReinUsesLisp1-2/+3
2019-06-08kepler_compute: Fix block_dim_x encodingReinUsesLisp1-1/+1
2019-06-08video_core/engines: Move ConstBufferInfo out of Maxwell3DReinUsesLisp3-10/+19
2019-06-04shader_bytecode: Mark EXIT as flow instructionFernando Sahmkow1-1/+1
2019-05-21shader/memory: Implement ST (generic memory)ReinUsesLisp1-0/+1
2019-05-21shader/memory: Implement LD (generic memory)ReinUsesLisp1-4/+15
2019-05-14maxwell_3d: reduce sevirity of different component formats assert.Fernando Sahmkow1-1/+1
This was reduced due to happening on most games and at such constant rate that it affected performance heavily for the end user. In general, we are well aware of the assert and an implementation is already planned.
2019-05-14video_core/engines/engine_upload: Amend constructor initializer list orderLioncash1-1/+1
Silences a -Wreorder warning.
2019-05-14video_core/engines/engine_upload: Default destructor in the cpp fileLioncash2-1/+3
Avoids inlining destruction logic where applicable, and also makes forward declarations not cause unexpected compilation errors depending on where the State class is used.
2019-05-14video_core/engines/engine_upload: Remove unnecessary const on parameters in function declarationsLioncash1-2/+2
These only apply in the definition of the function. They can be omitted from the declaration.
2019-05-14video_core/engines/engine_upload: Remove unnecessary includesLioncash2-2/+2
2019-05-14video_core/engines/maxwell3d: Get rid of three magic values in CallMethod()Lioncash1-3/+3
We can use the named constant instead of using 32 directly.
2019-05-14video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()Lioncash1-15/+15
Lessens the amount of code that needs to be read, and gets rid of the need to introduce an indexing variable. Instead, we just operate on the objects directly.
2019-05-14video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for RegsLioncash1-0/+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.
2019-05-03shader_ir/other: Implement IPA.IDXReinUsesLisp1-0/+1
2019-05-03shader_ir/memory: Implement physical input attributesReinUsesLisp1-0/+4
2019-05-03gl_shader_decompiler: Declare all possible varyings on physical attribute usageReinUsesLisp1-0/+1
2019-05-03shader_bytecode: Add AL2P decodingReinUsesLisp1-2/+15
2019-05-01Refactors and name corrections.Fernando Sahmkow6-35/+35
2019-04-23Fixes and Corrections to DMA EngineFernando Sahmkow2-37/+57
2019-04-23Add Swizzle Parameters to the DMA engineFernando Sahmkow2-2/+27
2019-04-23Add Documentation Headers to all the GPU EnginesFernando Sahmkow5-0/+29
2019-04-23Corrections and stylingFernando Sahmkow5-6/+9
2019-04-23Implement Maxwell3D Data UploadFernando Sahmkow2-3/+32
2019-04-23Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow2-7/+201
2019-04-23Revamp Kepler Memory to use a subegine to manage uploadsFernando Sahmkow4-92/+131
2019-04-18video_core: Silent -Wswitch warningsReinUsesLisp1-2/+3
2019-04-16Use ReadBlockUnsafe on TIC and TSC readingFernando Sahmkow1-2/+2
Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed from host GPU there.
2019-04-16Use WriteBlock and ReadBlock.Fernando Sahmkow1-10/+6
2019-04-16Implement Block Linear copies in Kepler Memory.Fernando Sahmkow1-5/+14
2019-04-16Do some corrections in conversion shader instructions.Fernando Sahmkow1-7/+20
Corrects encodings for I2F, F2F, I2I and F2I Implements Immediate variants of all four conversion types. Add assertions to unimplemented stuffs.
2019-04-15Correct Kepler Memory on Linear Pushes.Fernando Sahmkow2-16/+48
2019-04-14shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp1-0/+6
2019-04-08Correct LOP_IMN encodingFernando Sahmkow1-1/+1
2019-04-08Correct XMAD mode, psl and high_b on different encodings.Fernando Sahmkow1-0/+3
2019-04-08Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow3-3/+13
2019-04-08Implement TXQ_BFernando Sahmkow1-0/+2
2019-04-08Corrections to TEX_BFernando Sahmkow1-0/+32
2019-04-08Implement Bindless Handling on SetupTextureFernando Sahmkow2-13/+22
2019-04-08Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow1-0/+2
2019-04-06maxwell_3d: Reduce severity of ProcessSyncPointReinUsesLisp1-2/+2
2019-04-06Implement SyncPoint Register in the GPU.Fernando Sahmkow2-1/+27
2019-04-06video_core/engines: Make memory manager members privateLioncash9-13/+14
These aren't used externally by anything, so they can be made private data members.
2019-04-06video_core/engines: Remove unnecessary inclusions where applicableLioncash9-9/+24
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
2019-04-03shader_ir/memory: Reduce severity of LD_L cache management and log itReinUsesLisp1-0/+7
2019-04-03shader_ir/memory: Reduce severity of ST_L cache management and log itReinUsesLisp1-1/+8
2019-03-21maxwell_dma: Check for valid source in destination before copy.bunnei1-0/+10
- Avoid a crash in Octopath Traveler.
2019-03-21gpu: Rewrite virtual memory manager using PageTable.bunnei2-5/+5
2019-03-16video_core: Refactor to use MemoryManager interface for all memory access.bunnei3-55/+29
# Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
2019-03-15gpu: Use host address for caching instead of guest address.bunnei3-4/+12
2019-03-07gpu: Move command processing to another thread.bunnei2-3/+3
2019-03-06video_core/engines: Remove unnecessary includesLioncash8-10/+9
Removes a few unnecessary dependencies on core-related machinery, such as the core.h and memory.h, which reduces the amount of rebuilding necessary if those files change. This also uncovered some indirect dependencies within other source files. This also fixes those.
2019-02-27common/math_util: Move contents into the Common namespaceLioncash2-5/+5
These types are within the common library, so they should be within the Common namespace.
2019-02-26maxwell_3d: Use std::bitset to manage dirty flagsReinUsesLisp2-41/+40
2019-02-26shader/decode: Remove extras from MetaTextureReinUsesLisp1-4/+4
2019-02-26shader/decode: Split memory and texture instructions decodingReinUsesLisp1-8/+9
2019-02-16video_core: Remove usages of System::GetInstance() within the enginesLioncash6-16/+39
Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface.
2019-02-16core_timing: Convert core timing into a classLioncash1-1/+1
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
2019-02-14shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2-6/+41
2019-02-12core_timing: Rename CoreTiming namespace to Core::TimingLioncash1-1/+1
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
2019-02-11Corrected F2I None mode to RoundEven.Fernando Sahmkow1-1/+1
2019-02-10kepler_compute: Fixup assert and rename enginesReinUsesLisp3-43/+50
When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation.
2019-02-07gl_rasterizer: Implement a more accurate fermi 2D copy.bunnei2-52/+39
- This is a blit, use the blit registers.
2019-02-04Update src/video_core/engines/shader_bytecode.hMat M1-1/+1
Co-Authored-By: FernandoS27 <fsahmkow27@gmail.com>
2019-02-03Fix TXQ not using the component mask.Fernando Sahmkow1-0/+4
2019-02-03video_core: Assert on invalid GPU to CPU address queriesReinUsesLisp4-41/+54
2019-02-03maxwell_3d: Allow sampler handles with TSC id zeroReinUsesLisp1-10/+6
2019-02-03maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp1-16/+7
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
2019-02-03shader_bytecode: Rename BytesN enums to BitsNReinUsesLisp1-3/+3
2019-01-30shader_ir: Unify constant buffer offset valuesReinUsesLisp1-0/+8
Constant buffer values on the shader IR were using different offsets if the access direct or indirect. cbuf34 has a non-multiplied offset while cbuf36 does. On shader decoding this commit multiplies it by four on cbuf34 queries.
2019-01-30shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp1-0/+8
2019-01-22maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp1-0/+5
Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools).
2019-01-15shader_decode: Implement VMAD and VSETPReinUsesLisp1-2/+3
2019-01-15shader_decode: Implement HFMA2ReinUsesLisp1-0/+1
2019-01-15shader_decode: Fixup clang-formatReinUsesLisp1-1/+1
2019-01-15shader_ir: Initial implementationReinUsesLisp1-0/+4
2019-01-15shader_bytecode: Fixup encodingReinUsesLisp1-1/+1
2019-01-15shader_header: Make local memory size getter constantReinUsesLisp1-1/+1
2019-01-07gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp2-0/+12
2019-01-07gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp2-0/+12
2019-01-07gl_shader_cache: Use dirty flags for shadersReinUsesLisp2-0/+11
2018-12-26shader_bytecode: Fixup TEXS.F16 encodingReinUsesLisp1-1/+1
2018-12-19Fixed uninitialized memory due to missing returns in canaryDavid Marcec2-0/+4
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-18shader_bytecode: Fixup half float's operator B encodingReinUsesLisp1-1/+1
2018-12-17Implement postfactor multiplication/division for fmul instructionsheapo1-1/+1
2018-12-05gl_shader_decompiler: Implement TEXS.F16ReinUsesLisp1-1/+2
2018-11-29gl_rasterizer: Enable clip distances when set in register and in shaderReinUsesLisp1-0/+1
2018-11-27gpu: Rewrite GPU command list processing with DmaPusher class.bunnei10-47/+52
- More accurate impl., fixes Undertale (among other games).
2018-11-27Implement depth clampRodolfo Bogado1-1/+9
2018-11-27Add support for Clip Distance enabled registerRodolfo Bogado1-1/+15
2018-11-27GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)Marcos1-4/+26
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
2018-11-26Implemented Tile Width SpacingFernandoS271-2/+2
2018-11-25gl_shader_decompiler: Implement S2R's Y_DIRECTIONReinUsesLisp1-0/+1
2018-11-24Add support for viewport_transfom_enable registerRodolfo Bogado1-1/+9
2018-11-24Add support for clear_flags registerRodolfo Bogado1-1/+11
2018-11-23Added predicate comparison LessEqualWithNan (#1736)Hexagon121-0/+1
* Added predicate comparison LessEqualWithNan * oops * Clang fix
2018-11-23gl_shader_decompiler: Implement clip distancesReinUsesLisp2-1/+12
2018-11-22maxwell_3d: Implement alternate blend equations.bunnei1-0/+7
- Used by Undertale.
2018-11-22gl_shader_decompiler: Rename control codes to condition codesReinUsesLisp1-4/+3
2018-11-21gl_shader_decompiler: Implement BFI_IMM_RReinUsesLisp1-0/+3
2018-11-21gl_shader_decompiler: Implement R2P_IMMReinUsesLisp1-0/+14
2018-11-21maxwell_3d: Initialize rasterizer color mask registers as enabled.bunnei1-0/+9
- Fixes rendering regression with Sonic Mania.
2018-11-17small fix for alphaToOne bit locationRodolfo Bogado1-2/+2
2018-11-17fix for gcc compilationRodolfo Bogado1-60/+61
2018-11-17add AlphaToCoverage and AlphaToOneRodolfo Bogado1-1/+7
2018-11-17add support for fragment_color_clampRodolfo Bogado1-1/+4
2018-11-17set default value for point size registerRodolfo Bogado1-0/+3
2018-11-17fix viewport and scissor behaviorRodolfo Bogado2-12/+18
2018-11-17gl_rasterizer: Skip VB upload if the state is clean.Markus Wick5-0/+34
2018-11-13gl_rasterizer: Minor cleanupFrederic L1-4/+2
Minor code cleanup from unaddressed feedback in #1654
2018-11-11Try 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 Bogado2-0/+21
2018-11-06gl_rasterizer: Skip VAO binding if the state is clean.Markus Wick2-0/+14
2018-11-05Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.Rodolfo Bogado1-3/+20
2018-11-05Implement multi-target viewports and blendingRodolfo Bogado2-2/+28
2018-11-01maxwell_3d: Restructure macro upload to use a single macro code memory.bunnei2-12/+39
- Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey.
2018-10-30Assert Control Codes GenerationFernandoS271-1/+5
2018-10-30global: Use std::optional instead of boost::optional (#1578)Frederic L2-9/+9
* get rid of boost::optional * Remove optional references * Use std::reference_wrapper for optional references * Fix clang format * Fix clang format part 2 * Adressed feedback * Fix clang format and MacOS build
2018-10-29Assert Control Flow Instructions using Control CodesFernandoS271-1/+2
2018-10-28Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado1-1/+6
2018-10-26gl_rasterizer: Implement primitive restart.bunnei1-1/+9
2018-10-26maxwell_3d: Add code for initializing register defaults.bunnei2-1/+21
2018-10-24Implemented LD_L and ST_LFernandoS272-0/+36
2018-10-24maxwell_3d: Remove unused variable within ProcessQueryGet()Lioncash1-1/+0
2018-10-23Implement PointSizeFernandoS271-0/+1
2018-10-23gl_shader_decompiler: Implement VSETPReinUsesLisp1-0/+2
2018-10-23gl_shader_decompiler: Abstract VMAD into a video subsetReinUsesLisp1-3/+13
2018-10-23Added Saturation to FMUL32IFernandoS271-0/+4
2018-10-22Implemented Alpha TestingFernandoS271-1/+3
2018-10-22Fixed FSETP and FSETFernandoS271-2/+0
2018-10-20engines/maxwell_*: Use nested namespace specifiers where applicableLioncash3-12/+6
These three source files are the only ones within the engines directory that don't use nested namespaces. We may as well change these over to keep things consistent.
2018-10-20maxwell_dma: Make variables const where applicable within HandleCopy()Lioncash1-3/+3
These are never modified, so we can make that assumption explicit.
2018-10-20maxwell_dma: Make FlushAndInvalidate's size parameter a u64Lioncash1-1/+1
This prevents truncation warnings at the lambda's usage sites.
2018-10-20maxwell_dma: Remove unused variables in HandleCopy()Lioncash1-3/+0
These pointer variables are never used, so we can get rid of them.
2018-10-19GPU: Improved implementation of maxwell DMA (Subv).bunnei2-16/+65
2018-10-19GPU: Invalidate destination address of kepler_memory writes.bunnei2-2/+16
2018-10-19fermi_2d: Add support for more accurate surface copies.bunnei1-3/+6
2018-10-18gl_shader_decompiler: Implement PBK and BRKReinUsesLisp1-3/+7
2018-10-18Implement 3D TexturesFernandoS271-1/+4
2018-10-15shader_bytecode: Add Control Code enum 0xfReinUsesLisp1-1/+1
Control Code 0xf means to unconditionally execute the instruction. This value is passed to most BRA, EXIT and SYNC instructions (among others) but this may not always be the case.
2018-10-15gl_shader_decompiler: Implement HSET2_RReinUsesLisp1-0/+18
2018-10-15gl_shader_decompiler: Implement HSETP2_RReinUsesLisp1-0/+20
2018-10-15gl_shader_decompiler: Implement HFMA2 instructionsReinUsesLisp1-0/+32
2018-10-15gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp1-0/+30
2018-10-15gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructionsReinUsesLisp1-0/+25
2018-10-15gl_shader_decompiler: Setup base for half float unpacking and settingReinUsesLisp1-0/+20
2018-10-13Propagate depth and depth_block on modules using decodersFernandoS273-10/+18
2018-10-11gl_shader_decompiler: Implement VMADReinUsesLisp1-0/+36
2018-10-10Add memory Layout to Render Targets and Depth BuffersFernandoS271-2/+14
2018-10-10Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272-4/+22
2018-10-09Assert Scissor testsFernandoS271-1/+16
2018-10-07gl_shader_decompiler: Implement geometry shadersReinUsesLisp1-0/+112
2018-10-06fermi_2d: Implement simple copies with AccelerateSurfaceCopy.bunnei2-23/+35
2018-10-04gl_rasterizer: Implement quads topologyReinUsesLisp1-0/+6
2018-09-28video_core: Implement point_size and add point state syncReinUsesLisp1-1/+6
2018-09-28gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp1-0/+1
2018-09-26video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp3-3/+64
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.
2018-09-21shader_bytecode: Lay out the Ipa-related enums betterLioncash1-2/+12
This is more consistent with the surrounding enums.
2018-09-21shader_bytecode: Make operator== and operator!= of IpaMode const qualifiedLioncash1-6/+7
These don't affect the state of the struct and can be const member functions.
2018-09-17Implemented I2I.CC on the NEU control code, used by SMOFernandoS271-1/+1
2018-09-17Implemented CSETPFernandoS271-0/+11
2018-09-17Implemented Control CodesFernandoS271-0/+36
2018-09-17Added texture misc modes to texture instructionsFernandoS271-1/+147
2018-09-15Shaders: Implemented multiple-word loads and stores to and from attribute memory.Subv1-1/+9
This seems to be an optimization performed by nouveau.
2018-09-15Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi6-32/+33
2018-09-12GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).Subv2-0/+135
This engine writes data from a FIFO register into the configured address.
2018-09-12Implemented Texture Processing ModesFernandoS271-0/+10
2018-09-11Implemented encodings for LEA and PSETFernandoS271-0/+64
2018-09-11Replace old FragmentHeader for the new HeaderFernandoS271-9/+15
2018-09-11Implemented (Partialy) Shader HeaderFernandoS271-0/+97
2018-09-10rasterizer: Drop unused handler.Markus Wick1-2/+0
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.
2018-09-10gl_rasterizer: Implement multiple color attachments.bunnei1-1/+21
2018-09-10Implemented TMMLFernandoS271-5/+19
2018-09-09Implemented TXQ dimension query type, used by SMO.FernandoS271-1/+16
2018-09-09Change name of TEXQ to TXQ, in order to match NVIDIA's namingFernandoS271-2/+2
2018-09-08GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.Subv1-2/+10
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.
2018-09-08maxwell_3d: Remove assert that no longer applies.bunnei1-4/+0
2018-09-06Implemented IPA ProperlyFernandoS271-0/+12
2018-09-05gl_rasterizer: Implement a VAO cache.Markus Wick1-2/+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.
2018-09-01Removed saturate assertDavid Marcec1-1/+0
Unneeded as we already implement it
2018-09-01Removed saturate assertDavid Marcec1-1/+0
Saturate already implemented
2018-09-01Added FMUL assertsDavid Marcec1-0/+5
2018-09-01Added FFMA assertsDavid Marcec1-0/+4
2018-09-01Added assert for TEXS nodepDavid Marcec1-0/+1
2018-09-01Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec1-2/+5
IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
2018-09-01maxwell_3d: Use CoreTiming for query timestampZach Hilman1-2/+3
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash1-2/+1
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, 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.
2018-08-31Added predicate comparison GreaterEqualWithNanHexagon121-0/+1
2018-08-31gl_shader_decompiler: Implement POPC (#1203)Laku1-0/+10
* Implement POPC * implement invert
2018-08-29Shaders: Implemented IADD3tech4me1-1/+23
2018-08-29gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei1-0/+6
2018-08-25maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash1-4/+4
The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
2018-08-24fix SEL_IMM bitstringLaku1-1/+1
2018-08-23Shaders: Added decodings for IADD3 instructionstech4me1-0/+6
2018-08-23maxwell_3d: Update to include additional stencil registers.bunnei1-20/+50
2018-08-22implement lop3Laku1-0/+19
2018-08-21shader_bytecode: Parenthesize conditional expression within GetTextureType()Lioncash1-1/+1
Resolves a -Wlogical-op-parentheses warning.
2018-08-21shader_bytecode: Replace some UNIMPLEMENTED logs.bunnei1-2/+6
2018-08-21GPU: Added registers for the logicop functionality.Subv1-1/+28
2018-08-19Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv1-6/+11
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19Shader: Added bitfields for the texture type of the various sampling instructions.Subv1-1/+65
2018-08-19Shaders: Added decodings for TLD4 and TLD4SSubv1-3/+7
2018-08-19Shaders: Added decodings for the LDG and STG instructions.Subv1-0/+4
2018-08-19Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv1-0/+3
2018-08-18GLRasterizer: Implemented instanced vertex arrays.Subv1-1/+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.
2018-08-18Shader: Implemented the predicate and mode arguments of LOP.Subv1-1/+6
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.
2018-08-18Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv1-0/+4
We should definitely audit our shader generator for more errors like this.
2018-08-18Added predcondition GreaterThanWithNanDavid Marcec1-0/+1
2018-08-15Rasterizer: Implemented instanced rendering.Subv2-0/+15
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.
2018-08-13gl_shader_decompiler: Implement XMAD instruction.bunnei1-4/+25
2018-08-12GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv1-0/+21
These are used by nouveau and some games like SMO.
2018-08-12RasterizerGL: Ignore invalid/unset vertex attributes.Subv1-0/+5
This should make the es2gears example not crash anymore.
2018-08-12gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei1-2/+1
2018-08-11GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv1-0/+7
2018-08-10video_core: Use variable template variants of type_traits interfaces where applicableLioncash1-2/+1
2018-08-09maxwell_3d: Ignore macros that have not been uploaded yet.bunnei1-4/+9
- Used by Super Mario Odyssey (in game).
2018-08-08gl_shader_decompiler: Stub input attribute Unknown_63.bunnei1-0/+2
2018-08-08maxwell_3d: Use correct const buffer size and check bounds.bunnei2-1/+3
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08gl_shader_decompiler: Let OpenGL interpret floats.bunnei1-9/+4
- Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
2018-08-06maxwell_3d: Remove outdated assert.bunnei1-2/+0
2018-08-04video_core: Eliminate the g_renderer global variableLioncash2-6/+12
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.
2018-07-24GPU: Remove the assert that required the CODE_ADDRESS to be 0.Subv1-8/+0
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-22shader_bytecode: Implement other TEXS masks.bunnei1-5/+9
2018-07-22gl_shader_decompiler: Implement SEL instruction.bunnei1-0/+11
2018-07-22maxwell_3d: Add depth buffer enable, width, and height registers.bunnei1-2/+14
2018-07-21video_core: Use nested namespaces where applicableLioncash6-28/+14
Compresses a few namespace specifiers to be more compact.
2018-07-20maxwell_3d: Remove unused variable within GetStageTextures()Lioncash1-2/+0
2018-07-17GPU: Added register definitions for the stencil parameters.Subv1-2/+25
2018-07-13gl_rasterizer: Fix check for if a shader stage is enabled.bunnei2-24/+8
2018-07-13gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei1-0/+1
2018-07-13gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei1-0/+9
2018-07-12GPU: Implement the FADD32I shader instruction.Subv1-0/+9
2018-07-12GPU: Corrected the decoding of FFMA for immediate operands.Subv1-1/+1
2018-07-05GPU: Allow using the old NV04 values for the depth test function.Subv1-9/+21
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
2018-07-04GPU: Implemented the IMNMX shader instruction.Subv1-3/+17
It's similar to the FMNMX instruction but it works on integers.
2018-07-04GPU: Stub the shader SYNC and DEPBAR instructions.Subv1-0/+5
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-04GPU: Corrected the decoding for the TEX shader instruction.Subv1-1/+1
2018-07-04GPU: Implemented the PSETP shader instruction.Subv1-0/+13
It's similar to the isetp and fsetp instructions but it works on predicates instead.
2018-07-04GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv1-3/+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.
2018-07-03GPU: Support clears that don't clear the color buffer.Subv1-2/+3
2018-07-03GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv1-0/+11
2018-07-03GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.Subv1-2/+27
2018-07-03GPU: Use only the least significant 3 bits when reading the depth test func.Subv1-9/+9
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
2018-07-03Update clang formatJames Rowe2-3/+3
2018-07-03Rename logging macro back to LOG_*James Rowe3-3/+3
2018-07-03GPU: Implemented MUFU suboperation 8, sqrt.Subv1-0/+1
2018-07-02GPU: Added registers for depth test and cull mode.Subv1-3/+51
2018-07-02GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv1-1/+1
2018-07-02GPU: Added register definitions for the vertex buffer base element.Subv1-1/+6
2018-07-02GPU: Directly copy the pixels when performing a same-layout DMA.Subv1-1/+5
2018-06-30GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv1-2/+1
2018-06-30gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei1-0/+1
2018-06-27maxwell_3d: Add a struct for RenderTargetConfig.bunnei1-17/+19
2018-06-20Build: Fixed some MSVC warnings in various parts of the code.Subv2-4/+5
2018-06-19GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv1-2/+3
Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
2018-06-17gl_shader_decompiler: Implement LOP instructions.bunnei1-0/+14
2018-06-17gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei1-3/+2
2018-06-16gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei1-1/+2
2018-06-12GPU: Implemented the iadd32i shader instruction.Subv1-2/+10
2018-06-12GPU: Partially implemented the Maxwell DMA engine.Subv3-0/+225
Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
2018-06-12gl_shader_decompiler: Implement saturate for float instructions.bunnei1-2/+1
2018-06-09GPU: Implement the iset family of shader instructions.Subv1-0/+9
2018-06-09GPU: Added decodings for the ISET family of instructions.Subv1-0/+7
2018-06-09gl_shader_decompiler: Implement SHR instruction.bunnei1-0/+4
2018-06-09GPU: Stub the SSY shader instruction.Subv1-0/+2
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
2018-06-09gl_shader_decompiler: Implement IADD instruction.bunnei1-5/+11
2018-06-09gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei1-1/+1
2018-06-09GPU: Added registers for normal and independent blending.Subv1-5/+26
2018-06-07gl_shader_decompiler: Implement BFE_IMM instruction.bunnei1-3/+15
2018-06-07gl_shader_decompiler: F2F: Implement rounding modes.bunnei1-3/+12
2018-06-07shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.bunnei1-0/+20
2018-06-07gl_shader_decompiler: Implement LD_C instruction.bunnei1-0/+16
2018-06-06gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei1-6/+10
2018-06-06GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2-0/+37
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.
2018-06-05GPU: Corrected the branch targets for the shader bra instruction.Subv1-4/+5
2018-06-05GPU: Implemented the F2I_R shader instruction.Subv1-4/+20
2018-06-05gl_shader_decompiler: Implement SHL instruction.bunnei1-13/+17
2018-06-05GPU: Implement the ISCADD shader instructions.Subv1-0/+16
2018-06-05GPU: Added decodings for the ISCADD instructions.Subv1-0/+7
2018-06-04GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv1-1/+1
2018-06-04GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv1-12/+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?
2018-06-04GPU: Implemented the LOP32I instruction.Subv1-1/+15
2018-06-04GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv1-0/+10
2018-06-04GPU: Partially implemented the shader BRA instruction.Subv1-0/+13
2018-06-04GPU: Added decoding for the BRA instruction.Subv1-0/+2
2018-06-04GPU: Partial implementation of long GPU queries.Subv1-9/+24
Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp. In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU. This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
2018-06-03gl_shader_decompiler: Implement TEXS component mask.bunnei1-2/+16
2018-06-03gl_shader_decompiler: Implement RRO as a register move.bunnei1-3/+7
2018-06-01gl_shader_decompiler: Implement TEX instruction.bunnei1-0/+10
2018-06-01gl_shader_decompiler: Support multi-destination for TEXS.bunnei1-0/+5
2018-05-30Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv1-0/+4
2018-05-30gl_shader_decompiler: Partially implement F2F_R instruction.bunnei1-3/+3
2018-05-26shader_bytecode: Implement other variants of FMNMX.bunnei1-3/+7
2018-05-21Shaders: Implemented the FMNMX shader instruction.Subv1-0/+5
2018-05-19ShadersDecompiler: Added decoding for the PSETP instruction.Subv1-0/+3
2018-04-29maxwell_3d: Reset vertex counts after drawing.bunnei1-0/+10
2018-04-29shader_bytecode: Add decoding for FMNMX instruction.bunnei1-0/+2
2018-04-29fermi_2d: Fix surface copy block height.bunnei2-2/+7
2018-04-29gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei1-8/+8
2018-04-29shader_bytecode: Add decodings for i2i instructions.bunnei1-3/+20
2018-04-29gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei1-2/+2
2018-04-27general: Convert assertion macros over to be fmt-compatibleLioncash1-2/+2
2018-04-26gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei1-1/+9
2018-04-25GPU: Partially implemented the Fermi2D surface copy operation.Subv2-0/+59
The hardware allows for some rather complicated operations to be performed on the data during the copy, this is not implemented. Only same-format same-size raw copies are implemented for now.
2018-04-25Shaders: Added bit decodings for the I2I instruction.Subv1-0/+6
2018-04-25GPU: Added surface copy registers to Fermi2DSubv1-1/+57
2018-04-25GPU: Added boilerplate code for the Fermi2D engineSubv2-2/+33
2018-04-25GPU: Reduce the number of registers of Maxwell3D to 0xE00.Subv2-5/+5
The rest are just macro shim registers.
2018-04-25GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.Subv2-8/+23
It doesn't belong in the PFIFO handler.
2018-04-25video-core: Move logging macros over to new fmt-capable onesLioncash1-2/+2
2018-04-25Shaders: Added decodings for the FSET instructions.Subv1-8/+29
2018-04-24memory_manager: Make GpuToCpuAddress return an optional.bunnei1-10/+11
2018-04-24memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei1-6/+5
2018-04-24GPU: Added asserts to our code for handling the QUERY_GET GPU command.Subv2-2/+53
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.
2018-04-23GPU: Support multiple enabled vertex arrays.Subv1-0/+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.
2018-04-21shader_bytecode: Add several more instruction decodings.bunnei1-5/+52
2018-04-21shader_bytecode: Decode instructions based on bit strings.bunnei1-185/+172
2018-04-21ShaderGen: Implemented predicated instruction execution.Subv1-1/+5
Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
2018-04-21ShaderGen: Implemented the fsetp instruction.Subv1-3/+40
Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
2018-04-20ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv1-0/+3
2018-04-19ShaderGen: Implemented the fmul32i shader instruction.Subv1-3/+14
2018-04-18gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei1-1/+10
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
2018-04-18GPU: Pitch textures are now supported, don't assert when encountering them.Subv1-2/+3
2018-04-18maxwell3d: Allow Texture2DNoMipmap as Texture2D.bunnei1-1/+2
2018-04-18shader_bytecode: Make ctor's constexpr and explicit.bunnei1-7/+7
2018-04-18renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2-4/+48
2018-04-17gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei1-0/+14
2018-04-17gl_shader_decompiler: Add support for TEXS instruction.bunnei1-5/+14
2018-04-17gl_rasterizer: Implement indexed vertex mode.bunnei2-2/+46
2018-04-15GPU: Added a function to determine whether a shader stage is enabled or not.Subv2-0/+24
2018-04-15shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei1-2/+0
2018-04-14shaders: Address PR review feedback.bunnei1-1/+1
2018-04-14shaders: Fix GCC and clang build issues.bunnei1-3/+3
2018-04-14gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei1-20/+39
2018-04-14shader_bytecode: Add FSETP and KIL to GetInfo.bunnei1-0/+3
2018-04-14shader_bytecode: Add SubOp decoding.bunnei1-0/+10
2018-04-14maxwell_3d: Make memory_manager public.bunnei1-2/+1
2018-04-14maxwell_3d: Fix shader_config decodings.bunnei1-6/+3
2018-04-14shader_bytecode: Add initial module for shader decoding.bunnei1-0/+297
2018-04-07GPU: Assert when finding a texture with a format type other than UNORM.Subv1-0/+2
2018-04-01GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.Subv2-121/+13
2018-04-01GPU: Implemented a gpu macro interpreter.Subv2-0/+8
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.
2018-03-27gl_rasterizer: Add a SyncViewport method.bunnei1-0/+10
2018-03-27gl_rasterizer: Normalize vertex array data as appropriate.bunnei1-0/+4
2018-03-27maxwell_3d: Use names that match envytools for VertexType.bunnei1-8/+8
2018-03-27maxwell_3d: Add VertexAttribute struct and cleanup.bunnei1-121/+160
2018-03-27Maxwell3D: Call AccelerateDrawBatch on DrawArrays.bunnei1-1/+8
2018-03-27gl_rasterizer: Implement AnalyzeVertexArray.bunnei1-0/+35
2018-03-27maxwell: Add RenderTargetFormat enum.bunnei1-3/+4
2018-03-26GPU: Load the sampler info (TSC) when retrieving active textures.Subv2-21/+67
2018-03-25GPU: Make the debug_context variable a member of the frontend instead of a global.Subv1-11/+13
2018-03-24GPU: Added a function to retrieve the active textures for a shader stage.Subv2-50/+59
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.
2018-03-24GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.Subv1-0/+7
2018-03-24GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.Subv1-0/+10
2018-03-24GPU: Added a method to unswizzle a texture without decoding it.Subv1-1/+1
Allow unswizzling of DXT1 textures.
2018-03-24GPU: Preliminary work for texture decoding.Subv1-0/+45
2018-03-24GPU: Added viewport registers to Maxwell3D's reg structure.Subv1-1/+18
2018-03-23maxwell_3d: Add some format decodings and string helper functions.bunnei1-3/+107
2018-03-21GPU: Added vertex attribute format registers.Subv1-1/+14
2018-03-21GPU: Added registers for the number of vertices to render.Subv1-2/+13
2018-03-19GPU: Added Z buffer registers to Maxwell3D's reg structure.Subv1-1/+17
2018-03-19GPU: Added the render target (RT) registers to Maxwell3D's reg structure.Subv1-1/+32
2018-03-19Clang FixesN00byKing1-1/+2
2018-03-19Clean Warnings (?)N00byKing1-1/+1
2018-03-19GPU: Added the TSC registers to the Maxwell3D register structure.Subv1-1/+15
2018-03-19GPU: Added the TIC registers to the Maxwell3D register structure.Subv1-1/+16
2018-03-19GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.Subv2-1/+29
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
2018-03-18GPU: Implement the BindStorageBuffer macro method in HLE.Subv2-1/+36
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.
2018-03-18GPU: Handle writes to the CB_DATA method.Subv2-0/+39
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.
2018-03-18GPU: Store uploaded GPU macros and keep track of the number of method parameters.Subv2-11/+24
2018-03-18GPU: Macros are specific to the Maxwell3D engine, so handle them internally.Subv6-31/+55
2018-03-18GPU: Renamed ShaderType to ShaderStage as that is less confusing.Subv2-19/+19
2018-03-18GPU: Store shader constbuffer bindings in the GPU state.Subv2-5/+61
2018-03-18GPU: Corrected some register offsets and removed superfluous macro registers.Subv1-9/+3
2018-03-18GPU: Make the SetShader macro call do the same as the real macro's code.Subv2-3/+44
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[]).
2018-03-17GPU: Corrected the parameter documentation for the SetShader macro call.Subv2-11/+12
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.
2018-03-17GPU: Handle the SetShader method call (0xE24) and store the shader config.Subv2-4/+38
2018-03-17GPU: Added the vertex array registers.Subv1-2/+33
2018-03-17GPU: Process command mode 5 (IncreaseOnce) differently from other commands.Subv6-1/+56
Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
2018-03-17GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.Subv1-0/+8
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
2018-03-17GPU: Added Maxwell registers for Shader Program control.Subv1-2/+55
2018-03-05GPU: Intercept writes to the VERTEX_END_GL register.Subv2-1/+18
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.
2018-02-14maxwell_3d: Make constructor explicitLioncash1-1/+1
2018-02-12GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.Subv2-2/+94
Only QueryMode::Write is supported at the moment.
2018-02-12Make a GPU class in VideoCore to contain the GPU state.Subv6-18/+24
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
2018-02-12GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.Subv6-0/+99