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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
2018-11-22maxwell_3d: Implement alternate blend equations.bunnei1-0/+7
- Used by Undertale.
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
2018-11-13gl_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