Commit message (Collapse) | Author | Files | Lines | ||
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2020-11-20 | shader_bytecode: Make use of [[nodiscard]] where applicable | Lioncash | 1 | -73/+79 | |
Ensures that all queried values are made use of. | |||||
2020-11-20 | shader_bytecode: Eliminate variable shadowing | Lioncash | 1 | -15/+17 | |
2020-11-11 | maxwell_3d: Use insert instead of loop push_back | ReinUsesLisp | 1 | -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. | |||||
2020-11-11 | maxwell_3d: Move code to separate functions | ReinUsesLisp | 2 | -151/+124 | |
Deduplicate some code and put it in separate functions so it's easier to understand and profile. | |||||
2020-10-28 | shader/arithmetic: Implement FCMP immediate + register variant | ReinUsesLisp | 1 | -0/+2 | |
Trivially add the encoding for this. | |||||
2020-10-09 | video_core: Enforce -Wclass-memaccess | ReinUsesLisp | 1 | -7/+6 | |
2020-10-03 | video_core: Enforce -Wunused-variable and -Wunused-but-set-variable | ReinUsesLisp | 1 | -2/+0 | |
2020-09-22 | General: Make use of std::nullopt where applicable | Lioncash | 1 | -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. | |||||
2020-09-18 | fermi_2d: Make use of designated initializers | Lioncash | 2 | -8/+8 | |
Same behavior, less repetition. We can also ensure all members of Config are initialized. | |||||
2020-08-22 | video_core: Initialize renderer with a GPU | ReinUsesLisp | 6 | -45/+63 | |
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance. | |||||
2020-08-14 | maxwell_3d: Resolve -Wextra-semi warning | Lioncash | 1 | -1/+1 | |
Semicolons after a function definition aren't necessary. | |||||
2020-08-11 | textures/decoders: Fix block linear to pitch copies | ReinUsesLisp | 1 | -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. | |||||
2020-07-10 | video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changes | ReinUsesLisp | 1 | -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. | |||||
2020-07-08 | maxwell_dma: Rename registers to match official docs and reorder | ReinUsesLisp | 2 | -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. | |||||
2020-06-24 | Addressed issues | David Marcec | 1 | -0/+4 | |
2020-06-24 | Macro HLE support | David Marcec | 2 | -1/+5 | |
2020-06-23 | shader/half_set: Implement HSET2_IMM | ReinUsesLisp | 1 | -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. | |||||
2020-06-08 | texture_cache: Implement rendering to 3D textures | ReinUsesLisp | 1 | -0/+1 | |
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly. | |||||
2020-06-05 | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 5 | -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 | |||||
2020-06-04 | Default init labels and use initializer list for macro engine | David Marcec | 1 | -1/+1 | |
2020-06-03 | Mark parameters as const | David Marcec | 2 | -3/+2 | |
2020-06-02 | Pass by reference instead of copying parameters | David Marcec | 2 | -5/+7 | |
2020-05-30 | Implement macro JIT | David Marcec | 2 | -27/+11 | |
2020-05-28 | maxwell_3d: Reduce severity of logs that can be spammed | ReinUsesLisp | 1 | -6/+7 | |
These logs were killing performance on some games when they were spammed. Reduce them to Debug severity. | |||||
2020-05-27 | maxwell_3d: Initialize line widths | ReinUsesLisp | 1 | -0/+2 | |
Initialize line widths to avoid setting a line width of zero. | |||||
2020-05-27 | maxwell_3d: Initialize polygon modes | ReinUsesLisp | 1 | -0/+2 | |
NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode. | |||||
2020-05-09 | shader_ir: Separate float-point comparisons in ordered and unordered | ReinUsesLisp | 1 | -12/+16 | |
This allows us to use native SPIR-V instructions without having to manually check for NAN. | |||||
2020-05-04 | vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle | ReinUsesLisp | 1 | -0/+1 | |
2020-05-04 | maxwell_3d: Add viewport swizzles | ReinUsesLisp | 2 | -1/+24 | |
2020-04-28 | Clang Format and Documentation. | Fernando Sahmkow | 7 | -8/+14 | |
2020-04-28 | MaxwellDMA: Optimize micro copies. | Fernando Sahmkow | 1 | -0/+40 | |
2020-04-28 | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ReinUsesLisp | 2 | -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). | |||||
2020-04-28 | VideoCore/Engines: Refactor Engines CallMethod. | Fernando Sahmkow | 11 | -56/+76 | |
2020-04-28 | maxwell_3d: Fix depth clamping register | ReinUsesLisp | 1 | -0/+1 | |
Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro. | |||||
2020-04-26 | shader/arithmetic_integer: Implement IADD.X | ReinUsesLisp | 1 | -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. | |||||
2020-04-24 | Fix -Wdeprecated-copy warning. | Markus Wick | 1 | -0/+1 | |
2020-04-23 | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits | ReinUsesLisp | 1 | -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). | |||||
2020-04-23 | Clang Format. | Fernando Sahmkow | 3 | -3/+6 | |
2020-04-23 | Maxwell3D: Process Macros on MultiMethod. | Fernando Sahmkow | 1 | -25/+47 | |
2020-04-23 | DMAPusher: Propagate multimethod writes into the engines. | Fernando Sahmkow | 10 | -0/+92 | |
2020-04-22 | MaxwellDMA: Correct copying on accuracy level. | Fernando Sahmkow | 1 | -2/+7 | |
2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-22 | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. | Fernando Sahmkow | 1 | -1/+0 | |
2020-04-22 | GPU: Fix rebase errors. | Fernando Sahmkow | 1 | -4/+3 | |
2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | 2 | -15/+5 | |
2020-04-22 | GPU: Delay Fences. | Fernando Sahmkow | 2 | -1/+13 | |
2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | 1 | -2/+6 | |
2020-04-22 | UI: Replasce accurate GPU option for GPU Accuracy Level | Fernando Sahmkow | 1 | -1/+1 | |
2020-04-22 | gl_rasterizer: Fix buffers without size | ReinUsesLisp | 1 | -1/+2 | |
On NVN buffers can be enabled but have no size. According to deko3d and the behavior we see in Animal Crossing: New Horizons these buffers get the special address of 0x1000 and limit themselves to 0xfff. Implement buffers without a size by binding a null buffer to OpenGL without a side. https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63 | |||||
2020-04-19 | fixed_pipeline_state: Pack attribute state | ReinUsesLisp | 1 | -1/+1 | |
Reduce FixedPipelineState's size from 1384 to 664 bytes | |||||
2020-04-17 | General: Resolve warnings related to missing declarations | Lioncash | 1 | -1/+1 | |
2020-04-17 | maxwell_3d: Initialize format attributes constant as one | ReinUsesLisp | 1 | -0/+4 | |
nouveau expects this to be true but it doesn't set it. | |||||
2020-04-16 | CMakeLists: Specify -Wextra on linux builds | Lioncash | 1 | -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. | |||||
2020-04-15 | shader/arithmetic: Add FCMP_CR variant | ReinUsesLisp | 1 | -2/+4 | |
Adds another variant of FCMP. | |||||
2020-04-14 | gl_rasterizer: Implement constant vertex attributes | ReinUsesLisp | 1 | -0/+4 | |
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games. | |||||
2020-04-13 | gl_rasterizer: Implement line widths and smooth lines | ReinUsesLisp | 1 | -2/+8 | |
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width. | |||||
2020-04-12 | shader/video: Partially implement VMNMX | ReinUsesLisp | 1 | -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). | |||||
2020-04-12 | video_core: Add MSAA registers in 3D engine and TIC | ReinUsesLisp | 1 | -6/+61 | |
This adds the registers used for multisampling. It doesn't implement anything for now. | |||||
2020-04-07 | shader/conversion: Implement I2I sign extension, saturation and selection | ReinUsesLisp | 1 | -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. | |||||
2020-04-06 | shader/memory: Implement RED.E.ADD | ReinUsesLisp | 1 | -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. | |||||
2020-04-04 | shader_bytecode: Rename MOV_SYS to S2R | ReinUsesLisp | 1 | -2/+2 | |
2020-04-04 | shader_bytecode: Add encoding for BAR | ReinUsesLisp | 1 | -0/+2 | |
2020-04-04 | shader_bytecode: Add encoding for VOTE.VTG | ReinUsesLisp | 1 | -0/+2 | |
2020-04-02 | shader_decompiler: Remove FragCoord.w hack and change IPA implementation | ReinUsesLisp | 1 | -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 | |||||
2020-03-30 | shader_decode: merge GlobalAtomicOp to AtomicOp | namkazy | 1 | -13/+1 | |
2020-03-28 | shader_bytecode: Fix I2I_IMM encoding | ReinUsesLisp | 1 | -1/+1 | |
2020-03-27 | engines/const_buffer_engine_interface: Store image format type | ReinUsesLisp | 1 | -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). | |||||
2020-03-22 | apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs) | namkazy | 1 | -6/+9 | |
2020-03-22 | maxwell_3d: change declaration order | namkazy | 1 | -1/+3 | |
2020-03-22 | maxwell_3d: init shadow_state | namkazy | 1 | -0/+2 | |
2020-03-22 | maxwell_3d: this seem more correct. | namkazy | 1 | -2/+2 | |
2020-03-22 | maxwell_3d: update comments for shadow ram usage | namkazy | 2 | -1/+5 | |
2020-03-22 | maxwell_3d: track shadow ram ctrl and hw reg value | Nguyen Dac Nam | 1 | -0/+10 | |
2020-03-22 | maxwell_3d: implement MME shadow RAM | Nguyen Dac Nam | 1 | -1/+14 | |
2020-03-19 | kepler_compute: Remove unused variables | ReinUsesLisp | 1 | -8/+0 | |
2020-03-16 | shader/shader_ir: Track usage in input attribute and of legacy varyings | ReinUsesLisp | 1 | -0/+6 | |
2020-03-13 | maxwell_3d: Add padding words to XFB entries | ReinUsesLisp | 1 | -2/+4 | |
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement. | |||||
2020-03-13 | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | 1 | -0/+9 | |
2020-03-13 | shader_bytecode: update BFE instructions struct. | Nguyen Dac Nam | 1 | -8/+3 | |
2020-03-10 | gl_rasterizer: Implement polygon modes and fill rectangles | ReinUsesLisp | 1 | -2/+20 | |
2020-03-09 | engines/maxwell_3d: Add TFB registers and store them in shader registry | ReinUsesLisp | 1 | -2/+32 | |
2020-03-09 | const_buffer_engine_interface: Store component types | ReinUsesLisp | 3 | -45/+26 | |
This is required for Vulkan. Sampling integer textures with float handles is illegal. | |||||
2020-02-28 | state_tracker: Remove type traits with named structures | ReinUsesLisp | 1 | -4/+8 | |
2020-02-28 | maxwell_3d: Use two tables instead of three for dirty flags | ReinUsesLisp | 1 | -1/+1 | |
2020-02-28 | maxwell_3d: Change write dirty flags to a bitset | ReinUsesLisp | 1 | -4/+2 | |
2020-02-28 | maxwell_3d: Flatten cull and front face registers | ReinUsesLisp | 2 | -19/+17 | |
2020-02-28 | video_core: Reintroduce dirty flags infrastructure | ReinUsesLisp | 5 | -1/+36 | |
2020-02-28 | gl_state: Remove clip distances tracking | ReinUsesLisp | 1 | -10/+1 | |
2020-02-28 | gl_state: Remove viewport and depth range tracking | ReinUsesLisp | 1 | -9/+9 | |
2020-02-28 | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 5 | -264/+1 | |
2020-02-16 | texture_cache: Implement layered framebuffer attachments | ReinUsesLisp | 1 | -2/+7 | |
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer. | |||||
2020-02-14 | maxwell_3d: Unify draw methods | ReinUsesLisp | 1 | -2/+2 | |
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods. | |||||
2020-02-14 | gl_query_cache: Optimize query cache | ReinUsesLisp | 1 | -3/+8 | |
Use a custom cache instead of relying on a ranged cache. | |||||
2020-02-14 | gl_query_cache: Implement host queries using a deferred cache | ReinUsesLisp | 2 | -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. | |||||
2020-02-14 | maxwell_3d: Slow implementation of passed samples (query 21) | ReinUsesLisp | 2 | -17/+60 | |
Implements GL_SAMPLES_PASSED by waiting immediately for queries. | |||||
2020-02-13 | GPU: Address Feedback. | Fernando Sahmkow | 1 | -5/+2 | |
2020-02-10 | GPU: Implement GPU Clock correctly. | Fernando Sahmkow | 1 | -1/+2 | |
2020-02-10 | Maxwell3D: Correct query reporting. | Fernando Sahmkow | 2 | -51/+58 | |
2020-02-05 | shader/decode: Fix constant buffer offsets | ReinUsesLisp | 1 | -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. | |||||
2020-02-04 | gl_rasterizer: Implement GL_POINT_SPRITE | ReinUsesLisp | 1 | -1/+6 | |
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour. | |||||
2020-02-02 | maxwell_3d: Fix stencil back mask | ReinUsesLisp | 1 | -3/+3 | |
2020-02-02 | shader/shift: Implement SHF_LEFT_{IMM,R} | ReinUsesLisp | 1 | -0/+20 | |
Shifts a pair of registers to the left and returns the high register. | |||||
2020-01-27 | shader/bfi: Implement register-constant buffer variant | ReinUsesLisp | 1 | -0/+2 | |
It's the same as the variant that was implemented, but it takes the operands from another source. | |||||
2020-01-27 | shader/arithmetic: Implement FCMP | ReinUsesLisp | 1 | -0/+7 | |
Compares the third operand with zero, then selects between the first and second. | |||||
2020-01-26 | shader/memory: Implement ATOM.ADD | ReinUsesLisp | 1 | -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. | |||||
2020-01-24 | Shader_IR: Allow constant access of guest driver. | Fernando Sahmkow | 5 | -0/+13 | |
2020-01-24 | GPU: Implement guest driver profile and deduce texture handler sizes. | Fernando Sahmkow | 5 | -0/+15 | |
2020-01-18 | vk_graphics_pipeline: Set front facing properly | ReinUsesLisp | 1 | -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. | |||||
2020-01-16 | shader/memory: Implement ATOMS.ADD.U32 | ReinUsesLisp | 1 | -3/+34 | |
2020-01-16 | maxwell_3d: Make dirty_pointers private | Lioncash | 1 | -2/+2 | |
This isn't used outside of the class itself, so we can make it private for the time being. | |||||
2020-01-15 | gl_state: Implement PROGRAM_POINT_SIZE | ReinUsesLisp | 1 | -1/+9 | |
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE. | |||||
2020-01-03 | yuzu: Remove Maxwell debugger | ReinUsesLisp | 1 | -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. | |||||
2019-12-23 | maxwell_3d: Add depth bounds registers | ReinUsesLisp | 1 | -6/+14 | |
2019-12-20 | shader/r2p: Refactor P2R to support P2R | ReinUsesLisp | 1 | -1/+3 | |
2019-12-18 | gl_rasterizer: Implement RASTERIZE_ENABLE | ReinUsesLisp | 2 | -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. | |||||
2019-12-18 | shader_bytecode: Fix TLD4S encoding | ReinUsesLisp | 1 | -1/+1 | |
2019-12-16 | shader/texture: Implement TLD4.PTP | ReinUsesLisp | 1 | -6/+6 | |
2019-12-12 | Shader_Ir: Correct TLD4S encoding and implement f16 flag. | Fernando Sahmkow | 1 | -1/+2 | |
2019-12-11 | Maxwell3D: Implement Depth Mode. | Fernando Sahmkow | 1 | -6/+7 | |
This commit finishes adding depth mode that was reverted before due to other unresolved issues. | |||||
2019-12-10 | shader: Implement MEMBAR.GL | ReinUsesLisp | 1 | -1/+17 | |
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V. | |||||
2019-12-10 | shader_ir/memory: Implement patch stores | ReinUsesLisp | 1 | -1/+2 | |
2019-12-07 | maxwell_3d: Add tessellation tess level registers | ReinUsesLisp | 1 | -1/+6 | |
2019-12-07 | maxwell_3d: Add tessellation mode register | ReinUsesLisp | 1 | -1/+28 | |
2019-12-07 | maxwell_3d: Add patch vertices register | ReinUsesLisp | 1 | -1/+4 | |
2019-12-07 | shader_bytecode: Remove corrupted character | ReinUsesLisp | 1 | -1/+1 | |
2019-11-23 | gl_shader_cache: Remove dynamic BaseBinding specialization | ReinUsesLisp | 2 | -1/+1 | |
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 6 | -35/+43 | |
2019-11-23 | gl_shader_cache: Specialize local memory size for compute shaders | ReinUsesLisp | 1 | -1/+6 | |
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters. | |||||
2019-11-23 | gl_shader_cache: Specialize shader workgroup | ReinUsesLisp | 1 | -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. | |||||
2019-11-15 | texture_cache: Use a table instead of switch for texture formats | ReinUsesLisp | 1 | -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. | |||||
2019-11-14 | Shader_IR: Implement TXD instruction. | Fernando Sahmkow | 1 | -0/+20 | |
2019-11-14 | Shader_IR: Implement FLO instruction. | Fernando Sahmkow | 1 | -0/+6 | |
2019-11-14 | Shader_Bytecode: Add encodings for FLO, SHF and TXD | Fernando Sahmkow | 1 | -0/+18 | |
2019-11-13 | maxwell_3d: Fix stencil_back_func_mask offset | ReinUsesLisp | 1 | -3/+3 | |
stencil_back_func_mask and stencil_back_mask were misplaced. This commit addresses that issue. | |||||
2019-11-08 | video_core: Silence implicit conversion warnings | ReinUsesLisp | 2 | -6/+9 | |
2019-11-08 | shader_ir/warp: Implement FSWZADD | ReinUsesLisp | 1 | -0/+10 | |
2019-11-04 | common_func: Use std::array for INSERT_PADDING_* macros. | bunnei | 6 | -104/+106 | |
- Zero initialization here is useful for determinism. | |||||
2019-10-30 | Shader_IR: Fix TLD4 and add Bindless Variant. | Fernando Sahmkow | 1 | -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. | |||||
2019-10-28 | maxwell_3d/kepler_compute: Remove unused arguments in GetTexture | ReinUsesLisp | 4 | -31/+14 | |
2019-10-28 | video_core/textures: Remove unused index entry in FullTextureInfo | ReinUsesLisp | 1 | -1/+0 | |
2019-10-28 | maxwell_3d: Remove unused method GetStageTextures | ReinUsesLisp | 2 | -42/+0 | |
2019-10-27 | maxwell_3d: Silence implicit conversion warnings | ReinUsesLisp | 2 | -24/+25 | |
While we are at it, unify types for dirty reg pointers. | |||||
2019-10-26 | Shader_IR: Address Feedback. | Fernando Sahmkow | 1 | -3/+6 | |
2019-10-25 | Shader_IR: Clang format | Fernando Sahmkow | 1 | -2/+1 | |
2019-10-25 | gl_shader_disk_cache: Store and load fast BRX | ReinUsesLisp | 1 | -19/+16 | |
2019-10-25 | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it | Fernando Sahmkow | 5 | -4/+151 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 5 | -6/+36 | |
2019-10-24 | shader_bytecode: Make Matcher constexpr capable | Lioncash | 1 | -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. | |||||
2019-10-20 | maxwell_3d: Reduce FlushMMEInlineDraw logging to Trace | ReinUsesLisp | 1 | -1/+1 | |
2019-10-18 | Fermi2D: Use a different formula for delimiting blit areas. | Fernando Sahmkow | 1 | -14/+28 | |
2019-10-17 | Fermi2D: limit blit area to only available area | Fernando Sahmkow | 1 | -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 | |||||
2019-10-15 | maxwell_3d: Silence truncation warnings | Lioncash | 1 | -1/+2 | |
A trivial warning caused by not using size_t as the argument types instead of u32. | |||||
2019-10-05 | maxwell_3d: Add dirty flags for depth bounds values | ReinUsesLisp | 2 | -1/+10 | |
This is useful in Vulkan where we want to update depth bounds without caring if it's enabled or disabled through vkCmdSetDepthBounds. | |||||
2019-09-22 | Maxwell3D: Corrections and refactors to MME instance refactor | Fernando Sahmkow | 2 | -33/+43 | |
2019-09-22 | Fix clang-format | FearlessTobi | 1 | -1/+1 | |
2019-09-22 | fermi_2d: Lower surface copy log severity to DEBUG | FearlessTobi | 1 | -1/+1 | |
2019-09-21 | gl_shader_decompiler: Use uint for images and fix SUATOM | ReinUsesLisp | 1 | -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. | |||||
2019-09-21 | shader/image: Implement SULD and remove irrelevant code | ReinUsesLisp | 1 | -1/+1 | |
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array. | |||||
2019-09-21 | shader_bytecode: Add SULD encoding | ReinUsesLisp | 1 | -0/+2 | |
2019-09-21 | Shader_IR: ICMP corrections and fixes | Fernando Sahmkow | 1 | -0/+2 | |
2019-09-21 | Mark DrawArrays as LOG_TRACE | David Marcec | 1 | -1/+1 | |
There's no reason to clog logs with DrawArray. | |||||
2019-09-20 | Shader_IR: Implement ICMP. | Fernando Sahmkow | 1 | -0/+11 | |
2019-09-19 | Rasterizer: Refactor and simplify DrawBatch Interface. | Fernando Sahmkow | 1 | -2/+2 | |
2019-09-19 | VideoCore: Corrections to the MME Inliner and removal of hacky instance management. | Fernando Sahmkow | 2 | -10/+32 | |
2019-09-19 | Video Core: initial Implementation of InstanceDraw Packaging | Fernando Sahmkow | 2 | -1/+96 | |
2019-09-17 | shader_ir/warp: Implement SHFL | ReinUsesLisp | 1 | -0/+18 | |
2019-09-15 | maxwell_3d: Update firmware 4 call stub commentary | Rodrigo Locatti | 1 | -1/+2 | |
2019-09-11 | shader/image: Implement SUATOM and fix SUST | ReinUsesLisp | 1 | -0/+32 | |
2019-09-11 | renderer_opengl: Fix sRGB blits | ReinUsesLisp | 1 | -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. | |||||
2019-09-06 | gl_rasterizer: Implement image bindings | ReinUsesLisp | 1 | -0/+1 | |
2019-09-06 | kepler_compute: Implement texture queries | ReinUsesLisp | 2 | -4/+72 | |
2019-09-04 | Revert "Revert #2466" and stub FirmwareCall 4 | ReinUsesLisp | 2 | -1/+18 | |
2019-09-04 | shader/shift: Implement SHR wrapped and clamped variants | ReinUsesLisp | 1 | -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. | |||||
2019-09-04 | maxwell_3d: Avoid moving macro_params | ReinUsesLisp | 2 | -4/+6 | |
2019-09-01 | maxwell_3d: Fix macro binding cursor | ReinUsesLisp | 2 | -10/+4 | |
2019-08-30 | video_core: Silent miscellaneous warnings (#2820) | Rodrigo Locatti | 7 | -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 | |||||
2019-08-28 | shader_ir/conversion: Split int and float selector and implement F2F H1 | ReinUsesLisp | 1 | -1/+8 | |
2019-08-28 | shader_ir/conversion: Implement F2I F16 Ra.H1 | ReinUsesLisp | 1 | -2/+1 | |
2019-08-28 | float_set_predicate: Add missing negation bit for the second operand | ReinUsesLisp | 1 | -0/+1 | |
2019-08-21 | shader_ir: Implement VOTE | ReinUsesLisp | 1 | -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. | |||||
2019-08-04 | shader_ir: Implement NOP | ReinUsesLisp | 1 | -0/+7 | |
2019-07-26 | MaxwellDMA: Fixes, corrections and relaxations. | Fernando Sahmkow | 1 | -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. | |||||
2019-07-20 | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F. | Fernando Sahmkow | 1 | -2/+0 | |
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done. | |||||
2019-07-20 | Maxwell3D: Reorganize and address feedback | Fernando Sahmkow | 2 | -2/+6 | |
2019-07-20 | shader/half_set_predicate: Implement missing HSETP2 variants | ReinUsesLisp | 1 | -6/+20 | |
2019-07-18 | MaxwellDMA/KeplerCopy: Downgrade DMA log message to Trace. | Fernando Sahmkow | 1 | -1/+1 | |
This log was just to know which games used DMA. It's no longer important. | |||||
2019-07-17 | GL_State: Feedback and fixes | Fernando Sahmkow | 1 | -1/+7 | |
2019-07-17 | Maxwell3D: Address Feedback | Fernando Sahmkow | 2 | -13/+10 | |
2019-07-17 | GL_Rasterizer: Corrections to Clearing. | Fernando Sahmkow | 1 | -1/+1 | |
2019-07-17 | Maxwell3D: Correct marking dirtiness on CB upload | Fernando Sahmkow | 1 | -0/+1 | |
2019-07-17 | GL_Rasterizer: Rework RenderTarget/DepthBuffer clearing | Fernando Sahmkow | 1 | -1/+0 | |
2019-07-17 | Maxwell3D: Implement State Dirty Flags. | Fernando Sahmkow | 2 | -6/+86 | |
2019-07-17 | Maxwell3D: Rework CBData Upload | Fernando Sahmkow | 2 | -8/+45 | |
2019-07-17 | Maxwell3D: Rework the dirty system to be more consistant and scaleable | Fernando Sahmkow | 5 | -61/+155 | |
2019-07-17 | maxwell3d: Implement Conditional Rendering | Fernando Sahmkow | 2 | -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. | |||||
2019-07-15 | gl_rasterizer: Implement compute shaders | ReinUsesLisp | 1 | -3/+4 | |
2019-07-09 | shader_ir: Implement BRX & BRA.CC | Fernando Sahmkow | 1 | -0/+16 | |
2019-07-08 | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders | ReinUsesLisp | 1 | -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. | |||||
2019-07-07 | shader/texture: Add F16 support for TLDS | ReinUsesLisp | 1 | -1/+2 | |
2019-07-06 | gl_rasterizer: Minor style changes | ReinUsesLisp | 1 | -0/+1 | |
2019-07-05 | video_core: Implement GPU side Syncpoints | Fernando Sahmkow | 1 | -2/+3 | |
2019-06-24 | shader_bytecode: Include missing <array> | ReinUsesLisp | 1 | -0/+1 | |
2019-06-21 | surface: Correct format S8Z24 | Fernando Sahmkow | 1 | -1/+1 | |
2019-06-21 | decoders: correct block calculation | Fernando Sahmkow | 5 | -10/+10 | |
2019-06-21 | fermi2d: Correct Origin Mode | Fernando Sahmkow | 1 | -5/+10 | |
2019-06-21 | texture_cache: Fermi2D reform and implement View Mirage | Fernando Sahmkow | 2 | -14/+40 | |
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general. | |||||
2019-06-21 | shader: Decode SUST and implement backing image functionality | ReinUsesLisp | 1 | -2/+64 | |
2019-06-21 | maxwell_3d: Partially implement texture buffers as 1D textures | ReinUsesLisp | 1 | -8/+4 | |
2019-06-21 | shader: Implement texture buffers | ReinUsesLisp | 1 | -0/+16 | |
2019-06-21 | texture_cache: loose TryReconstructSurface when accurate GPU is not on. | Fernando Sahmkow | 1 | -1/+1 | |
Also corrects some asserts. | |||||
2019-06-21 | engine_upload: Addapt to new Texture Cache | Fernando Sahmkow | 2 | -5/+5 | |
2019-06-21 | video_core: Use un-shifted block sizes to avoid integer divisions | ReinUsesLisp | 2 | -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). | |||||
2019-06-08 | kepler_compute: Use std::array for cbuf info | ReinUsesLisp | 1 | -2/+3 | |
2019-06-08 | kepler_compute: Fix block_dim_x encoding | ReinUsesLisp | 1 | -1/+1 | |
2019-06-08 | video_core/engines: Move ConstBufferInfo out of Maxwell3D | ReinUsesLisp | 3 | -10/+19 | |
2019-06-04 | shader_bytecode: Mark EXIT as flow instruction | Fernando Sahmkow | 1 | -1/+1 | |
2019-05-21 | shader/memory: Implement ST (generic memory) | ReinUsesLisp | 1 | -0/+1 | |
2019-05-21 | shader/memory: Implement LD (generic memory) | ReinUsesLisp | 1 | -4/+15 | |
2019-05-14 | maxwell_3d: reduce sevirity of different component formats assert. | Fernando Sahmkow | 1 | -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. | |||||
2019-05-14 | video_core/engines/engine_upload: Amend constructor initializer list order | Lioncash | 1 | -1/+1 | |
Silences a -Wreorder warning. | |||||
2019-05-14 | video_core/engines/engine_upload: Default destructor in the cpp file | Lioncash | 2 | -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. | |||||
2019-05-14 | video_core/engines/engine_upload: Remove unnecessary const on parameters in function declarations | Lioncash | 1 | -2/+2 | |
These only apply in the definition of the function. They can be omitted from the declaration. | |||||
2019-05-14 | video_core/engines/engine_upload: Remove unnecessary includes | Lioncash | 2 | -2/+2 | |
2019-05-14 | video_core/engines/maxwell3d: Get rid of three magic values in CallMethod() | Lioncash | 1 | -3/+3 | |
We can use the named constant instead of using 32 directly. | |||||
2019-05-14 | video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults() | Lioncash | 1 | -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. | |||||
2019-05-14 | video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs | Lioncash | 1 | -0/+2 | |
std::memset is used to clear the entire register structure, which requires that the Regs struct be trivially copyable (otherwise undefined behavior is invoked). This prevents the case where a non-trivial type is potentially added to the struct. | |||||
2019-05-03 | shader_ir/other: Implement IPA.IDX | ReinUsesLisp | 1 | -0/+1 | |
2019-05-03 | shader_ir/memory: Implement physical input attributes | ReinUsesLisp | 1 | -0/+4 | |
2019-05-03 | gl_shader_decompiler: Declare all possible varyings on physical attribute usage | ReinUsesLisp | 1 | -0/+1 | |
2019-05-03 | shader_bytecode: Add AL2P decoding | ReinUsesLisp | 1 | -2/+15 | |
2019-05-01 | Refactors and name corrections. | Fernando Sahmkow | 6 | -35/+35 | |
2019-04-23 | Fixes and Corrections to DMA Engine | Fernando Sahmkow | 2 | -37/+57 | |
2019-04-23 | Add Swizzle Parameters to the DMA engine | Fernando Sahmkow | 2 | -2/+27 | |
2019-04-23 | Add Documentation Headers to all the GPU Engines | Fernando Sahmkow | 5 | -0/+29 | |
2019-04-23 | Corrections and styling | Fernando Sahmkow | 5 | -6/+9 | |
2019-04-23 | Implement Maxwell3D Data Upload | Fernando Sahmkow | 2 | -3/+32 | |
2019-04-23 | Introduce skeleton of the GPU Compute Engine. | Fernando Sahmkow | 2 | -7/+201 | |
2019-04-23 | Revamp Kepler Memory to use a subegine to manage uploads | Fernando Sahmkow | 4 | -92/+131 | |
2019-04-18 | video_core: Silent -Wswitch warnings | ReinUsesLisp | 1 | -2/+3 | |
2019-04-16 | Use ReadBlockUnsafe on TIC and TSC reading | Fernando Sahmkow | 1 | -2/+2 | |
Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed from host GPU there. | |||||
2019-04-16 | Use WriteBlock and ReadBlock. | Fernando Sahmkow | 1 | -10/+6 | |
2019-04-16 | Implement Block Linear copies in Kepler Memory. | Fernando Sahmkow | 1 | -5/+14 | |
2019-04-16 | Do some corrections in conversion shader instructions. | Fernando Sahmkow | 1 | -7/+20 | |
Corrects encodings for I2F, F2F, I2I and F2I Implements Immediate variants of all four conversion types. Add assertions to unimplemented stuffs. | |||||
2019-04-15 | Correct Kepler Memory on Linear Pushes. | Fernando Sahmkow | 2 | -16/+48 | |
2019-04-14 | shader_ir: Implement STG, keep track of global memory usage and flush | ReinUsesLisp | 1 | -0/+6 | |
2019-04-08 | Correct LOP_IMN encoding | Fernando Sahmkow | 1 | -1/+1 | |
2019-04-08 | Correct XMAD mode, psl and high_b on different encodings. | Fernando Sahmkow | 1 | -0/+3 | |
2019-04-08 | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. | Fernando Sahmkow | 3 | -3/+13 | |
2019-04-08 | Implement TXQ_B | Fernando Sahmkow | 1 | -0/+2 | |
2019-04-08 | Corrections to TEX_B | Fernando Sahmkow | 1 | -0/+32 | |
2019-04-08 | Implement Bindless Handling on SetupTexture | Fernando Sahmkow | 2 | -13/+22 | |
2019-04-08 | Implement Bindless Samplers and TEX_B in the IR. | Fernando Sahmkow | 1 | -0/+2 | |
2019-04-06 | maxwell_3d: Reduce severity of ProcessSyncPoint | ReinUsesLisp | 1 | -2/+2 | |
2019-04-06 | Implement SyncPoint Register in the GPU. | Fernando Sahmkow | 2 | -1/+27 | |
2019-04-06 | video_core/engines: Make memory manager members private | Lioncash | 9 | -13/+14 | |
These aren't used externally by anything, so they can be made private data members. | |||||
2019-04-06 | video_core/engines: Remove unnecessary inclusions where applicable | Lioncash | 9 | -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 | |||||
2019-04-03 | shader_ir/memory: Reduce severity of LD_L cache management and log it | ReinUsesLisp | 1 | -0/+7 | |
2019-04-03 | shader_ir/memory: Reduce severity of ST_L cache management and log it | ReinUsesLisp | 1 | -1/+8 | |
2019-03-21 | maxwell_dma: Check for valid source in destination before copy. | bunnei | 1 | -0/+10 | |
- Avoid a crash in Octopath Traveler. | |||||
2019-03-21 | gpu: Rewrite virtual memory manager using PageTable. | bunnei | 2 | -5/+5 | |
2019-03-16 | video_core: Refactor to use MemoryManager interface for all memory access. | bunnei | 3 | -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 | |||||
2019-03-15 | gpu: Use host address for caching instead of guest address. | bunnei | 3 | -4/+12 | |
2019-03-07 | gpu: Move command processing to another thread. | bunnei | 2 | -3/+3 | |
2019-03-06 | video_core/engines: Remove unnecessary includes | Lioncash | 8 | -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. | |||||
2019-02-27 | common/math_util: Move contents into the Common namespace | Lioncash | 2 | -5/+5 | |
These types are within the common library, so they should be within the Common namespace. | |||||
2019-02-26 | maxwell_3d: Use std::bitset to manage dirty flags | ReinUsesLisp | 2 | -41/+40 | |
2019-02-26 | shader/decode: Remove extras from MetaTexture | ReinUsesLisp | 1 | -4/+4 | |
2019-02-26 | shader/decode: Split memory and texture instructions decoding | ReinUsesLisp | 1 | -8/+9 | |
2019-02-16 | video_core: Remove usages of System::GetInstance() within the engines | Lioncash | 6 | -16/+39 | |
Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface. | |||||
2019-02-16 | core_timing: Convert core timing into a class | Lioncash | 1 | -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. | |||||
2019-02-14 | shader_decompiler: Improve Accuracy of Attribute Interpolation. | Fernando Sahmkow | 2 | -6/+41 | |
2019-02-12 | core_timing: Rename CoreTiming namespace to Core::Timing | Lioncash | 1 | -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. | |||||
2019-02-11 | Corrected F2I None mode to RoundEven. | Fernando Sahmkow | 1 | -1/+1 | |
2019-02-10 | kepler_compute: Fixup assert and rename engines | ReinUsesLisp | 3 | -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. | |||||
2019-02-07 | gl_rasterizer: Implement a more accurate fermi 2D copy. | bunnei | 2 | -52/+39 | |
- This is a blit, use the blit registers. | |||||
2019-02-04 | Update src/video_core/engines/shader_bytecode.h | Mat M | 1 | -1/+1 | |
Co-Authored-By: FernandoS27 <fsahmkow27@gmail.com> | |||||
2019-02-03 | Fix TXQ not using the component mask. | Fernando Sahmkow | 1 | -0/+4 | |
2019-02-03 | video_core: Assert on invalid GPU to CPU address queries | ReinUsesLisp | 4 | -41/+54 | |
2019-02-03 | maxwell_3d: Allow sampler handles with TSC id zero | ReinUsesLisp | 1 | -10/+6 | |
2019-02-03 | maxwell_3d: Allow texture handles with TIC id zero | ReinUsesLisp | 1 | -16/+7 | |
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused. | |||||
2019-02-03 | shader_bytecode: Rename BytesN enums to BitsN | ReinUsesLisp | 1 | -3/+3 | |
2019-01-30 | shader_ir: Unify constant buffer offset values | ReinUsesLisp | 1 | -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. | |||||
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+8 | |
2019-01-22 | maxwell_3d: Set rt_separate_frag_data to 1 by default | ReinUsesLisp | 1 | -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). | |||||
2019-01-15 | shader_decode: Implement VMAD and VSETP | ReinUsesLisp | 1 | -2/+3 | |
2019-01-15 | shader_decode: Implement HFMA2 | ReinUsesLisp | 1 | -0/+1 | |
2019-01-15 | shader_decode: Fixup clang-format | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | shader_ir: Initial implementation | ReinUsesLisp | 1 | -0/+4 | |
2019-01-15 | shader_bytecode: Fixup encoding | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | shader_header: Make local memory size getter constant | ReinUsesLisp | 1 | -1/+1 | |
2019-01-07 | gl_rasterizer_cache: Use dirty flags for the depth buffer | ReinUsesLisp | 2 | -0/+12 | |
2019-01-07 | gl_rasterizer_cache: Use dirty flags for color buffers | ReinUsesLisp | 2 | -0/+12 | |
2019-01-07 | gl_shader_cache: Use dirty flags for shaders | ReinUsesLisp | 2 | -0/+11 | |
2018-12-26 | shader_bytecode: Fixup TEXS.F16 encoding | ReinUsesLisp | 1 | -1/+1 | |
2018-12-19 | Fixed uninitialized memory due to missing returns in canary | David Marcec | 2 | -0/+4 | |
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used. | |||||
2018-12-18 | shader_bytecode: Fixup half float's operator B encoding | ReinUsesLisp | 1 | -1/+1 | |
2018-12-17 | Implement postfactor multiplication/division for fmul instructions | heapo | 1 | -1/+1 | |
2018-12-05 | gl_shader_decompiler: Implement TEXS.F16 | ReinUsesLisp | 1 | -1/+2 | |
2018-11-29 | gl_rasterizer: Enable clip distances when set in register and in shader | ReinUsesLisp | 1 | -0/+1 | |
2018-11-27 | gpu: Rewrite GPU command list processing with DmaPusher class. | bunnei | 10 | -47/+52 | |
- More accurate impl., fixes Undertale (among other games). | |||||
2018-11-27 | Implement depth clamp | Rodolfo Bogado | 1 | -1/+9 | |
2018-11-27 | Add support for Clip Distance enabled register | Rodolfo Bogado | 1 | -1/+15 | |
2018-11-27 | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784) | Marcos | 1 | -4/+26 | |
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor. | |||||
2018-11-26 | Implemented Tile Width Spacing | FernandoS27 | 1 | -2/+2 | |
2018-11-25 | gl_shader_decompiler: Implement S2R's Y_DIRECTION | ReinUsesLisp | 1 | -0/+1 | |
2018-11-24 | Add support for viewport_transfom_enable register | Rodolfo Bogado | 1 | -1/+9 | |
2018-11-24 | Add support for clear_flags register | Rodolfo Bogado | 1 | -1/+11 | |
2018-11-23 | Added predicate comparison LessEqualWithNan (#1736) | Hexagon12 | 1 | -0/+1 | |
* Added predicate comparison LessEqualWithNan * oops * Clang fix | |||||
2018-11-23 | gl_shader_decompiler: Implement clip distances | ReinUsesLisp | 2 | -1/+12 | |
2018-11-22 | maxwell_3d: Implement alternate blend equations. | bunnei | 1 | -0/+7 | |
- Used by Undertale. | |||||
2018-11-22 | gl_shader_decompiler: Rename control codes to condition codes | ReinUsesLisp | 1 | -4/+3 | |
2018-11-21 | gl_shader_decompiler: Implement BFI_IMM_R | ReinUsesLisp | 1 | -0/+3 | |
2018-11-21 | gl_shader_decompiler: Implement R2P_IMM | ReinUsesLisp | 1 | -0/+14 | |
2018-11-21 | maxwell_3d: Initialize rasterizer color mask registers as enabled. | bunnei | 1 | -0/+9 | |
- Fixes rendering regression with Sonic Mania. | |||||
2018-11-17 | small fix for alphaToOne bit location | Rodolfo Bogado | 1 | -2/+2 | |
2018-11-17 | fix for gcc compilation | Rodolfo Bogado | 1 | -60/+61 | |
2018-11-17 | add AlphaToCoverage and AlphaToOne | Rodolfo Bogado | 1 | -1/+7 | |
2018-11-17 | add support for fragment_color_clamp | Rodolfo Bogado | 1 | -1/+4 | |
2018-11-17 | set default value for point size register | Rodolfo Bogado | 1 | -0/+3 | |
2018-11-17 | fix viewport and scissor behavior | Rodolfo Bogado | 2 | -12/+18 | |
2018-11-17 | gl_rasterizer: Skip VB upload if the state is clean. | Markus Wick | 5 | -0/+34 | |
2018-11-13 | gl_rasterizer: Minor cleanup | Frederic L | 1 | -4/+2 | |
Minor code cleanup from unaddressed feedback in #1654 | |||||
2018-11-11 | Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors. | Rodolfo Bogado | 2 | -0/+21 | |
2018-11-06 | gl_rasterizer: Skip VAO binding if the state is clean. | Markus Wick | 2 | -0/+14 | |
2018-11-05 | Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets. | Rodolfo Bogado | 1 | -3/+20 | |
2018-11-05 | Implement multi-target viewports and blending | Rodolfo Bogado | 2 | -2/+28 | |
2018-11-01 | maxwell_3d: Restructure macro upload to use a single macro code memory. | bunnei | 2 | -12/+39 | |
- Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey. | |||||
2018-10-30 | Assert Control Codes Generation | FernandoS27 | 1 | -1/+5 | |
2018-10-30 | global: Use std::optional instead of boost::optional (#1578) | Frederic L | 2 | -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 | |||||
2018-10-29 | Assert Control Flow Instructions using Control Codes | FernandoS27 | 1 | -1/+2 | |
2018-10-28 | Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support | Rodolfo Bogado | 1 | -1/+6 | |
2018-10-26 | gl_rasterizer: Implement primitive restart. | bunnei | 1 | -1/+9 | |
2018-10-26 | maxwell_3d: Add code for initializing register defaults. | bunnei | 2 | -1/+21 | |
2018-10-24 | Implemented LD_L and ST_L | FernandoS27 | 2 | -0/+36 | |
2018-10-24 | maxwell_3d: Remove unused variable within ProcessQueryGet() | Lioncash | 1 | -1/+0 | |
2018-10-23 | Implement PointSize | FernandoS27 | 1 | -0/+1 | |
2018-10-23 | gl_shader_decompiler: Implement VSETP | ReinUsesLisp | 1 | -0/+2 | |
2018-10-23 | gl_shader_decompiler: Abstract VMAD into a video subset | ReinUsesLisp | 1 | -3/+13 | |
2018-10-23 | Added Saturation to FMUL32I | FernandoS27 | 1 | -0/+4 | |
2018-10-22 | Implemented Alpha Testing | FernandoS27 | 1 | -1/+3 | |
2018-10-22 | Fixed FSETP and FSET | FernandoS27 | 1 | -2/+0 | |
2018-10-20 | engines/maxwell_*: Use nested namespace specifiers where applicable | Lioncash | 3 | -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. | |||||
2018-10-20 | maxwell_dma: Make variables const where applicable within HandleCopy() | Lioncash | 1 | -3/+3 | |
These are never modified, so we can make that assumption explicit. | |||||
2018-10-20 | maxwell_dma: Make FlushAndInvalidate's size parameter a u64 | Lioncash | 1 | -1/+1 | |
This prevents truncation warnings at the lambda's usage sites. | |||||
2018-10-20 | maxwell_dma: Remove unused variables in HandleCopy() | Lioncash | 1 | -3/+0 | |
These pointer variables are never used, so we can get rid of them. | |||||
2018-10-19 | GPU: Improved implementation of maxwell DMA (Subv). | bunnei | 2 | -16/+65 | |
2018-10-19 | GPU: Invalidate destination address of kepler_memory writes. | bunnei | 2 | -2/+16 | |
2018-10-19 | fermi_2d: Add support for more accurate surface copies. | bunnei | 1 | -3/+6 | |
2018-10-18 | gl_shader_decompiler: Implement PBK and BRK | ReinUsesLisp | 1 | -3/+7 | |
2018-10-18 | Implement 3D Textures | FernandoS27 | 1 | -1/+4 | |
2018-10-15 | shader_bytecode: Add Control Code enum 0xf | ReinUsesLisp | 1 | -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. | |||||
2018-10-15 | gl_shader_decompiler: Implement HSET2_R | ReinUsesLisp | 1 | -0/+18 | |
2018-10-15 | gl_shader_decompiler: Implement HSETP2_R | ReinUsesLisp | 1 | -0/+20 | |
2018-10-15 | gl_shader_decompiler: Implement HFMA2 instructions | ReinUsesLisp | 1 | -0/+32 | |
2018-10-15 | gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMM | ReinUsesLisp | 1 | -0/+30 | |
2018-10-15 | gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructions | ReinUsesLisp | 1 | -0/+25 | |
2018-10-15 | gl_shader_decompiler: Setup base for half float unpacking and setting | ReinUsesLisp | 1 | -0/+20 | |
2018-10-13 | Propagate depth and depth_block on modules using decoders | FernandoS27 | 3 | -10/+18 | |
2018-10-11 | gl_shader_decompiler: Implement VMAD | ReinUsesLisp | 1 | -0/+36 | |
2018-10-10 | Add memory Layout to Render Targets and Depth Buffers | FernandoS27 | 1 | -2/+14 | |
2018-10-10 | Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depth | FernandoS27 | 2 | -4/+22 | |
2018-10-09 | Assert Scissor tests | FernandoS27 | 1 | -1/+16 | |
2018-10-07 | gl_shader_decompiler: Implement geometry shaders | ReinUsesLisp | 1 | -0/+112 | |
2018-10-06 | fermi_2d: Implement simple copies with AccelerateSurfaceCopy. | bunnei | 2 | -23/+35 | |
2018-10-04 | gl_rasterizer: Implement quads topology | ReinUsesLisp | 1 | -0/+6 | |
2018-09-28 | video_core: Implement point_size and add point state sync | ReinUsesLisp | 1 | -1/+6 | |
2018-09-28 | gl_state: Pack sampler bindings into a single ARB_multi_bind | ReinUsesLisp | 1 | -0/+1 | |
2018-09-26 | video_core: Add asserts for CS, TFB and alpha testing | ReinUsesLisp | 3 | -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. | |||||
2018-09-21 | shader_bytecode: Lay out the Ipa-related enums better | Lioncash | 1 | -2/+12 | |
This is more consistent with the surrounding enums. | |||||
2018-09-21 | shader_bytecode: Make operator== and operator!= of IpaMode const qualified | Lioncash | 1 | -6/+7 | |
These don't affect the state of the struct and can be const member functions. | |||||
2018-09-17 | Implemented I2I.CC on the NEU control code, used by SMO | FernandoS27 | 1 | -1/+1 | |
2018-09-17 | Implemented CSETP | FernandoS27 | 1 | -0/+11 | |
2018-09-17 | Implemented Control Codes | FernandoS27 | 1 | -0/+36 | |
2018-09-17 | Added texture misc modes to texture instructions | FernandoS27 | 1 | -1/+147 | |
2018-09-15 | Shaders: Implemented multiple-word loads and stores to and from attribute memory. | Subv | 1 | -1/+9 | |
This seems to be an optimization performed by nouveau. | |||||
2018-09-15 | Port #4182 from Citra: "Prefix all size_t with std::" | fearlessTobi | 6 | -32/+33 | |
2018-09-12 | GPU: Basic implementation of the Kepler Inline Memory engine (p2mf). | Subv | 2 | -0/+135 | |
This engine writes data from a FIFO register into the configured address. | |||||
2018-09-12 | Implemented Texture Processing Modes | FernandoS27 | 1 | -0/+10 | |
2018-09-11 | Implemented encodings for LEA and PSET | FernandoS27 | 1 | -0/+64 | |
2018-09-11 | Replace old FragmentHeader for the new Header | FernandoS27 | 1 | -9/+15 | |
2018-09-11 | Implemented (Partialy) Shader Header | FernandoS27 | 1 | -0/+97 | |
2018-09-10 | rasterizer: Drop unused handler. | Markus Wick | 1 | -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. | |||||
2018-09-10 | gl_rasterizer: Implement multiple color attachments. | bunnei | 1 | -1/+21 | |
2018-09-10 | Implemented TMML | FernandoS27 | 1 | -5/+19 | |
2018-09-09 | Implemented TXQ dimension query type, used by SMO. | FernandoS27 | 1 | -1/+16 | |
2018-09-09 | Change name of TEXQ to TXQ, in order to match NVIDIA's naming | FernandoS27 | 1 | -2/+2 | |
2018-09-08 | GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine. | Subv | 1 | -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. | |||||
2018-09-08 | maxwell_3d: Remove assert that no longer applies. | bunnei | 1 | -4/+0 | |
2018-09-06 | Implemented IPA Properly | FernandoS27 | 1 | -0/+12 | |
2018-09-05 | gl_rasterizer: Implement a VAO cache. | Markus Wick | 1 | -2/+7 | |
This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers. | |||||
2018-09-01 | Removed saturate assert | David Marcec | 1 | -1/+0 | |
Unneeded as we already implement it | |||||
2018-09-01 | Removed saturate assert | David Marcec | 1 | -1/+0 | |
Saturate already implemented | |||||
2018-09-01 | Added FMUL asserts | David Marcec | 1 | -0/+5 | |
2018-09-01 | Added FFMA asserts | David Marcec | 1 | -0/+4 | |
2018-09-01 | Added assert for TEXS nodep | David Marcec | 1 | -0/+1 | |
2018-09-01 | Added better asserts to IPA, Renamed IPA modes to match mesa | David Marcec | 1 | -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 | |||||
2018-09-01 | maxwell_3d: Use CoreTiming for query timestamp | Zach Hilman | 1 | -2/+3 | |
2018-08-31 | core/core: Replace includes with forward declarations where applicable | Lioncash | 1 | -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. | |||||
2018-08-31 | Added predicate comparison GreaterEqualWithNan | Hexagon12 | 1 | -0/+1 | |
2018-08-31 | gl_shader_decompiler: Implement POPC (#1203) | Laku | 1 | -0/+10 | |
* Implement POPC * implement invert | |||||
2018-08-29 | Shaders: Implemented IADD3 | tech4me | 1 | -1/+23 | |
2018-08-29 | gl_shader_decompiler: Improve IPA for Pass mode with Position attribute. | bunnei | 1 | -0/+6 | |
2018-08-25 | maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch() | Lioncash | 1 | -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 | |||||
2018-08-24 | fix SEL_IMM bitstring | Laku | 1 | -1/+1 | |
2018-08-23 | Shaders: Added decodings for IADD3 instructions | tech4me | 1 | -0/+6 | |
2018-08-23 | maxwell_3d: Update to include additional stencil registers. | bunnei | 1 | -20/+50 | |
2018-08-22 | implement lop3 | Laku | 1 | -0/+19 | |
2018-08-21 | shader_bytecode: Parenthesize conditional expression within GetTextureType() | Lioncash | 1 | -1/+1 | |
Resolves a -Wlogical-op-parentheses warning. | |||||
2018-08-21 | shader_bytecode: Replace some UNIMPLEMENTED logs. | bunnei | 1 | -2/+6 | |
2018-08-21 | GPU: Added registers for the logicop functionality. | Subv | 1 | -1/+28 | |
2018-08-19 | Shaders/TEXS: Fixed the component mask in the TEXS instruction. | Subv | 1 | -6/+11 | |
Previously we could end up with a TEXS that didn't write any outputs, this was wrong. | |||||
2018-08-19 | Shader: Added bitfields for the texture type of the various sampling instructions. | Subv | 1 | -1/+65 | |
2018-08-19 | Shaders: Added decodings for TLD4 and TLD4S | Subv | 1 | -3/+7 | |
2018-08-19 | Shaders: Added decodings for the LDG and STG instructions. | Subv | 1 | -0/+4 | |
2018-08-19 | Shaders: Implemented the gl_FrontFacing input attribute (attr 63). | Subv | 1 | -0/+3 | |
2018-08-18 | GLRasterizer: Implemented instanced vertex arrays. | Subv | 1 | -1/+14 | |
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions. | |||||
2018-08-18 | Shader: Implemented the predicate and mode arguments of LOP. | Subv | 1 | -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. | |||||
2018-08-18 | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions. | Subv | 1 | -0/+4 | |
We should definitely audit our shader generator for more errors like this. | |||||
2018-08-18 | Added predcondition GreaterThanWithNan | David Marcec | 1 | -0/+1 | |
2018-08-15 | Rasterizer: Implemented instanced rendering. | Subv | 2 | -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. | |||||
2018-08-13 | gl_shader_decompiler: Implement XMAD instruction. | bunnei | 1 | -4/+25 | |
2018-08-12 | GPU/Maxwell3D: Implemented an alternative set of blend factors. | Subv | 1 | -0/+21 | |
These are used by nouveau and some games like SMO. | |||||
2018-08-12 | RasterizerGL: Ignore invalid/unset vertex attributes. | Subv | 1 | -0/+5 | |
This should make the es2gears example not crash anymore. | |||||
2018-08-12 | gl_shader_decompiler: Improve handling of unknown input/output attributes. | bunnei | 1 | -2/+1 | |
2018-08-11 | GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY). | Subv | 1 | -0/+7 | |
2018-08-10 | video_core: Use variable template variants of type_traits interfaces where applicable | Lioncash | 1 | -2/+1 | |
2018-08-09 | maxwell_3d: Ignore macros that have not been uploaded yet. | bunnei | 1 | -4/+9 | |
- Used by Super Mario Odyssey (in game). | |||||
2018-08-08 | gl_shader_decompiler: Stub input attribute Unknown_63. | bunnei | 1 | -0/+2 | |
2018-08-08 | maxwell_3d: Use correct const buffer size and check bounds. | bunnei | 2 | -1/+3 | |
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX. | |||||
2018-08-08 | gl_shader_decompiler: Let OpenGL interpret floats. | bunnei | 1 | -9/+4 | |
- Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey. | |||||
2018-08-06 | maxwell_3d: Remove outdated assert. | bunnei | 1 | -2/+0 | |
2018-08-04 | video_core: Eliminate the g_renderer global variable | Lioncash | 2 | -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. | |||||
2018-07-24 | GPU: Remove the assert that required the CODE_ADDRESS to be 0. | Subv | 1 | -8/+0 | |
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless. | |||||
2018-07-22 | shader_bytecode: Implement other TEXS masks. | bunnei | 1 | -5/+9 | |
2018-07-22 | gl_shader_decompiler: Implement SEL instruction. | bunnei | 1 | -0/+11 | |
2018-07-22 | maxwell_3d: Add depth buffer enable, width, and height registers. | bunnei | 1 | -2/+14 | |
2018-07-21 | video_core: Use nested namespaces where applicable | Lioncash | 6 | -28/+14 | |
Compresses a few namespace specifiers to be more compact. | |||||
2018-07-20 | maxwell_3d: Remove unused variable within GetStageTextures() | Lioncash | 1 | -2/+0 | |
2018-07-17 | GPU: Added register definitions for the stencil parameters. | Subv | 1 | -2/+25 | |
2018-07-13 | gl_rasterizer: Fix check for if a shader stage is enabled. | bunnei | 2 | -24/+8 | |
2018-07-13 | gl_shader_decompiler: Implement PredCondition::LessThanWithNan. | bunnei | 1 | -0/+1 | |
2018-07-13 | gl_shader_decompiler: Use FlowCondition field in EXIT instruction. | bunnei | 1 | -0/+9 | |
2018-07-12 | GPU: Implement the FADD32I shader instruction. | Subv | 1 | -0/+9 | |
2018-07-12 | GPU: Corrected the decoding of FFMA for immediate operands. | Subv | 1 | -1/+1 | |
2018-07-05 | GPU: Allow using the old NV04 values for the depth test function. | Subv | 1 | -9/+21 | |
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5 | |||||
2018-07-04 | GPU: Implemented the IMNMX shader instruction. | Subv | 1 | -3/+17 | |
It's similar to the FMNMX instruction but it works on integers. | |||||
2018-07-04 | GPU: Stub the shader SYNC and DEPBAR instructions. | Subv | 1 | -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. | |||||
2018-07-04 | GPU: Corrected the decoding for the TEX shader instruction. | Subv | 1 | -1/+1 | |
2018-07-04 | GPU: Implemented the PSETP shader instruction. | Subv | 1 | -0/+13 | |
It's similar to the isetp and fsetp instructions but it works on predicates instead. | |||||
2018-07-04 | GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles. | Subv | 1 | -3/+19 | |
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen. | |||||
2018-07-03 | GPU: Support clears that don't clear the color buffer. | Subv | 1 | -2/+3 | |
2018-07-03 | GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. | Subv | 1 | -0/+11 | |
2018-07-03 | GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods. | Subv | 1 | -2/+27 | |
2018-07-03 | GPU: Use only the least significant 3 bits when reading the depth test func. | Subv | 1 | -9/+9 | |
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits. | |||||
2018-07-03 | Update clang format | James Rowe | 2 | -3/+3 | |
2018-07-03 | Rename logging macro back to LOG_* | James Rowe | 3 | -3/+3 | |
2018-07-03 | GPU: Implemented MUFU suboperation 8, sqrt. | Subv | 1 | -0/+1 | |
2018-07-02 | GPU: Added registers for depth test and cull mode. | Subv | 1 | -3/+51 | |
2018-07-02 | GPU: Implemented the Z24S8 depth format and load the depth framebuffer. | Subv | 1 | -1/+1 | |
2018-07-02 | GPU: Added register definitions for the vertex buffer base element. | Subv | 1 | -1/+6 | |
2018-07-02 | GPU: Directly copy the pixels when performing a same-layout DMA. | Subv | 1 | -1/+5 | |
2018-06-30 | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation. | Subv | 1 | -2/+1 | |
2018-06-30 | gl_shader_decompiler: Implement predicate NotEqualWithNan. | bunnei | 1 | -0/+1 | |
2018-06-27 | maxwell_3d: Add a struct for RenderTargetConfig. | bunnei | 1 | -17/+19 | |
2018-06-20 | Build: Fixed some MSVC warnings in various parts of the code. | Subv | 2 | -4/+5 | |
2018-06-19 | GPU: Don't mark uniform buffers and registers as used for instructions which don't have them. | Subv | 1 | -2/+3 | |
Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions. | |||||
2018-06-17 | gl_shader_decompiler: Implement LOP instructions. | bunnei | 1 | -0/+14 | |
2018-06-17 | gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP. | bunnei | 1 | -3/+2 | |
2018-06-16 | gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I. | bunnei | 1 | -1/+2 | |
2018-06-12 | GPU: Implemented the iadd32i shader instruction. | Subv | 1 | -2/+10 | |
2018-06-12 | GPU: Partially implemented the Maxwell DMA engine. | Subv | 3 | -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. | |||||
2018-06-12 | gl_shader_decompiler: Implement saturate for float instructions. | bunnei | 1 | -2/+1 | |
2018-06-09 | GPU: Implement the iset family of shader instructions. | Subv | 1 | -0/+9 | |
2018-06-09 | GPU: Added decodings for the ISET family of instructions. | Subv | 1 | -0/+7 | |
2018-06-09 | gl_shader_decompiler: Implement SHR instruction. | bunnei | 1 | -0/+4 | |
2018-06-09 | GPU: Stub the SSY shader instruction. | Subv | 1 | -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. | |||||
2018-06-09 | gl_shader_decompiler: Implement IADD instruction. | bunnei | 1 | -5/+11 | |
2018-06-09 | gl_shader_decompiler: Add missing asserts for saturate_a instructions. | bunnei | 1 | -1/+1 | |
2018-06-09 | GPU: Added registers for normal and independent blending. | Subv | 1 | -5/+26 | |
2018-06-07 | gl_shader_decompiler: Implement BFE_IMM instruction. | bunnei | 1 | -3/+15 | |
2018-06-07 | gl_shader_decompiler: F2F: Implement rounding modes. | bunnei | 1 | -3/+12 | |
2018-06-07 | shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD. | bunnei | 1 | -0/+20 | |
2018-06-07 | gl_shader_decompiler: Implement LD_C instruction. | bunnei | 1 | -0/+16 | |
2018-06-06 | gl_shader_decompiler: Refactor uniform handling to allow different decodings. | bunnei | 1 | -6/+10 | |
2018-06-06 | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 2 | -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. | |||||
2018-06-05 | GPU: Corrected the branch targets for the shader bra instruction. | Subv | 1 | -4/+5 | |
2018-06-05 | GPU: Implemented the F2I_R shader instruction. | Subv | 1 | -4/+20 | |
2018-06-05 | gl_shader_decompiler: Implement SHL instruction. | bunnei | 1 | -13/+17 | |
2018-06-05 | GPU: Implement the ISCADD shader instructions. | Subv | 1 | -0/+16 | |
2018-06-05 | GPU: Added decodings for the ISCADD instructions. | Subv | 1 | -0/+7 | |
2018-06-04 | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f. | Subv | 1 | -1/+1 | |
2018-06-04 | GPU: Calculate the correct viewport dimensions based on the scale and translate registers. | Subv | 1 | -12/+28 | |
This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else? | |||||
2018-06-04 | GPU: Implemented the LOP32I instruction. | Subv | 1 | -1/+15 | |
2018-06-04 | GPU: Implemented the ISETP_R and ISETP_C shader instructions. | Subv | 1 | -0/+10 | |
2018-06-04 | GPU: Partially implemented the shader BRA instruction. | Subv | 1 | -0/+13 | |
2018-06-04 | GPU: Added decoding for the BRA instruction. | Subv | 1 | -0/+2 | |
2018-06-04 | GPU: Partial implementation of long GPU queries. | Subv | 1 | -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. | |||||
2018-06-03 | gl_shader_decompiler: Implement TEXS component mask. | bunnei | 1 | -2/+16 | |
2018-06-03 | gl_shader_decompiler: Implement RRO as a register move. | bunnei | 1 | -3/+7 | |
2018-06-01 | gl_shader_decompiler: Implement TEX instruction. | bunnei | 1 | -0/+10 | |
2018-06-01 | gl_shader_decompiler: Support multi-destination for TEXS. | bunnei | 1 | -0/+5 | |
2018-05-30 | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader. | Subv | 1 | -0/+4 | |
2018-05-30 | gl_shader_decompiler: Partially implement F2F_R instruction. | bunnei | 1 | -3/+3 | |
2018-05-26 | shader_bytecode: Implement other variants of FMNMX. | bunnei | 1 | -3/+7 | |
2018-05-21 | Shaders: Implemented the FMNMX shader instruction. | Subv | 1 | -0/+5 | |
2018-05-19 | ShadersDecompiler: Added decoding for the PSETP instruction. | Subv | 1 | -0/+3 | |
2018-04-29 | maxwell_3d: Reset vertex counts after drawing. | bunnei | 1 | -0/+10 | |
2018-04-29 | shader_bytecode: Add decoding for FMNMX instruction. | bunnei | 1 | -0/+2 | |
2018-04-29 | fermi_2d: Fix surface copy block height. | bunnei | 2 | -2/+7 | |
2018-04-29 | gl_shader_decompiler: Partially implement I2I_R, and I2F_R. | bunnei | 1 | -8/+8 | |
2018-04-29 | shader_bytecode: Add decodings for i2i instructions. | bunnei | 1 | -3/+20 | |
2018-04-29 | gl_shader_decompiler: Implement MOV32_IMM instruction. | bunnei | 1 | -2/+2 | |
2018-04-27 | general: Convert assertion macros over to be fmt-compatible | Lioncash | 1 | -2/+2 | |
2018-04-26 | gl_shader_decompiler: Boilerplate for handling integer instructions. | bunnei | 1 | -1/+9 | |
2018-04-25 | GPU: Partially implemented the Fermi2D surface copy operation. | Subv | 2 | -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. | |||||
2018-04-25 | Shaders: Added bit decodings for the I2I instruction. | Subv | 1 | -0/+6 | |
2018-04-25 | GPU: Added surface copy registers to Fermi2D | Subv | 1 | -1/+57 | |
2018-04-25 | GPU: Added boilerplate code for the Fermi2D engine | Subv | 2 | -2/+33 | |
2018-04-25 | GPU: Reduce the number of registers of Maxwell3D to 0xE00. | Subv | 2 | -5/+5 | |
The rest are just macro shim registers. | |||||
2018-04-25 | GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor. | Subv | 2 | -8/+23 | |
It doesn't belong in the PFIFO handler. | |||||
2018-04-25 | video-core: Move logging macros over to new fmt-capable ones | Lioncash | 1 | -2/+2 | |
2018-04-25 | Shaders: Added decodings for the FSET instructions. | Subv | 1 | -8/+29 | |
2018-04-24 | memory_manager: Make GpuToCpuAddress return an optional. | bunnei | 1 | -10/+11 | |
2018-04-24 | memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses. | bunnei | 1 | -6/+5 | |
2018-04-24 | GPU: Added asserts to our code for handling the QUERY_GET GPU command. | Subv | 2 | -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. | |||||
2018-04-23 | GPU: Support multiple enabled vertex arrays. | Subv | 1 | -0/+5 | |
The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension. | |||||
2018-04-21 | shader_bytecode: Add several more instruction decodings. | bunnei | 1 | -5/+52 | |
2018-04-21 | shader_bytecode: Decode instructions based on bit strings. | bunnei | 1 | -185/+172 | |
2018-04-21 | ShaderGen: Implemented predicated instruction execution. | Subv | 1 | -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. | |||||
2018-04-21 | ShaderGen: Implemented the fsetp instruction. | Subv | 1 | -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. | |||||
2018-04-20 | ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO). | Subv | 1 | -0/+3 | |
2018-04-19 | ShaderGen: Implemented the fmul32i shader instruction. | Subv | 1 | -3/+14 | |
2018-04-18 | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347) | bunnei | 1 | -1/+10 | |
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping. | |||||
2018-04-18 | GPU: Pitch textures are now supported, don't assert when encountering them. | Subv | 1 | -2/+3 | |
2018-04-18 | maxwell3d: Allow Texture2DNoMipmap as Texture2D. | bunnei | 1 | -1/+2 | |
2018-04-18 | shader_bytecode: Make ctor's constexpr and explicit. | bunnei | 1 | -7/+7 | |
2018-04-18 | renderer_opengl: Implement BlendEquation and BlendFunc. | bunnei | 2 | -4/+48 | |
2018-04-17 | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions. | bunnei | 1 | -0/+14 | |
2018-04-17 | gl_shader_decompiler: Add support for TEXS instruction. | bunnei | 1 | -5/+14 | |
2018-04-17 | gl_rasterizer: Implement indexed vertex mode. | bunnei | 2 | -2/+46 | |
2018-04-15 | GPU: Added a function to determine whether a shader stage is enabled or not. | Subv | 2 | -0/+24 | |
2018-04-15 | shaders: Add NumTextureSamplers const, remove unused #pragma. | bunnei | 1 | -2/+0 | |
2018-04-14 | shaders: Address PR review feedback. | bunnei | 1 | -1/+1 | |
2018-04-14 | shaders: Fix GCC and clang build issues. | bunnei | 1 | -3/+3 | |
2018-04-14 | gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup. | bunnei | 1 | -20/+39 | |
2018-04-14 | shader_bytecode: Add FSETP and KIL to GetInfo. | bunnei | 1 | -0/+3 | |
2018-04-14 | shader_bytecode: Add SubOp decoding. | bunnei | 1 | -0/+10 | |
2018-04-14 | maxwell_3d: Make memory_manager public. | bunnei | 1 | -2/+1 | |
2018-04-14 | maxwell_3d: Fix shader_config decodings. | bunnei | 1 | -6/+3 | |
2018-04-14 | shader_bytecode: Add initial module for shader decoding. | bunnei | 1 | -0/+297 | |
2018-04-07 | GPU: Assert when finding a texture with a format type other than UNORM. | Subv | 1 | -0/+2 | |
2018-04-01 | GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. | Subv | 2 | -121/+13 | |
2018-04-01 | GPU: Implemented a gpu macro interpreter. | Subv | 2 | -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. | |||||
2018-03-27 | gl_rasterizer: Add a SyncViewport method. | bunnei | 1 | -0/+10 | |
2018-03-27 | gl_rasterizer: Normalize vertex array data as appropriate. | bunnei | 1 | -0/+4 | |
2018-03-27 | maxwell_3d: Use names that match envytools for VertexType. | bunnei | 1 | -8/+8 | |
2018-03-27 | maxwell_3d: Add VertexAttribute struct and cleanup. | bunnei | 1 | -121/+160 | |
2018-03-27 | Maxwell3D: Call AccelerateDrawBatch on DrawArrays. | bunnei | 1 | -1/+8 | |
2018-03-27 | gl_rasterizer: Implement AnalyzeVertexArray. | bunnei | 1 | -0/+35 | |
2018-03-27 | maxwell: Add RenderTargetFormat enum. | bunnei | 1 | -3/+4 | |
2018-03-26 | GPU: Load the sampler info (TSC) when retrieving active textures. | Subv | 2 | -21/+67 | |
2018-03-25 | GPU: Make the debug_context variable a member of the frontend instead of a global. | Subv | 1 | -11/+13 | |
2018-03-24 | GPU: Added a function to retrieve the active textures for a shader stage. | Subv | 2 | -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. | |||||
2018-03-24 | GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints. | Subv | 1 | -0/+7 | |
2018-03-24 | GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints. | Subv | 1 | -0/+10 | |
2018-03-24 | GPU: Added a method to unswizzle a texture without decoding it. | Subv | 1 | -1/+1 | |
Allow unswizzling of DXT1 textures. | |||||
2018-03-24 | GPU: Preliminary work for texture decoding. | Subv | 1 | -0/+45 | |
2018-03-24 | GPU: Added viewport registers to Maxwell3D's reg structure. | Subv | 1 | -1/+18 | |
2018-03-23 | maxwell_3d: Add some format decodings and string helper functions. | bunnei | 1 | -3/+107 | |
2018-03-21 | GPU: Added vertex attribute format registers. | Subv | 1 | -1/+14 | |
2018-03-21 | GPU: Added registers for the number of vertices to render. | Subv | 1 | -2/+13 | |
2018-03-19 | GPU: Added Z buffer registers to Maxwell3D's reg structure. | Subv | 1 | -1/+17 | |
2018-03-19 | GPU: Added the render target (RT) registers to Maxwell3D's reg structure. | Subv | 1 | -1/+32 | |
2018-03-19 | Clang Fixes | N00byKing | 1 | -1/+2 | |
2018-03-19 | Clean Warnings (?) | N00byKing | 1 | -1/+1 | |
2018-03-19 | GPU: Added the TSC registers to the Maxwell3D register structure. | Subv | 1 | -1/+15 | |
2018-03-19 | GPU: Added the TIC registers to the Maxwell3D register structure. | Subv | 1 | -1/+16 | |
2018-03-19 | GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE. | Subv | 2 | -1/+29 | |
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage. | |||||
2018-03-18 | GPU: Implement the BindStorageBuffer macro method in HLE. | Subv | 2 | -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. | |||||
2018-03-18 | GPU: Handle writes to the CB_DATA method. | Subv | 2 | -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. | |||||
2018-03-18 | GPU: Store uploaded GPU macros and keep track of the number of method parameters. | Subv | 2 | -11/+24 | |
2018-03-18 | GPU: Macros are specific to the Maxwell3D engine, so handle them internally. | Subv | 6 | -31/+55 | |
2018-03-18 | GPU: Renamed ShaderType to ShaderStage as that is less confusing. | Subv | 2 | -19/+19 | |
2018-03-18 | GPU: Store shader constbuffer bindings in the GPU state. | Subv | 2 | -5/+61 | |
2018-03-18 | GPU: Corrected some register offsets and removed superfluous macro registers. | Subv | 1 | -9/+3 | |
2018-03-18 | GPU: Make the SetShader macro call do the same as the real macro's code. | Subv | 2 | -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[]). | |||||
2018-03-17 | GPU: Corrected the parameter documentation for the SetShader macro call. | Subv | 2 | -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. | |||||
2018-03-17 | GPU: Handle the SetShader method call (0xE24) and store the shader config. | Subv | 2 | -4/+38 | |
2018-03-17 | GPU: Added the vertex array registers. | Subv | 1 | -2/+33 | |
2018-03-17 | GPU: Process command mode 5 (IncreaseOnce) differently from other commands. | Subv | 6 | -1/+56 | |
Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode? | |||||
2018-03-17 | GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine. | Subv | 1 | -0/+8 | |
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails. | |||||
2018-03-17 | GPU: Added Maxwell registers for Shader Program control. | Subv | 1 | -2/+55 | |
2018-03-05 | GPU: Intercept writes to the VERTEX_END_GL register. | Subv | 2 | -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. | |||||
2018-02-14 | maxwell_3d: Make constructor explicit | Lioncash | 1 | -1/+1 | |
2018-02-12 | GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine. | Subv | 2 | -2/+94 | |
Only QueryMode::Write is supported at the moment. | |||||
2018-02-12 | Make a GPU class in VideoCore to contain the GPU state. | Subv | 6 | -18/+24 | |
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there. | |||||
2018-02-12 | GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines. | Subv | 6 | -0/+99 | |