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2018-01-13Remove references to PICA and rasterizers in video_coreJames Rowe1-54/+0
2017-08-19pica/command_processor: build geometry pipeline and run geometry shaderwwylele1-1/+20
The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes: - no GS mode: sends VS output directly to the primitive assembler (what citra currently does) - GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler - GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size. - GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size. hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode. In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input. In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense). Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
2017-02-09VideoCore: Split regs.h inclusionsYuri Kunde Schlesner1-1/+1
2017-02-04VideoCore: Move Regs to its own fileYuri Kunde Schlesner1-484/+1
2017-02-04VideoCore: Split geometry pipeline regs from Regs structYuri Kunde Schlesner1-1/+1
2017-01-26VideoCore/Shader: Split interpreter and JIT into separate ShaderEnginesYuri Kunde Schlesner1-1/+1
2016-09-21Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner1-1/+1
2016-09-21Remove empty newlines in #include blocks.Emmanuel Gil Peyrot1-2/+1
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
2016-09-18Sources: Run clang-format on everything.Emmanuel Gil Peyrot1-461/+460
2016-05-11Turn ShaderSetup into structJannik Vogel1-1/+1
2016-04-30VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot1-1/+4
2016-03-24Pica: Improve accuracy of immediate-mode supportYuri Kunde Schlesner1-1/+14
This partially fixes Etrian Odyssey IV.
2016-03-03Add immediate mode vertex submissionDwayne Slater1-0/+1
2016-01-25Debugger: Use 3dbrew names for GPU registersYuri Kunde Schlesner1-57/+465
This list was imported from the 3dbrew wiki page and is pretty much complete.
2015-09-11video_core: Reorganize headersLioncash1-2/+2
2015-08-31Pica: Added the primitive_restart register (0x25f) to the registers map.Subv1-0/+1
2015-08-31Pica: Add the vertex_offset register to the Pica registers map.Subv1-0/+1
2015-08-16Shader: Initial implementation of x86_x64 JIT compiler for Pica vertex shaders.bunnei1-0/+3
- Config: Add an option for selecting to use shader JIT or interpreter. - Qt: Add a menu option for enabling/disabling the shader JIT.
2015-07-26Videocore: Don't reinitialize register name map on every queryYuri Kunde Schlesner1-1/+71
This greatly speeds up the command list debug widget.
2015-05-23Pica: Create 'State' structure and move state memory there.bunnei1-0/+20