Commit message (Collapse) | Author | Files | Lines | ||
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2023-05-07 | Texture cache: Only force flush the dma downloads | Fernando Sahmkow | 1 | -1/+1 | |
2023-05-07 | GPU: Add Reactive flushing | Fernando Sahmkow | 1 | -0/+23 | |
2023-04-29 | Accelerate DMA: Use texture cache async downloads to perform the copies | Fernando Sahmkow | 1 | -3/+3 | |
to host. WIP | |||||
2023-04-29 | TextureCache: refactor DMA downloads to allow multiple buffers. | Fernando Sahmkow | 1 | -1/+1 | |
2023-04-23 | QueryCache: rework async downloads. | Fernando Sahmkow | 1 | -1/+1 | |
2023-03-12 | general: fix spelling mistakes | Liam | 1 | -1/+1 | |
2023-03-12 | video_core: Fix ogl status error when draw_texture | FengChen | 1 | -0/+1 | |
2023-03-07 | gl_rasterizer: Implement AccelerateDMA DmaBufferImageCopy | ameerj | 1 | -2/+43 | |
2023-01-08 | VideoCore: Fix OGL cache invalidation. | Fernando Sahmkow | 1 | -0/+4 | |
2023-01-05 | video_core: Implement opengl/vulkan draw_texture | Feng Chen | 1 | -1/+43 | |
2023-01-04 | Video_core: Address feedback | Fernando Sahmkow | 1 | -9/+9 | |
2023-01-01 | Rasterizer: Setup skeleton for Host Conditional rendering | Fernando Sahmkow | 1 | -0/+15 | |
2023-01-01 | RasterizerMemory: Add filtering for flushing/invalidation operations. | Fernando Sahmkow | 1 | -18/+33 | |
2023-01-01 | MacroHLE: Add OpenGL Support | Fernando Sahmkow | 1 | -37/+87 | |
2022-12-08 | video_core: The draw manager manages whether Clear is required. | FengChen | 1 | -3/+0 | |
2022-12-08 | video_core: Implement maxwell3d draw manager and split draw logic | Feng Chen | 1 | -7/+9 | |
2022-11-24 | Fermi2D: Rework blit engine and add a software blitter. | Fernando Sahmkow | 1 | -2/+1 | |
2022-11-17 | maxwell3d: full HLE for multi-layer clears | Liam | 1 | -1/+1 | |
2022-11-15 | video_core: Reimplement inline index buffer binding | Feng Chen | 1 | -12/+0 | |
2022-11-11 | Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation reg | Kelebek1 | 1 | -1/+1 | |
2022-11-11 | ir/texture_pass: Use host_info instead of querying Settings::values (#9176) | Morph | 1 | -1/+1 | |
2022-11-04 | video_core: Fix SNORM texture buffer emulating error (#9001) | Feng Chen | 1 | -5/+5 | |
2022-10-22 | video_core: Implement maxwell inline_index method | FengChen | 1 | -0/+12 | |
2022-10-21 | video_coare: Reimplementing the maxwell drawing trigger mechanism | FengChen | 1 | -3/+2 | |
2022-10-10 | Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong. | Kelebek1 | 1 | -6/+11 | |
2022-10-07 | Update 3D regs | Kelebek1 | 1 | -69/+71 | |
2022-10-06 | DMA & InlineToMemory Engines Rework. | bunnei | 1 | -1/+1 | |
2022-10-06 | OpenGL: Fix TickWork | Fernando Sahmkow | 1 | -0/+4 | |
2022-10-06 | VideoCore: Refactor fencing system. | Fernando Sahmkow | 1 | -14/+8 | |
2022-10-06 | NVDRV: Further refactors and eliminate old code. | Fernando Sahmkow | 1 | -4/+0 | |
2022-10-06 | Texture cache: Fix the remaining issues with memory mnagement and unmapping. | Fernando Sahmkow | 1 | -2/+2 | |
2022-10-06 | VideoCore: Fix channels with disk pipeline/shader cache. | Fernando Sahmkow | 1 | -0/+1 | |
2022-10-06 | OpenGl: Implement Channels. | Fernando Sahmkow | 1 | -69/+105 | |
2022-10-06 | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | 1 | -7/+7 | |
2022-09-20 | video_core: Generate mipmap texture by drawing | FengChen | 1 | -0/+10 | |
2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | 1 | -3/+2 | |
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||||
2022-05-07 | OpenGL: implement face flips according to NDC | Liam | 1 | -4/+3 | |
2022-04-04 | OpenGL: fix cropping | Liam | 1 | -0/+2 | |
2022-04-04 | OpenGL: propagate face flip condition | Liam | 1 | -4/+10 | |
2022-04-04 | OpenGL: flip front faces if Z scale is inverted | Liam | 1 | -2/+3 | |
2022-03-29 | gl_rasterizer: Avoid scenario locking already owned mutex | ameerj | 1 | -3/+3 | |
gpu.TickWork() may lock the texture_cache and buffer_cache mutexes, which are owned by the thread prior to invoking TickWork(). Defer invoking gpu.TickWork() until the scope ends, where the owned mutexes are released. | |||||
2022-03-26 | Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding CPU Cached memory." | bunnei | 1 | -5/+1 | |
2022-03-25 | Texture Cache: Add Cached CPU system. | Fernando Sahmkow | 1 | -1/+5 | |
2022-03-19 | video_core: Reduce unused includes | ameerj | 1 | -2/+0 | |
2022-02-01 | Rasterizer: Refactor inlineToMemory. | Fernando Sahmkow | 1 | -2/+2 | |
2022-01-29 | Rasterizer: Implement Inline2Memory Acceleration. | Fernando Sahmkow | 1 | -0/+22 | |
2021-11-16 | Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs. | FernandoS27 | 1 | -2/+3 | |
2021-11-16 | OpenGL: Fix viewport/Scissor scaling on downscaling. | FernandoS27 | 1 | -6/+28 | |
2021-11-16 | gl_rasterizer: Fix ScissorTest and Clear when scaling | ameerj | 1 | -10/+6 | |
2021-11-16 | video_core: Misc resolution scaling related refactoring | ameerj | 1 | -2/+2 | |
2021-11-16 | gl_rasterizer: Properly scale viewports and scissors | ReinUsesLisp | 1 | -23/+24 | |
2021-11-16 | gl_rasterizer: Fix rescale dirty state checking | ameerj | 1 | -4/+9 | |
2021-11-16 | renderer_gl: Resolution scaling fixes | ameerj | 1 | -3/+20 | |
2021-11-01 | gl_rasterizer: Remove unused includes | Morph | 1 | -4/+2 | |
This removes unused includes, especially the core includes which were causing this file to be recompiled every time files included by those headers are modified. | |||||
2021-08-05 | texture_cache: Address ameerj's review | yzct12345 | 1 | -1/+1 | |
2021-07-23 | vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state | ReinUsesLisp | 1 | -1/+1 | |
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated. | |||||
2021-07-23 | shader: Unify shader stage types | ReinUsesLisp | 1 | -2/+0 | |
2021-07-23 | gl_shader_cache: Implement async shaders | ameerj | 1 | -1/+1 | |
2021-07-23 | gl_rasterizer: Add texture fetch barrier for fragments | ameerj | 1 | -1/+1 | |
Fixes flicker seen in XC2 | |||||
2021-07-23 | shader: Handle host exceptions | ReinUsesLisp | 1 | -1/+3 | |
2021-07-23 | glasm: Use storage buffers instead of global memory when possible | ReinUsesLisp | 1 | -6/+7 | |
2021-07-23 | gl_shader_cache: Add disk shader cache | ReinUsesLisp | 1 | -1/+3 | |
2021-07-23 | gl_shader_cache: Rename Program abstractions into Pipeline | ReinUsesLisp | 1 | -5/+5 | |
2021-07-23 | glasm: Set transform feedback state | ReinUsesLisp | 1 | -92/+6 | |
2021-07-23 | gl_rasterizer: Flush L2 caches before glFlush on GLASM | ReinUsesLisp | 1 | -0/+8 | |
2021-07-23 | shader: Initial OpenGL implementation | ReinUsesLisp | 1 | -9/+14 | |
2021-07-23 | shader: Accelerate pipeline transitions and use dirty flags for shaders | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | shader: Remove old shader management | ReinUsesLisp | 1 | -310/+4 | |
2021-07-13 | DMAEngine: Accelerate BufferClear | Fernando Sahmkow | 1 | -0/+5 | |
2021-07-11 | accelerateDMA: Accelerate Buffer Copies. | Fernando Sahmkow | 1 | -1/+12 | |
2021-07-09 | Fence Manager: remove reference fencing. | Fernando Sahmkow | 1 | -5/+2 | |
2021-07-09 | Fence Manager: Force ordering on WFI. | Fernando Sahmkow | 1 | -0/+4 | |
2021-07-09 | Fence Manager: Add fences on Reference Count. | Fernando Sahmkow | 1 | -0/+7 | |
2021-07-04 | Texture Cache: Initial Implementation of Sparse Textures. | Fernando Sahmkow | 1 | -0/+7 | |
2021-06-22 | bootmanager: Use std::stop_source for stopping emulation | ReinUsesLisp | 1 | -1/+1 | |
Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback. | |||||
2021-06-01 | buffer_cache: Simplify uniform disabling logic | ameerj | 1 | -0/+4 | |
2021-05-06 | hle: kernel: Rename Process to KProcess. | bunnei | 1 | -1/+1 | |
2021-04-15 | common: Move settings to common from core. | bunnei | 1 | -1/+1 | |
- Removes a dependency on core and input_common from common. | |||||
2021-02-24 | Implement glDepthRangeIndexeddNV | Kelebek1 | 1 | -1/+5 | |
2021-02-13 | video_core: Fix clang build issues | ReinUsesLisp | 1 | -7/+0 | |
2021-02-13 | renderer_opengl: Remove interop | ReinUsesLisp | 1 | -3/+1 | |
Remove unused interop code from the OpenGL backend. | |||||
2021-02-13 | video_core: Reimplement the buffer cache | ReinUsesLisp | 1 | -452/+122 | |
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits. | |||||
2021-02-13 | maxwell_to_gl: Remove unused code | ameerj | 1 | -0/+1 | |
Removes unused declarations in maxwell_to_gl.h | |||||
2021-02-09 | gl_rasterizer: Remove unused variables | Lioncash | 1 | -3/+0 | |
Resolves warnings on clang 12 | |||||
2020-12-30 | video_core: Rewrite the texture cache | ReinUsesLisp | 1 | -254/+250 | |
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues. | |||||
2020-12-07 | video_core: Remove unnecessary enum class casting in logging messages | Lioncash | 1 | -1/+1 | |
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit. | |||||
2020-12-05 | video_core: Resolve more variable shadowing scenarios pt.3 | Lioncash | 1 | -6/+6 | |
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors. | |||||
2020-11-21 | gl_rasterizer: Remove warning of untested alpha test | ReinUsesLisp | 1 | -4/+0 | |
Alpha test has been proven to only affect the first render target. | |||||
2020-11-20 | gl_rasterizer: Make floating-point literal a float | Lioncash | 1 | -1/+1 | |
Gets rid of an unnecessary expansion from float to double. | |||||
2020-10-20 | gl_arb_decompiler: Implement robust buffer operations | ReinUsesLisp | 1 | -24/+23 | |
This emulates the behavior we get on GLSL with regular SSBOs with a pointer + length pair. It aims to be consistent with the crashes we might get. Out of bounds stores are ignored. Atomics are ignored and return zero. Reads return zero. | |||||
2020-09-06 | video_core: Remove all Core::System references in renderer | ReinUsesLisp | 1 | -151/+110 | |
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend. | |||||
2020-08-16 | move thread 1/4 count computation into allocate workers method | ameerj | 1 | -9/+1 | |
2020-07-28 | renderer_opengl: Use 1/4 of all threads for async shader compilation | Morph | 1 | -9/+4 | |
2020-07-18 | gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders | ReinUsesLisp | 1 | -37/+66 | |
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications to use what in Vulkan is known as physical pointers, this is basically C pointers. On GLASM these is exposed through the LOAD/STORE/ATOM instructions. Up until now, assembly shaders were using NV_shader_storage_buffer_object. These work fine, but have a (probably unintended) limitation that forces us to have the limit of a single stage for all shader stages. In contrast, with NV_shader_buffer_{load,store} we can pass GPU addresses to the shader through local parameters (GLASM equivalent uniform constants, or push constants on Vulkan). Local parameters have the advantage of being per stage, allowing us to generate code without worrying about binding overlaps. | |||||
2020-07-17 | Drop max workers from 8->2 for testing | David Marcec | 1 | -1/+1 | |
2020-07-17 | async shaders | David Marcec | 1 | -3/+21 | |
2020-06-29 | maxwell_to_gl: Rename VertexType() to VertexFormat() | Morph | 1 | -2/+3 | |
2020-06-24 | gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness | ReinUsesLisp | 1 | -8/+20 | |
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps. | |||||
2020-06-24 | gl_buffer_cache: Mark buffers as resident | ReinUsesLisp | 1 | -22/+22 | |
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions. | |||||
2020-06-09 | gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation | ReinUsesLisp | 1 | -1/+10 | |
Vertex buffers bindings become invalid after the stream buffer is invalidated. We were originally doing this, but it got lost at some point. - Fixes Animal Crossing: New Horizons, but it affects everything. | |||||
2020-06-07 | gl_shader_cache: Use generic shader cache | ReinUsesLisp | 1 | -9/+10 | |
Trivially port the generic shader cache to OpenGL. | |||||
2020-06-05 | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 1 | -2/+14 | |
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 | gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders | ReinUsesLisp | 1 | -0/+90 | |
NV_transform_feedback, NV_transform_feedback2 and ARB_transform_feedback3 with NV_transform_feedback interactions allows implementing transform feedbacks as dynamic state. Maxwell implements transform feedbacks as dynamic state, so using these extensions with TransformFeedbackStreamAttribsNV allows us to properly emulate transform feedbacks without having to recompile shaders when the state changes. | |||||
2020-06-01 | glsl: Squash constant buffers into a single SSBO when we hit the limit | ReinUsesLisp | 1 | -19/+59 | |
Avoids compilation errors at the cost of shader build times and runtime performance when a game hits the limit of uniform buffers we can use. | |||||
2020-05-31 | gl_device: Enable compute shaders for Intel proprietary drivers | Morph | 1 | -4/+0 | |
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute. | |||||
2020-05-26 | gl_texture_cache: Implement small texture view cache for swizzles | ReinUsesLisp | 1 | -14/+7 | |
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots. | |||||
2020-05-26 | gl_rasterizer: Port front face flip check from Vulkan | ReinUsesLisp | 1 | -5/+20 | |
While Vulkan was assuming we had no negative viewports, OpenGL code was assuming we had them. Port the old code from Vulkan to OpenGL, checking if the first viewport is negative before flipping faces. This is not a complete implementation since we only check for the first viewport to be negative. That said, unless a game is using Vulkan, OpenGL and NVN games should be fine here, and we can always compare with our Vulkan backend to see if there's a difference. | |||||
2020-05-19 | renderer_opengl: Add assembly program code paths | ReinUsesLisp | 1 | -24/+72 | |
Add code required to use OpenGL assembly programs based on NV_gpu_program5. Decompilation for ARB programs is intended to be added in a follow up commit. This does **not** include ARB decompilation and it's not in an usable state. The intention behind assembly programs is to reduce shader stutter significantly on drivers supporting NV_gpu_program5 (and other required extensions). Currently only Nvidia's proprietary driver supports these extensions. Add a UI option hidden for now to avoid people enabling this option accidentally. This code path has some limitations that OpenGL compatibility doesn't have: - NV_shader_storage_buffer_object is limited to 16 entries for a single OpenGL context state (I don't know if this is an intended limitation, an specification issue or I am missing something). Currently causes issues on The Legend of Zelda: Link's Awakening. - NV_parameter_buffer_object can't bind buffers using an offset different to zero. The used workaround is to copy to a temporary buffer (this doesn't happen often so it's not an issue). On the other hand, it has the following advantages: - Shaders build a lot faster. - We have control over how floating point rounding is done over individual instructions (SPIR-V on Vulkan can't do this). - Operations on shared memory can be unsigned and signed. - Transform feedbacks are dynamic state (not yet implemented). - Parameter buffers (uniform buffers) are per stage, matching NVN and hardware's behavior. - The API to bind and create assembly programs makes sense, unlike ARB_separate_shader_objects. | |||||
2020-05-10 | VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation. | Fernando Sahmkow | 1 | -2/+2 | |
2020-05-04 | gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle | ReinUsesLisp | 1 | -0/+8 | |
2020-04-28 | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ReinUsesLisp | 1 | -0/+11 | |
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 | maxwell_3d: Fix depth clamping register | ReinUsesLisp | 1 | -5/+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. | |||||
2020-04-27 | texture_cache: Reintroduce preserve_contents accurately | ReinUsesLisp | 1 | -13/+36 | |
This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit. | |||||
2020-04-23 | shader_ir: Turn classes into data structures | ReinUsesLisp | 1 | -13/+11 | |
2020-04-22 | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. | Fernando Sahmkow | 1 | -0/+3 | |
2020-04-22 | Address Feedback. | Fernando Sahmkow | 1 | -4/+1 | |
2020-04-22 | Fix GCC error. | Fernando Sahmkow | 1 | -5/+4 | |
2020-04-22 | QueryCache: Implement Async Flushes. | Fernando Sahmkow | 1 | -3/+3 | |
2020-04-22 | OpenGL: Guarantee writes to Buffers. | Fernando Sahmkow | 1 | -1/+0 | |
2020-04-22 | GPU: Implement Flush Requests for Async mode. | Fernando Sahmkow | 1 | -0/+6 | |
2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | Fernando Sahmkow | 1 | -2/+11 | |
2020-04-22 | FenceManager: Implement async buffer cache flushes on High settings | Fernando Sahmkow | 1 | -1/+2 | |
2020-04-22 | GPU: Fix rebase errors. | Fernando Sahmkow | 1 | -0/+1 | |
2020-04-22 | Rasterizer: Disable fence managing in synchronous gpu. | Fernando Sahmkow | 1 | -0/+10 | |
2020-04-22 | ThreadManager: Sync async reads on accurate gpu. | Fernando Sahmkow | 1 | -0/+4 | |
2020-04-22 | GPU: Implement a Fence Manager. | Fernando Sahmkow | 1 | -23/+4 | |
2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | 1 | -0/+28 | |
2020-04-22 | BufferCache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | 1 | -0/+16 | |
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 | -4/+8 | |
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 | |||||
2020-04-16 | buffer_cache: Return handles instead of pointer to handles | ReinUsesLisp | 1 | -28/+11 | |
The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers. | |||||
2020-04-14 | gl_rasterizer: Implement constant vertex attributes | ReinUsesLisp | 1 | -2/+2 | |
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 | -0/+14 | |
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width. | |||||
2020-04-11 | texture_cache: Remove preserve_contents | ReinUsesLisp | 1 | -4/+4 | |
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times. | |||||
2020-04-08 | Memory: Address Feedback. | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 1 | -2/+1 | |
2020-04-06 | Query Cache: Use VAddr instead of physical memory for adressing. | Fernando Sahmkow | 1 | -3/+2 | |
2020-04-06 | Buffer Cache: Use vAddr instead of physical memory. | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-06 | Texture Cache: Use vAddr instead of physical memory for caching. | Fernando Sahmkow | 1 | -4/+3 | |
2020-04-06 | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr | Fernando Sahmkow | 1 | -10/+12 | |
2020-03-31 | gl_rasterizer: Mark cleared textures as dirty | ReinUsesLisp | 1 | -2/+5 | |
Fixes a potential edge case where cleared textures read from the CPU were not flushed. | |||||
2020-03-26 | gl_rasterizer: Update stencil test regardless of it being disabled | ReinUsesLisp | 1 | -5/+1 | |
2020-03-26 | gl_rasterizer: Synchronize stencil testing on clears | ReinUsesLisp | 1 | -0/+1 | |
2020-03-22 | gl_rasterizer: Use transformed viewport for depth ranges | ReinUsesLisp | 1 | -4/+6 | |
Implement depth ranges using the transformed viewport instead of the generic one. This matches the current Vulkan implementation but doesn't support negative depth ranges. An update to glad is required for this. | |||||
2020-03-19 | gl_rasterizer: Silence misc warnings | ReinUsesLisp | 1 | -7/+2 | |
2020-03-13 | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | 1 | -7/+63 | |
2020-03-11 | gl_shader_manager: Fix interaction between graphics and compute | ReinUsesLisp | 1 | -3/+2 | |
After a compute shader was set to the pipeline, no graphics shader was invoked again. To address this use glUseProgram to bind compute shaders (without state tracking) and call glUseProgram(0) when transitioning out of it back to the graphics pipeline. | |||||
2020-03-10 | gl_rasterizer: Implement polygon modes and fill rectangles | ReinUsesLisp | 1 | -0/+40 | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 1 | -25/+17 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-02-28 | gl_rasterizer: Don't disable blending on clears | ReinUsesLisp | 1 | -4/+0 | |
Blending doesn't affect clears. | |||||
2020-02-28 | gl_rasterizer: Remove num vertex buffers magic number | ReinUsesLisp | 1 | -2/+4 | |
2020-02-28 | gl_rasterizer: Only apply polygon offset clamp if enabled | ReinUsesLisp | 1 | -3/+6 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for depth clamp enabling | ReinUsesLisp | 1 | -3/+9 | |
2020-02-28 | gl_rasterizer: Disable scissor 0 when scissor is not used on clear | ReinUsesLisp | 1 | -0/+3 | |
2020-02-28 | gl_rasterizer: Notify depth mask changes on clear | ReinUsesLisp | 1 | -1/+1 | |
2020-02-28 | gl_rasterizer: Minor sort changes to clearing | ReinUsesLisp | 1 | -11/+9 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for clip control | ReinUsesLisp | 1 | -13/+17 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for point sizes | ReinUsesLisp | 1 | -4/+17 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for fragment color clamp | ReinUsesLisp | 1 | -2/+8 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for logic op | ReinUsesLisp | 1 | -2/+10 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for sRGB | ReinUsesLisp | 1 | -2/+8 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for rasterize enable | ReinUsesLisp | 1 | -2/+8 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for multisample | ReinUsesLisp | 1 | -0/+7 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for alpha testing | ReinUsesLisp | 1 | -4/+14 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for polygon offsets | ReinUsesLisp | 1 | -2/+7 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for primitive restart | ReinUsesLisp | 1 | -3/+12 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for stencil testing | ReinUsesLisp | 1 | -3/+9 | |
2020-02-28 | gl_state_tracker: Implement depth dirty flags | ReinUsesLisp | 1 | -5/+15 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for front face and culling | ReinUsesLisp | 1 | -4/+17 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for blending | ReinUsesLisp | 1 | -13/+36 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for clip distances and shaders | ReinUsesLisp | 1 | -10/+18 | |
2020-02-28 | gl_state_tracker: Add dirty flags for buffers and divisors | ReinUsesLisp | 1 | -22/+29 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for vertex formats | ReinUsesLisp | 1 | -9/+19 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for color masks | ReinUsesLisp | 1 | -9/+30 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for scissors | ReinUsesLisp | 1 | -4/+20 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for viewports | ReinUsesLisp | 1 | -7/+24 | |
2020-02-28 | renderer_opengl: Reintroduce dirty flags for render targets | ReinUsesLisp | 1 | -6/+14 | |
2020-02-28 | maxwell_3d: Flatten cull and front face registers | ReinUsesLisp | 1 | -3/+3 | |
2020-02-28 | gl_state: Remove completely | ReinUsesLisp | 1 | -10/+3 | |
2020-02-28 | gl_state: Remove program tracking | ReinUsesLisp | 1 | -17/+11 | |
2020-02-28 | gl_state: Remove framebuffer tracking | ReinUsesLisp | 1 | -3/+2 | |
2020-02-28 | gl_state: Remove image tracking | ReinUsesLisp | 1 | -3/+3 | |
2020-02-28 | gl_state: Remove texture and sampler tracking | ReinUsesLisp | 1 | -6/+5 | |
2020-02-28 | gl_state: Remove blend state tracking | ReinUsesLisp | 1 | -25/+24 | |
2020-02-28 | gl_state: Remove stencil test tracking | ReinUsesLisp | 1 | -48/+17 | |
2020-02-28 | gl_state: Remove clip control tracking | ReinUsesLisp | 1 | -5/+6 | |
2020-02-28 | gl_state: Remove clip distances tracking | ReinUsesLisp | 1 | -8/+2 | |
2020-02-28 | gl_state: Remove rasterizer disable tracking | ReinUsesLisp | 1 | -4/+4 | |
2020-02-28 | gl_state: Remove viewport and depth range tracking | ReinUsesLisp | 1 | -17/+7 | |
2020-02-28 | gl_state: Remove scissor test tracking | ReinUsesLisp | 1 | -23/+9 | |
2020-02-28 | gl_state: Remove color mask tracking | ReinUsesLisp | 1 | -14/+11 | |
2020-02-28 | gl_state: Remove clamp framebuffer color tracking | ReinUsesLisp | 1 | -4/+6 | |
This commit doesn't reset it for screen draws because clamping doesn't change anything there. | |||||
2020-02-28 | gl_state: Remove multisample tracking | ReinUsesLisp | 1 | -2/+2 | |
2020-02-28 | gl_state: Remove framebuffer sRGB tracking | ReinUsesLisp | 1 | -1/+9 | |
2020-02-28 | gl_state: Remove VAO cache and tracking | ReinUsesLisp | 1 | -63/+37 | |
2020-02-28 | gl_state: Remove depth clamp tracking | ReinUsesLisp | 1 | -2/+10 | |
2020-02-28 | gl_state: Remove depth tracking | ReinUsesLisp | 1 | -12/+6 | |
2020-02-28 | gl_state: Remove primitive restart tracking | ReinUsesLisp | 1 | -2/+2 | |
2020-02-28 | gl_state: Remove logic op tracker | ReinUsesLisp | 1 | -9/+4 | |
2020-02-28 | gl_state: Remove blend color tracking | ReinUsesLisp | 1 | -4/+1 | |
2020-02-28 | gl_state: Remove polygon offset tracking | ReinUsesLisp | 1 | -6/+5 | |
2020-02-28 | gl_state: Remove alpha test tracking | ReinUsesLisp | 1 | -5/+3 | |
2020-02-28 | gl_state: Remove cull mode tracking | ReinUsesLisp | 1 | -4/+2 | |
2020-02-28 | gl_state: Remove front face tracking | ReinUsesLisp | 1 | -1/+1 | |
2020-02-28 | gl_state: Remove point size tracking | ReinUsesLisp | 1 | -6/+4 | |
2020-02-28 | gl_rasterizer: Add oglEnablei helper | ReinUsesLisp | 1 | -0/+4 | |
2020-02-28 | gl_rasterizer: Add OpenGL enable/disable helper | ReinUsesLisp | 1 | -0/+4 | |
2020-02-28 | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 1 | -68/+2 | |
2020-02-24 | shader: Simplify indexed sampler usages | ReinUsesLisp | 1 | -19/+7 | |
2020-02-14 | maxwell_3d: Unify draw methods | ReinUsesLisp | 1 | -10/+0 | |
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 | -2/+3 | |
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 | 1 | -20/+10 | |
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 | gl_rasterizer: Add queued commands counter | ReinUsesLisp | 1 | -0/+13 | |
Keep track of the queued OpenGL commands that can signal a fence if waited on. As a side effect, we avoid calls to glFlush when no commands are queued. | |||||
2020-02-14 | maxwell_3d: Slow implementation of passed samples (query 21) | ReinUsesLisp | 1 | -0/+24 | |
Implements GL_SAMPLES_PASSED by waiting immediately for queries. | |||||
2020-02-14 | gl_rasterizer: Use the least generic OpenGL draw function possible | ReinUsesLisp | 1 | -8/+28 | |
This may help some implementations. | |||||
2020-02-04 | gl_rasterizer: Implement GL_POINT_SPRITE | ReinUsesLisp | 1 | -0/+1 | |
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour. | |||||
2020-01-30 | gl_rasterizer: Fix instanced draw arrays | ReinUsesLisp | 1 | -100/+27 | |
glDrawArrays was being used when the draw had a base instance specified. This commit removes the draw parameters abstraction and fixes the mentioned issue. | |||||
2020-01-24 | GL Backend: Introduce indexed samplers into the GL backend | Fernando Sahmkow | 1 | -7/+27 | |
2020-01-18 | gl_state: Use bool instead of GLboolean | ReinUsesLisp | 1 | -1/+1 | |
This fixes template resolution considering GLboolean an integer instead of a bool. | |||||
2020-01-15 | gl_state: Implement PROGRAM_POINT_SIZE | ReinUsesLisp | 1 | -0/+1 | |
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE. | |||||
2019-12-26 | gl_rasterizer: Allow rendering without fragment shader | ReinUsesLisp | 1 | -0/+3 | |
Rendering without a fragment shader is usually used in depth-only passes. | |||||
2019-12-18 | gl_rasterizer: Implement RASTERIZE_ENABLE | ReinUsesLisp | 1 | -0/+7 | |
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. | |||||
2019-12-11 | Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented. | Fernando Sahmkow | 1 | -0/+8 | |
This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented. | |||||
2019-12-11 | Maxwell3D: Implement Depth Mode. | Fernando Sahmkow | 1 | -0/+4 | |
This commit finishes adding depth mode that was reverted before due to other unresolved issues. | |||||
2019-11-29 | gl_framebuffer_cache: Optimize framebuffer key | ReinUsesLisp | 1 | -18/+12 | |
Pack color attachment enumerations into a single u32. To determine the number of buffers, the highest color attachment with a shared pointer that doesn't point to null is used. | |||||
2019-11-29 | gl_rasterizer: Re-enable framebuffer cache for clear buffers | ReinUsesLisp | 1 | -28/+13 | |
2019-11-27 | core/memory: Migrate over GetPointer() | Lioncash | 1 | -1/+2 | |
With all of the interfaces ready for migration, it's trivial to migrate over GetPointer(). | |||||
2019-11-27 | core: Prepare various classes for memory read/write migration | Lioncash | 1 | -2/+3 | |
Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us. | |||||
2019-11-23 | gl_rasterizer: Disable compute shaders on Intel | ReinUsesLisp | 1 | -0/+4 | |
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these. | |||||
2019-11-23 | gl_shader_decompiler: Normalize image bindings | ReinUsesLisp | 1 | -20/+9 | |
2019-11-23 | gl_shader_decompiler: Normalize cbuf bindings | ReinUsesLisp | 1 | -2/+2 | |
Stage and compute shaders were using a different binding counter. Normalize these. | |||||
2019-11-23 | gl_rasterizer: Add missing cbuf counter reset on compute | ReinUsesLisp | 1 | -0/+2 | |
2019-11-23 | gl_shader_cache: Remove dynamic BaseBinding specialization | ReinUsesLisp | 1 | -49/+45 | |
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 1 | -14/+12 | |
2019-11-23 | gl_rasterizer: Bind graphics images to draw commands | ReinUsesLisp | 1 | -32/+48 | |
Images were not being bound to draw invocations because these would require a cache invalidation. | |||||
2019-11-23 | gl_shader_cache: Specialize local memory size for compute shaders | ReinUsesLisp | 1 | -1/+2 | |
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 shared memory size | ReinUsesLisp | 1 | -1/+1 | |
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size. | |||||
2019-11-23 | gl_shader_cache: Specialize shader workgroup | ReinUsesLisp | 1 | -14/+7 | |
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. | |||||
2019-11-23 | shader/texture: Deduce texture buffers from locker | ReinUsesLisp | 1 | -30/+15 | |
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded. | |||||
2019-11-08 | video_core: Silence implicit conversion warnings | ReinUsesLisp | 1 | -1/+1 | |
2019-11-07 | gl_rasterizer: Remove front facing hack | ReinUsesLisp | 1 | -12/+0 | |
2019-11-07 | gl_rasterizer: Emulate viewport flipping with ARB_clip_control | ReinUsesLisp | 1 | -22/+28 | |
Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified). | |||||
2019-11-02 | gl_rasterizer: Re-enable stream buffer memory due to global memory | ReinUsesLisp | 1 | -14/+8 | |
Global memory is still using the stream buffer when it shouldn't. As a temporary fix re-enable the stream buffer on compute. | |||||
2019-11-02 | gl_rasterizer: Upload constant buffers with glNamedBufferSubData | ReinUsesLisp | 1 | -10/+19 | |
Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements to a fast. This path has an extra memcpy but updates the buffer without orphaning or waiting for previous calls. It can be seen as a better model for "push constants" that can upload a whole UBO instead of 256 bytes. This path has some requirements established here: http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24 Instead of using the stream buffer, this commits moves constant buffers uploads to calls of glNamedBufferSubData and from my testing it brings a performance improvement. This is disabled when the vendor is not Nvidia since it brings performance regressions. | |||||
2019-10-30 | gl_state: Remove ApplyDefaultState | ReinUsesLisp | 1 | -2/+0 | |
OpenGL has defaults values we can trust. Remove these. | |||||
2019-10-30 | shader/node: Unpack bindless texture encoding | ReinUsesLisp | 1 | -12/+7 | |
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images. | |||||
2019-10-28 | maxwell_3d/kepler_compute: Remove unused arguments in GetTexture | ReinUsesLisp | 1 | -6/+6 | |
2019-10-27 | rasterizer_accelerated: Add intermediary for GPU rasterizers | ReinUsesLisp | 1 | -36/+0 | |
Add an intermediary class that implements common functions across GPU accelerated rasterizers. This avoids code repetition on different backends. | |||||
2019-10-25 | Shader_Cache: setup connection of ConstBufferLocker | Fernando Sahmkow | 1 | -2/+4 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 1 | -3/+4 | |
2019-10-05 | Gl_Rasterizer: Protect CPU Memory mapping from multiple threads. | Fernando Sahmkow | 1 | -0/+1 | |
2019-10-01 | gl_rasterizer: Fix polygon offset units | ReinUsesLisp | 1 | -1/+3 | |
For some reason hardware divides polygon offset units by two. This is visible since drivers multiply the application requested polygon offset by two. | |||||
2019-09-22 | Maxwell3D: Corrections and refactors to MME instance refactor | Fernando Sahmkow | 1 | -10/+2 | |
2019-09-20 | Rasterizer: Correct introduced bug where a conditional render wouldn't stop a draw call from executing | Fernando Sahmkow | 1 | -10/+16 | |
2019-09-19 | Rasterizer: Refactor and simplify DrawBatch Interface. | Fernando Sahmkow | 1 | -19/+10 | |
2019-09-19 | Rasterizer: Address Feedback and conscerns. | Fernando Sahmkow | 1 | -11/+11 | |
2019-09-19 | Rasterizer: Refactor draw calls, remove deadcode and clean up. | Fernando Sahmkow | 1 | -103/+66 | |
2019-09-19 | VideoCore: Corrections to the MME Inliner and removal of hacky instance management. | Fernando Sahmkow | 1 | -20/+18 | |
2019-09-19 | Video Core: initial Implementation of InstanceDraw Packaging | Fernando Sahmkow | 1 | -8/+81 | |
2019-09-17 | gl_rasterizer: Remove unused code paths from ConfigureFramebuffers | ReinUsesLisp | 1 | -68/+20 | |
2019-09-11 | gl_rasterizer: Correct sRGB Fix regression | Fernando Sahmkow | 1 | -0/+12 | |
2019-09-11 | renderer_opengl: Fix sRGB blits | ReinUsesLisp | 1 | -20/+1 | |
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_shader_decompiler: Keep track of written images and mark them as modified | ReinUsesLisp | 1 | -0/+3 | |
2019-09-06 | gl_rasterizer: Apply textures and images state | ReinUsesLisp | 1 | -0/+2 | |
2019-09-06 | gl_rasterizer: Add samplers to compute dispatches | ReinUsesLisp | 1 | -3/+33 | |
2019-09-06 | gl_rasterizer: Minor code changes | ReinUsesLisp | 1 | -18/+25 | |
2019-09-06 | gl_state: Split textures and samplers into two arrays | ReinUsesLisp | 1 | -5/+4 | |
2019-09-06 | gl_rasterizer: Implement image bindings | ReinUsesLisp | 1 | -2/+7 | |
2019-09-06 | texture_cache: Pass TIC to texture cache | ReinUsesLisp | 1 | -1/+1 | |
2019-09-06 | kepler_compute: Implement texture queries | ReinUsesLisp | 1 | -1/+21 | |
2019-09-06 | gl_rasterizer: Split SetupTextures | ReinUsesLisp | 1 | -20/+30 | |
2019-09-04 | gl_rasterizer: Fix stencil testing | ReinUsesLisp | 1 | -11/+11 | |
* Fix stencil dirty flags tracking when stencil is disabled * Attach stencil on clears (previously it only attached depth) * Attach stencil on drawing regardless of stencil testing being enabled | |||||
2019-08-30 | video_core: Silent miscellaneous warnings (#2820) | Rodrigo Locatti | 1 | -2/+0 | |
* 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 | |||||
2019-08-21 | Video_Core: Implement a new Buffer Cache | Fernando Sahmkow | 1 | -1/+1 | |
2019-07-26 | GPU: Flush commands on every dma pusher step. | Fernando Sahmkow | 1 | -0/+4 | |
This commit ensures that the host gpu is constantly fed with commands to work with, while the guest gpu keeps producing the rest of the commands. This reduces syncing time between host and guest gpu. | |||||
2019-07-20 | Maxwell3D: Reorganize and address feedback | Fernando Sahmkow | 1 | -18/+27 | |
2019-07-17 | GL_State: Feedback and fixes | Fernando Sahmkow | 1 | -5/+5 | |
2019-07-17 | Maxwell3D: Address Feedback | Fernando Sahmkow | 1 | -1/+1 | |
2019-07-17 | GL_Rasterizer: Corrections to Clearing. | Fernando Sahmkow | 1 | -6/+6 | |
2019-07-17 | GL_Rasterizer: Rework RenderTarget/DepthBuffer clearing | Fernando Sahmkow | 1 | -6/+58 | |
2019-07-17 | Maxwell3D: Implement State Dirty Flags. | Fernando Sahmkow | 1 | -31/+55 | |
2019-07-17 | Maxwell3D: Rework the dirty system to be more consistant and scaleable | Fernando Sahmkow | 1 | -12/+41 | |
2019-07-17 | maxwell3d: Implement Conditional Rendering | Fernando Sahmkow | 1 | -1/+12 | |
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_shader_cache: Address review commentaries | ReinUsesLisp | 1 | -0/+2 | |
2019-07-15 | gl_rasterizer: Implement compute shaders | ReinUsesLisp | 1 | -15/+82 | |
2019-07-06 | gl_rasterizer: Fix nullptr dereference on disabled buffers | ReinUsesLisp | 1 | -1/+1 | |
2019-07-06 | gl_rasterizer: Minor style changes | ReinUsesLisp | 1 | -26/+20 | |
2019-07-06 | gl_rasterizer: Fix vertex and index data invalidations | ReinUsesLisp | 1 | -7/+7 | |
2019-07-06 | gl_buffer_cache: Implement with generic buffer cache | ReinUsesLisp | 1 | -15/+25 | |
2019-07-06 | gl_buffer_cache: Remove global system getters | ReinUsesLisp | 1 | -3/+2 | |
2019-07-06 | gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cache | ReinUsesLisp | 1 | -10/+17 | |
2019-07-06 | gl_buffer_cache: Rework to support internalized buffers | ReinUsesLisp | 1 | -1/+1 | |
2019-07-06 | gl_buffer_cache: Return used buffer from Upload function | ReinUsesLisp | 1 | -15/+15 | |
2019-07-06 | gl_rasterizer: Add some commentaries | ReinUsesLisp | 1 | -0/+5 | |
2019-07-06 | gl_rasterizer: Make DrawParameters rasterizer instance const | ReinUsesLisp | 1 | -1/+1 | |
2019-07-06 | gl_rasterizer: Move index buffer uploading to its own method | ReinUsesLisp | 1 | -6/+15 | |
2019-06-25 | texture_cache: Query MemoryManager from the system | Fernando Sahmkow | 1 | -4/+0 | |
2019-06-21 | texture_cache: Implement texception detection and texture barriers. | Fernando Sahmkow | 1 | -2/+8 | |
2019-06-21 | texture_cache: Implement Buffer Copy and detect Turing GPUs Image Copies | Fernando Sahmkow | 1 | -1/+1 | |
2019-06-21 | Fix rebase errors | Fernando Sahmkow | 1 | -2/+8 | |
2019-06-21 | texture_cache: Fermi2D reform and implement View Mirage | Fernando Sahmkow | 1 | -3/+2 | |
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general. | |||||
2019-06-21 | gl_rasterizer: Track texture buffer usage | ReinUsesLisp | 1 | -13/+21 | |
2019-06-21 | video_core: Make ARB_buffer_storage a required extension | ReinUsesLisp | 1 | -5/+0 | |
2019-06-21 | texture_cache: Implement Guard mechanism | Fernando Sahmkow | 1 | -0/+4 | |
2019-06-21 | gl_framebuffer_cache: Use a hashed struct to cache framebuffers | ReinUsesLisp | 1 | -57/+2 | |
2019-06-21 | texture_cache return invalid buffer on deactivated color_mask | Fernando Sahmkow | 1 | -2/+4 | |
2019-06-21 | Remove Framebuffer reconfiguration and restrict rendertarget protection | Fernando Sahmkow | 1 | -10/+6 | |
2019-06-21 | texture_cache: Correct premature texceptions | Fernando Sahmkow | 1 | -5/+10 | |
Due to our current infrastructure, it is possible for a mipmap to be set on as a render target before a texception of that mipmap's superset be set afterwards. This is problematic as we rely on texture views to set up texceptions and protecting render targets targets for 3D texture rendering. One simple solution is to configure framebuffers after texture setup but this brings other problems. This solution, forces a reconfiguration of the framebuffers after such event happens. | |||||
2019-06-21 | texture_cache: Implement guest flushing | Fernando Sahmkow | 1 | -2/+4 | |
2019-06-21 | Texture Cache: Implement Blitting and Fermi Copies | Fernando Sahmkow | 1 | -3/+1 | |
2019-06-21 | Change texture_cache chaching from GPUAddr to CacheAddr | Fernando Sahmkow | 1 | -16/+0 | |
This also reverses the changes to make invalidation and flushing through the GPU address. | |||||
2019-06-21 | Implement Texture Cache V2 | Fernando Sahmkow | 1 | -22/+47 | |
2019-06-21 | gl_texture_cache: Implement fermi copies | ReinUsesLisp | 1 | -2/+3 | |
2019-06-21 | gl_texture_cache: Minor changes | ReinUsesLisp | 1 | -4/+4 | |
2019-06-21 | gl_texture_cache: Attach surface textures instead of views | ReinUsesLisp | 1 | -13/+9 | |
2019-06-21 | gl_texture_cache: Initial implementation | ReinUsesLisp | 1 | -33/+33 | |
2019-06-08 | gl_rasterizer: Remove unused parameters in descriptor uploads | ReinUsesLisp | 1 | -5/+4 | |
2019-06-08 | video_core/engines: Move ConstBufferInfo out of Maxwell3D | ReinUsesLisp | 1 | -37/+36 | |
2019-05-30 | gl_rasterizer: Move alpha testing to the OpenGL pipeline | ReinUsesLisp | 1 | -5/+9 | |
Removes the alpha testing code from each fragment shader invocation. | |||||
2019-05-30 | gl_rasterizer: Use GL_QUADS to emulate quads rendering | ReinUsesLisp | 1 | -34/+3 | |
2019-05-21 | gl_shader_cache: Use shared contexts to build shaders in parallel | ReinUsesLisp | 1 | -3/+5 | |
2019-05-18 | gl_rasterizer: Limit OpenGL point size to a minimum of 1 | ReinUsesLisp | 1 | -1/+3 | |
2019-05-17 | gl_rasterizer: Pass the right number of array quad vertices count | ReinUsesLisp | 1 | -2/+2 | |
2019-05-04 | gl_rasterizer: Silence unused variable warning | Lioncash | 1 | -2/+2 | |
Makes use of src, so it's not considered unused. | |||||
2019-04-18 | video_core: Silent -Wswitch warnings | ReinUsesLisp | 1 | -0/+2 | |
2019-04-14 | gl_shader_decompiler: Use variable AOFFI on supported hardware | ReinUsesLisp | 1 | -3/+1 | |
2019-04-14 | shader_ir: Implement STG, keep track of global memory usage and flush | ReinUsesLisp | 1 | -0/+4 | |
2019-04-10 | gl_rasterizer: Apply just the needed state on Clear | ReinUsesLisp | 1 | -4/+4 | |
2019-04-10 | gl_device: Implement interface and add uniform offset alignment | ReinUsesLisp | 1 | -12/+13 | |
2019-04-08 | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. | Fernando Sahmkow | 1 | -6/+4 | |
2019-04-08 | Fix bad rebase | Fernando Sahmkow | 1 | -2/+1 | |
2019-04-08 | Simplify ConstBufferAccessor | Fernando Sahmkow | 1 | -2/+4 | |
2019-04-08 | Fixes to Const Buffer Accessor and Formatting | Fernando Sahmkow | 1 | -2/+1 | |
2019-04-08 | Implement Bindless Handling on SetupTexture | Fernando Sahmkow | 1 | -1/+9 | |
2019-04-08 | Implement Const Buffer Accessor | Fernando Sahmkow | 1 | -2/+4 | |
2019-04-06 | gl_rasterizer: Use ARB_multi_bind to update SSBOs | ReinUsesLisp | 1 | -9/+8 | |
2019-04-06 | gl_rasterizer: Use ARB_multi_bind to update UBOs across stages | ReinUsesLisp | 1 | -22/+10 | |
2019-04-04 | video_core/renderer_opengl: Remove unnecessary includes | Lioncash | 1 | -2/+0 | |
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario. | |||||
2019-04-02 | gl_sampler_cache: Port sampler cache to OpenGL | ReinUsesLisp | 1 | -93/+1 | |
2019-03-28 | gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs() | Lioncash | 1 | -1/+1 | |
We can just pass in the Maxwell3D instance instead of going through the system class to get at it. This also lets us simplify the interface a little bit. Since we pass in the Maxwell3D context now, we only really need to pass the shader stage index value in. | |||||
2019-03-27 | gl_rasterizer: Remove unused reference member variable from RasterizerOpenGL | Lioncash | 1 | -5/+3 | |
This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface" | |||||
2019-03-21 | gpu: Move GPUVAddr definition to common_types. | bunnei | 1 | -4/+4 | |
2019-03-17 | gl_rasterizer: Skip zero addr/sized regions on flush/invalidate. | bunnei | 1 | -0/+6 | |
2019-03-15 | gpu: Use host address for caching instead of guest address. | bunnei | 1 | -5/+5 | |
2019-03-11 | gl_rasterizer: Use system instance passed from argument | ReinUsesLisp | 1 | -29/+30 | |
2019-03-09 | gl_rasterizer: Encapsulate sampler queries into methods | ReinUsesLisp | 1 | -57/+40 | |
2019-03-09 | gl_rasterizer: Minor logger changes | ReinUsesLisp | 1 | -19/+13 | |
2019-03-07 | gpu: Always flush. | bunnei | 1 | -5/+1 | |
2019-02-28 | gl_rasterizer: Remove texture unbinding after dispatching a draw call | ReinUsesLisp | 1 | -12/+0 | |
Unbinding was required when OpenGL delete operations didn't unbind a resource if it was bound. This is no longer needed and can be removed. | |||||
2019-02-28 | Remove certain optimizations that caused texception to fail in certain scenarios. | Fernando Sahmkow | 1 | -3/+0 | |
2019-02-28 | rasterizer_cache_gl: Implement Texception Pass | Fernando Sahmkow | 1 | -0/+7 | |
2019-02-27 | gl_rasterizer_cache: Create texture views for array discrepancies | ReinUsesLisp | 1 | -3/+2 | |
When a texture is sampled in a shader with a different array mode than the cached state, create a texture view and bind that to the shader instead. | |||||
2019-02-27 | gl_rasterizer: Reorder constructor initializer list in terms of member declaration order | Lioncash | 1 | -2/+2 | |
Orders the members in the order they would actually be initialized in. Silences a -Wreorder warning. | |||||
2019-02-27 | common/math_util: Move contents into the Common namespace | Lioncash | 1 | -3/+3 | |
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 | 1 | -9/+9 | |
2019-02-07 | gl_rasterizer: Implement a more accurate fermi 2D copy. | bunnei | 1 | -8/+4 | |
- This is a blit, use the blit registers. | |||||
2019-02-07 | gl_shader_cache: Link loading screen with disk shader cache load | ReinUsesLisp | 1 | -3/+4 | |
2019-02-07 | gl_shader_disk_cache: Pass core system as argument and guard against games without title ids | ReinUsesLisp | 1 | -2/+3 | |
2019-02-07 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 1 | -5/+3 | |
2019-02-07 | rasterizer_interface: Add disk cache entry for the rasterizer | ReinUsesLisp | 1 | -0/+5 | |
2019-02-03 | maxwell_3d: Allow texture handles with TIC id zero | ReinUsesLisp | 1 | -4/+0 | |
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused. | |||||
2019-02-01 | rasterizer_interface: Remove unused AccelerateFill operation | ReinUsesLisp | 1 | -5/+0 | |
2019-01-30 | gl_state: Remove texture target tracking | ReinUsesLisp | 1 | -3/+0 | |
2019-01-30 | gl_rasterizer_cache: Move swizzling to textures instead of state | ReinUsesLisp | 1 | -5/+5 | |
2019-01-30 | shader_ir: Unify constant buffer offset values | ReinUsesLisp | 1 | -1/+1 | |
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 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | 1 | -81/+49 | |
2019-01-30 | gl_rasterizer: Implement global memory management | ReinUsesLisp | 1 | -0/+22 | |
2019-01-30 | gl_rasterizer: Workaround invalid zeta clears | ReinUsesLisp | 1 | -11/+13 | |
Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error. | |||||
2019-01-24 | frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. | bunnei | 1 | -4/+0 | |
2019-01-22 | maxwell_3d: Set rt_separate_frag_data to 1 by default | ReinUsesLisp | 1 | -4/+1 | |
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). | |||||
2019-01-18 | gl_rasterizer: Silent unsafe mix warning | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | video_core: Replace gl_shader_decompiler | ReinUsesLisp | 1 | -2/+2 | |
2019-01-09 | gl_rasterizer: Workaround Intel VAO DSA bug | ReinUsesLisp | 1 | -0/+6 | |
There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue. | |||||
2019-01-08 | gl_global_cache: Add dummy global cache manager | ReinUsesLisp | 1 | -1/+2 | |
2019-01-07 | gl_rasterizer: Skip framebuffer configuration if rendertargets have not been changed | ReinUsesLisp | 1 | -1/+13 | |
2019-01-07 | gl_shader_cache: Use dirty flags for shaders | ReinUsesLisp | 1 | -1/+3 | |
2019-01-06 | gl_rasterizer: Use DSA for vertex array objects | ReinUsesLisp | 1 | -34/+28 | |
2018-12-30 | gl_rasterizer_cache: Texture view if shader samples array but OGL is not | ReinUsesLisp | 1 | -2/+5 | |
When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view. | |||||
2018-11-29 | gl_rasterizer: Enable clip distances when set in register and in shader | ReinUsesLisp | 1 | -11/+24 | |
2018-11-29 | gl_rasterizer: Implement a framebuffer cache | ReinUsesLisp | 1 | -39/+77 | |
2018-11-29 | gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zero | ReinUsesLisp | 1 | -1/+1 | |
2018-11-29 | gl_rasterizer: Remove extension booleans | ReinUsesLisp | 1 | -13/+0 | |
2018-11-27 | gl_rasterizer: Fixup for #1723. | Markus Wick | 1 | -1/+1 | |
On invalidating the streaming buffer, we need to reupload all vertex buffers. But we don't need to reconfigure the vertex format. This was a (silly) misstake in #1723. Thanks at Rodrigo for discovering the issue. Fun fact, as configuring the vertex format also invalidate the vertex buffer, this misstake had no affect on the behavior. | |||||
2018-11-27 | remove viewport_transform_enabled as it seems to be inactive when valid transforms are used. | Rodolfo Bogado | 1 | -12/+5 | |
2018-11-27 | Implement depth clamp | Rodolfo Bogado | 1 | -0/+16 | |
2018-11-27 | Add support for Clip Distance enabled register | Rodolfo Bogado | 1 | -1/+10 | |
2018-11-27 | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784) | Marcos | 1 | -1/+11 | |
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor. | |||||
2018-11-25 | Limit the amount of viewports tested for state changes only to the usable ones | Rodolfo Bogado | 1 | -2/+10 | |
2018-11-24 | Add support for viewport_transfom_enable register | Rodolfo Bogado | 1 | -5/+13 | |
2018-11-24 | Add support for clear_flags register | Rodolfo Bogado | 1 | -6/+38 | |
2018-11-21 | Removed pre 4.3 ARB extensions | FernandoS27 | 1 | -5/+0 | |
2018-11-19 | gl_rasterizer: Remove default clip distance | ReinUsesLisp | 1 | -2/+0 | |
2018-11-18 | drop support for non separate alpha as it seems to cause issues in some games | Rodolfo Bogado | 1 | -18/+16 | |
2018-11-17 | fix sampler configuration, thanks to Marcos for his investigation | Rodolfo Bogado | 1 | -17/+38 | |
2018-11-17 | small type fix | Rodolfo Bogado | 1 | -6/+6 | |
2018-11-17 | add AlphaToCoverage and AlphaToOne | Rodolfo Bogado | 1 | -0/+7 | |
2018-11-17 | add support for fragment_color_clamp | Rodolfo Bogado | 1 | -0/+6 | |
2018-11-17 | set border color not depending on the wrap mode | Rodolfo Bogado | 1 | -9/+9 | |
only enable color mask for the first framebuffer id independent blending is disabled | |||||
2018-11-17 | set default value for point size register | Rodolfo Bogado | 1 | -5/+1 | |
2018-11-17 | fix viewport and scissor behavior | Rodolfo Bogado | 1 | -16/+17 | |
2018-11-17 | gl_rasterizer: Skip VB upload if the state is clean. | Markus Wick | 1 | -4/+20 | |
2018-11-11 | Use core extensions when available to set max anisotropic filtering level | Rodolfo Bogado | 1 | -2/+7 | |
2018-11-11 | Improve state management by splitting some of the states id separated function to avoid a full apply overhead | Rodolfo Bogado | 1 | -31/+23 | |
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 | 1 | -4/+10 | |
2018-11-11 | set sampler max lod, min lod, lod bias and max anisotropy | Rodolfo Bogado | 1 | -10/+21 | |
2018-11-08 | gl_rasterizer: Fix compiler warnings | Frederic Laing | 1 | -2/+2 | |
2018-11-08 | rasterizer_cache: Remove reliance on the System singleton | Lioncash | 1 | -1/+2 | |
Rather than have a transparent dependency, we can make it explicit in the interface. This also gets rid of the need to put the core include in a header. | |||||
2018-11-06 | gl_rasterizer: Skip VAO binding if the state is clean. | Markus Wick | 1 | -2/+7 | |
2018-11-06 | gl_rasterizer: Split VAO and VB setup functions. | Markus Wick | 1 | -4/+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 | -5/+18 | |
2018-11-05 | Implement multi-target viewports and blending | Rodolfo Bogado | 1 | -39/+56 | |
2018-10-31 | Improve OpenGL state handling | Rodolfo Bogado | 1 | -3/+1 | |
2018-10-30 | video_core: Move surface declarations out of gl_rasterizer_cache | ReinUsesLisp | 1 | -3/+4 | |
2018-10-30 | global: Use std::optional instead of boost::optional (#1578) | Frederic L | 1 | -1/+1 | |
* 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 | Implement Mip Filter | FernandoS27 | 1 | -3/+7 | |
2018-10-28 | Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support | Rodolfo Bogado | 1 | -1/+12 | |
2018-10-26 | gl_rasterizer: Implement primitive restart. | bunnei | 1 | -0/+8 | |
2018-10-26 | gl_rasterizer: Implement depth range. | bunnei | 1 | -5/+5 | |
2018-10-22 | Assert that multiple render targets are not set while alpha testing | FernandoS27 | 1 | -0/+12 | |
2018-10-22 | Use standard UBO and fix/stylize the code | FernandoS27 | 1 | -15/+0 | |
2018-10-22 | Cache uniform locations and restructure the implementation | FernandoS27 | 1 | -22/+4 | |
2018-10-22 | Remove SyncAlphaTest and clang format | FernandoS27 | 1 | -2/+5 | |
2018-10-22 | Added Alpha Func | FernandoS27 | 1 | -1/+9 | |
2018-10-22 | Implemented Alpha Testing | FernandoS27 | 1 | -0/+11 | |
2018-10-19 | fermi_2d: Add support for more accurate surface copies. | bunnei | 1 | -0/+6 | |
2018-10-16 | config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation. | bunnei | 1 | -2/+2 | |
- This will be used as a catch-all for slow-but-accurate GPU emulation paths. | |||||
2018-10-16 | rasterizer_cache: Refactor to support in-order flushing. | bunnei | 1 | -6/+3 | |
2018-10-16 | gl_rasterizer_cache: Only flush when use_accurate_framebuffers is enabled. | bunnei | 1 | -1/+6 | |
2018-10-16 | gl_rasterizer: Implement flushing. | bunnei | 1 | -1/+25 | |
2018-10-15 | gl_rasterizer: Silence implicit cast warning in glBindBufferRange | ReinUsesLisp | 1 | -1/+2 | |
2018-10-09 | Implement Scissor Test | FernandoS27 | 1 | -4/+9 | |
2018-10-09 | Assert Scissor tests | FernandoS27 | 1 | -0/+12 | |
2018-10-07 | gl_shader_decompiler: Implement geometry shaders | ReinUsesLisp | 1 | -14/+26 | |
2018-10-07 | gl_rasterizer: Fixup undefined behaviour in SetupDraw | ReinUsesLisp | 1 | -0/+1 | |
2018-10-06 | Implemented Depth Compare and Shadow Samplers | FernandoS27 | 1 | -0/+18 | |
2018-10-06 | gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies. | bunnei | 1 | -7/+3 | |
2018-10-04 | gl_rasterizer: Implement quads topology | ReinUsesLisp | 1 | -43/+103 | |
2018-10-01 | gl_rasterizer: Fixup unassigned point sizes | ReinUsesLisp | 1 | -1/+4 | |
2018-09-30 | gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario. | bunnei | 1 | -1/+1 | |
2018-09-28 | video_core: Implement point_size and add point state sync | ReinUsesLisp | 1 | -0/+7 | |
2018-09-26 | video_core: Add asserts for CS, TFB and alpha testing | ReinUsesLisp | 1 | -0/+22 | |
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 | RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register. | Subv | 1 | -1/+1 | |
Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :) | |||||
2018-09-19 | gl_rasterizer: Fix StartAddress handling with indexed draw calls. | Markus Wick | 1 | -6/+7 | |
We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds. Let's just offset the upload instead. | |||||
2018-09-15 | Port #4182 from Citra: "Prefix all size_t with std::" | fearlessTobi | 1 | -15/+15 | |
2018-09-13 | Use ARB_multi_bind for uniform buffers (#1287) | ReinUsesLisp | 1 | -3/+22 | |
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback | |||||
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 clear for non-zero render targets. | bunnei | 1 | -48/+55 | |
- Several misc. changes to ConfigureFramebuffers in support of this. | |||||
2018-09-10 | gl_rasterizer: Implement multiple color attachments. | bunnei | 1 | -69/+45 | |
2018-09-08 | gl_rasterizer: Use baseInstance instead of moving the buffer points. | bunnei | 1 | -21/+25 | |
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp | |||||
2018-09-08 | video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262) | Patrick Elsässer | 1 | -12/+14 | |
* video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour. | |||||
2018-09-08 | gl_rasterizer: Implement texture wrap mode p. | bunnei | 1 | -2/+7 | |
2018-09-08 | gl_rasterizer_cache: Keep track of texture type per surface. | bunnei | 1 | -0/+1 | |
2018-09-08 | gl_state: Keep track of texture target. | bunnei | 1 | -3/+3 | |
2018-09-06 | gl_rasterizer: Call state.Apply only once on SetupShaders. | bunnei | 1 | -4/+2 | |
2018-09-05 | gl_rasterizer: Implement a VAO cache. | Markus Wick | 1 | -48/+48 | |
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. | |||||
2018-09-05 | renderer_opengl: Implement a buffer cache. | Markus Wick | 1 | -74/+27 | |
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast. | |||||
2018-09-04 | gl_shader_cache: Use an u32 for the binding point cache. | Markus Wick | 1 | -2/+2 | |
The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter. | |||||
2018-09-04 | Update microprofile scopes. | Markus Wick | 1 | -3/+11 | |
Blame the subsystems which deserve the blame :) The updated list is not complete, just the ones I've spotted on random sampling the stack trace. | |||||
2018-08-31 | gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies. | bunnei | 1 | -20/+0 | |
2018-08-31 | gl_renderer: Cache textures, framebuffers, and shaders based on CPU address. | bunnei | 1 | -11/+8 | |
2018-08-31 | gl_rasterizer: Fix issues with the rasterizer cache. | bunnei | 1 | -0/+38 | |
- Use a single cached page map. - Fix calculation of ending page. | |||||
2018-08-28 | gpu: Make memory_manager private | Lioncash | 1 | -2/+2 | |
Makes the class interface consistent and provides accessors for obtaining a reference to the memory manager instance. Given we also return references, this makes our more flimsy uses of const apparent, given const doesn't propagate through pointers in the way one would typically expect. This makes our mutable state more apparent in some places. | |||||
2018-08-28 | gl_rasterizer: Remove unused variables | Lioncash | 1 | -2/+0 | |
2018-08-28 | renderer_opengl: Implement a new shader cache. | bunnei | 1 | -59/+25 | |
2018-08-28 | gl_rasterizer_cache: Update to use RasterizerCache base class. | bunnei | 1 | -4/+1 | |
2018-08-24 | gl_rasterizer: Correct assertion condition in SyncLogicOpState() | Lioncash | 1 | -1/+2 | |
Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true. | |||||
2018-08-23 | gl_rasterizer: Implement stencil test. | bunnei | 1 | -4/+31 | |
- Used by Splatoon 2. | |||||
2018-08-23 | gl_rasterizer: Implement partial color clear and stencil clear. | bunnei | 1 | -12/+42 | |
2018-08-22 | gl_shader_gen: Use a std::vector to represent program code instead of std::array | Lioncash | 1 | -1/+1 | |
While convenient as a std::array, it's also quite a large set of data as well (32KB). It being an array also means data cannot be std::moved. Any situation where the code is being set or relocated means that a full copy of that 32KB data must be done. If we use a std::vector we do need to allocate on the heap, however, it does allow us to std::move the data we have within the std::vector into another std::vector instance, eliminating the need to always copy the program data (as std::move in this case would just transfer the pointers and bare necessities over to the new vector instance). | |||||
2018-08-22 | renderer_opengl: Namespace OpenGL code | Lioncash | 1 | -0/+4 | |
Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future. | |||||
2018-08-21 | GPU: Implemented the logic op functionality of the GPU. | Subv | 1 | -0/+18 | |
This will ASSERT if blending is enabled at the same time as logic ops. | |||||
2018-08-21 | rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature | Lioncash | 1 | -4/+3 | |
This is an OpenGL renderer-specific data type. Given that, this type shouldn't be used within the base interface for the rasterizer. Instead, we can pass this information to the rasterizer via reference. | |||||
2018-08-20 | Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer. | Subv | 1 | -4/+5 | |
2018-08-18 | GLRasterizer: Implemented instanced vertex arrays. | Subv | 1 | -3/+16 | |
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. | |||||
2018-08-15 | Rasterizer: Implemented instanced rendering. | Subv | 1 | -1/+1 | |
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. | |||||
2018-08-15 | gl_rasterizer: Fix upload size for constant buffers. | bunnei | 1 | -3/+3 | |
2018-08-12 | gl_rasterizer: Use a shared helper to upload from CPU memory. | Markus Wick | 1 | -28/+29 | |
2018-08-12 | gl_state: Don't track constant buffer mappings. | Markus Wick | 1 | -15/+3 | |
2018-08-12 | gl_rasterizer: Use the stream buffer for constant buffers. | Markus Wick | 1 | -20/+19 | |
2018-08-12 | gl_rasterizer: Use the streaming buffer itself for the constant buffer. | Markus Wick | 1 | -31/+14 | |
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead. | |||||
2018-08-12 | gl_rasterizer: Use a helper for aligning the buffer. | Markus Wick | 1 | -14/+19 | |
2018-08-12 | Update the stream_buffer helper from Citra. | Markus Wick | 1 | -22/+14 | |
Please see https://github.com/citra-emu/citra/pull/3666 for more details. | |||||
2018-08-12 | RasterizerGL: Ignore invalid/unset vertex attributes. | Subv | 1 | -1/+6 | |
This should make the es2gears example not crash anymore. | |||||
2018-08-12 | gl_rasterizer: Silence implicit truncation warning in SetupShaders() | Lioncash | 1 | -1/+1 | |
Previously this would warn of truncating a std::size_t to a u32. This is safe because we'll obviously never have more than UINT32_MAX amount of uniform buffers. | |||||
2018-08-12 | core: Namespace EmuWindow | Lioncash | 1 | -1/+1 | |
Gets the class out of the global namespace. | |||||
2018-08-10 | Revert "gl_state: Temporarily disable culling and depth test." | bunnei | 1 | -3/+1 | |
2018-08-10 | gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces() | Lioncash | 1 | -4/+3 | |
2018-08-09 | gl_rasterizer: Do not render when no render target is configured. | bunnei | 1 | -0/+5 | |
- Used by Super Mario Odyssey. | |||||
2018-08-08 | maxwell_3d: Use correct const buffer size and check bounds. | bunnei | 1 | -1/+4 | |
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX. | |||||
2018-08-08 | renderer_opengl: Use trace log in a few places. | bunnei | 1 | -1/+1 | |
2018-08-05 | added braces for conditions | David Marcec | 1 | -2/+3 | |
2018-08-05 | fix the attrib format for ints | David Marcec | 1 | -2/+7 | |
2018-08-02 | video_core: Make global EmuWindow instance part of the base renderer class | Lioncash | 1 | -4/+3 | |
Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer. | |||||
2018-07-24 | gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers() | Lioncash | 1 | -3/+5 | |
This is just the named constant that OpenGL provides, so we can use that instead of using a literal -1 | |||||
2018-07-24 | gl_rasterizer: Use std::string_view instead of std::string when checking for extensions | Lioncash | 1 | -1/+3 | |
We can avoid heap allocations here by just using a std::string_view instead of performing unnecessary copying of the string data. | |||||
2018-07-24 | gl_rasterizer: Use in-class member initializers where applicable | Lioncash | 1 | -7/+0 | |
We can just assign to the members directly in these cases. | |||||
2018-07-24 | gl_rasterizer: Implement texture border color. | bunnei | 1 | -3/+6 | |
2018-07-22 | gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set. | bunnei | 1 | -10/+14 | |
2018-07-22 | gl_rasterizer: Use zeta_enable register to enable depth buffer. | bunnei | 1 | -2/+2 | |
2018-07-21 | gpu: Rename Get3DEngine() to Maxwell3D() | Lioncash | 1 | -5/+5 | |
This makes it match its const qualified equivalent. | |||||
2018-07-19 | gl_state: Temporarily disable culling and depth test. | bunnei | 1 | -1/+3 | |
2018-07-19 | core: Don't construct instance of Core::System, just to access its live instance | Lioncash | 1 | -13/+13 | |
This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances. | |||||
2018-07-14 | OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering. | bunnei | 1 | -0/+6 | |
2018-07-14 | GPU: Always enable the depth write when clearing the depth buffer. | Subv | 1 | -3/+8 | |
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call. | |||||
2018-07-13 | gl_rasterizer: Fix check for if a shader stage is enabled. | bunnei | 1 | -11/+3 | |
2018-07-13 | gl_shader_gen: Implement dual vertex shader mode. | bunnei | 1 | -10/+33 | |
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage. | |||||
2018-07-08 | gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative. | bunnei | 1 | -1/+4 | |
- Fixes a regression with Binding of Isaac. | |||||
2018-07-04 | GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders. | Subv | 1 | -1/+4 | |
2018-07-04 | GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles. | Subv | 1 | -0/+10 | |
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen. | |||||
2018-07-04 | GPU: Only configure the used framebuffers during clear. | Subv | 1 | -7/+13 | |
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point. | |||||
2018-07-03 | GPU: Factor out the framebuffer configuration code for both Clear and Draw commands. | Subv | 1 | -72/+34 | |
2018-07-03 | GPU: Support clears that don't clear the color buffer. | Subv | 1 | -4/+14 | |
2018-07-03 | GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. | Subv | 1 | -0/+71 | |
2018-07-03 | gl_rasterizer: Only set cull mode and front face if enabled. | bunnei | 1 | -2/+5 | |
2018-07-03 | GPU: Don't try to parse the depth test function if the depth test is disabled. | Subv | 1 | -0/+4 | |
2018-07-03 | Update clang format | James Rowe | 1 | -5/+5 | |
2018-07-03 | Rename logging macro back to LOG_* | James Rowe | 1 | -4/+4 | |
2018-07-03 | GPU: Set up the culling configuration on each draw. | Subv | 1 | -6/+8 | |
2018-07-02 | GPU: Set up the depth test state on every draw. | Subv | 1 | -0/+11 | |
2018-07-02 | GPU: Implemented the Z24S8 depth format and load the depth framebuffer. | Subv | 1 | -1/+3 | |
2018-07-02 | GPU: Implement offsetted rendering when using non-indexed drawing. | Subv | 1 | -1/+1 | |
2018-07-02 | GPU: Fixed the index offset rendering, and implemented the base vertex functionality. | Subv | 1 | -6/+8 | |
This fixes Stardew Valley. | |||||
2018-07-02 | GPU: Ignore disabled textures and textures with an invalid address. | Subv | 1 | -1/+5 | |
2018-06-27 | gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces. | bunnei | 1 | -6/+19 | |
gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings. | |||||
2018-06-27 | gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers. | bunnei | 1 | -3/+22 | |
2018-06-27 | gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces. | bunnei | 1 | -91/+26 | |
2018-06-27 | gl_rasterizer: Workaround for when exceeding max UBO size. | bunnei | 1 | -0/+6 | |
2018-06-26 | gl_state: Fix state management for texture swizzle. | bunnei | 1 | -1/+1 | |
2018-06-20 | Build: Fixed some MSVC warnings in various parts of the code. | Subv | 1 | -2/+2 | |
2018-06-18 | gl_rasterizer: Get loose on independent blending. | Jules Blok | 1 | -1/+1 | |
2018-06-10 | Rasterizer: Use UBOs instead of SSBOs for uploading const buffers. | Subv | 1 | -11/+17 | |
This should help a bit with GPU performance once we're GPU-bound. | |||||
2018-06-09 | GPU: Synchronize the blend state on every draw call. | Subv | 1 | -8/+18 | |
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen. | |||||
2018-06-09 | GPU: Added registers for normal and independent blending. | Subv | 1 | -26/+1 | |
2018-06-08 | Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers. | Subv | 1 | -0/+3 | |
This fixes the flip_viewport uniform having invalid values when drawing. | |||||
2018-06-07 | GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU. | Subv | 1 | -3/+4 | |
This should fix the bug with the vs_config UBO being uninitialized during shader execution. | |||||
2018-06-07 | GPU: Support changing the texture swizzles for Maxwell textures. | Subv | 1 | -0/+8 | |
2018-06-07 | gl_shader_gen: Add uniform handling for indirect const buffer access. | bunnei | 1 | -1/+10 | |
2018-06-06 | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 1 | -37/+46 | |
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. | |||||
2018-06-04 | GPU: Calculate the correct viewport dimensions based on the scale and translate registers. | Subv | 1 | -2/+2 | |
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? | |||||
2018-05-19 | GLRenderer: Remove unused hw_vao_enabled_attributes variable. | Subv | 1 | -3/+0 | |
2018-05-19 | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB. | Subv | 1 | -4/+1 | |
The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have. | |||||
2018-05-02 | general: Make formatting of logged hex values more straightforward | Lioncash | 1 | -1/+1 | |
This makes the formatting expectations more obvious (e.g. any zero padding specified is padding that's entirely dedicated to the value being printed, not any pretty-printing that also gets tacked on). | |||||
2018-04-25 | video-core: Move logging macros over to new fmt-capable ones | Lioncash | 1 | -3/+3 | |
2018-04-25 | gl_rasterizer_cache: Add a function for finding framebuffer GPU address. | bunnei | 1 | -0/+1 | |
2018-04-25 | gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses. | bunnei | 1 | -7/+6 | |
2018-04-24 | memory_manager: Make GpuToCpuAddress return an optional. | bunnei | 1 | -7/+7 | |
2018-04-24 | memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses. | bunnei | 1 | -3/+3 | |
2018-04-23 | GPU: Support multiple enabled vertex arrays. | Subv | 1 | -40/+81 | |
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 | opengl: Remove unnecessary header inclusions | Lioncash | 1 | -1/+0 | |
2018-04-20 | math_util: Remove the Clamp() function | Lioncash | 1 | -12/+13 | |
C++17 adds clamp() to the standard library, so we can remove ours in favor of it. | |||||
2018-04-18 | GLCache: Added boilerplate code to make supporting configurable texture component types. | Subv | 1 | -0/+2 | |
For now only the UNORM type is supported. | |||||
2018-04-18 | GLCache: Take into account the texture's block height when caching and unswizzling. | Subv | 1 | -1/+2 | |
2018-04-18 | renderer_opengl: Implement BlendEquation and BlendFunc. | bunnei | 1 | -1/+26 | |
2018-04-17 | gl_rendering: Use NGLOG* for changed code. | bunnei | 1 | -3/+3 | |
2018-04-17 | gl_rasterizer: Implement indexed vertex mode. | bunnei | 1 | -19/+31 | |
2018-04-15 | GPU: Use the same buffer names in the generated GLSL and the buffer uploading code. | Subv | 1 | -10/+7 | |
2018-04-15 | GPU: Don't use explicit binding points when uploading the constbuffers to opengl. | Subv | 1 | -5/+25 | |
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage. | |||||
2018-04-15 | GPU: Don't use GetPointer when uploading the constbuffer data to the GPU. | Subv | 1 | -3/+4 | |
2018-04-15 | GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage. | Subv | 1 | -29/+38 | |
2018-04-15 | GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs. | Subv | 1 | -1/+38 | |
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader. | |||||
2018-04-15 | GPU: Allow configuring ssbos in the opengl state manager. | Subv | 1 | -0/+8 | |
2018-04-15 | GPU: Added a function to determine whether a shader stage is enabled or not. | Subv | 1 | -3/+3 | |
2018-04-14 | gl_rasterizer: Generate shaders and upload uniforms. | bunnei | 1 | -28/+74 | |
2018-04-14 | gl_rasterizer: Use shader program manager, remove test shader. | bunnei | 1 | -143/+27 | |
2018-04-14 | renderer_opengl: Use OGLProgram instead of OGLShader. | bunnei | 1 | -1/+1 | |
2018-04-07 | GL: Set up the textures used for each draw call. | Subv | 1 | -2/+36 | |
Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program. This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses. | |||||
2018-04-07 | GL: Bind the textures to the shaders used for drawing. | Subv | 1 | -2/+11 | |
2018-04-07 | GL: Create the sampler objects when starting up the GL rasterizer. | Subv | 1 | -0/+6 | |
2018-04-07 | GL: Ported the SamplerInfo struct from citra. | Subv | 1 | -0/+39 | |
2018-03-27 | gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function. | bunnei | 1 | -22/+27 | |
2018-03-27 | gl_rasterizer: Add a SyncViewport method. | bunnei | 1 | -18/+17 | |
2018-03-27 | gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL. | bunnei | 1 | -11/+2 | |
2018-03-27 | gl_rasterizer: Use ReadBlock instead of GetPointer for SetupVertexArray. | bunnei | 1 | -1/+1 | |
2018-03-27 | gl_rasterizer: Normalize vertex array data as appropriate. | bunnei | 1 | -1/+1 | |
2018-03-27 | rasterizer: Rename DrawTriangles to DrawArrays. | bunnei | 1 | -2/+2 | |
2018-03-27 | gl_rasterizer: Use passthrough shader for SetupVertexShader. | bunnei | 1 | -1/+2 | |
2018-03-27 | renderer_opengl: Logging, etc. cleanup. | bunnei | 1 | -17/+18 | |
2018-03-27 | gl_rasterizer: Implement SetupVertexArray. | bunnei | 1 | -20/+38 | |
2018-03-27 | gl_rasterizer: Use 32 texture units instead of 3. | bunnei | 1 | -0/+1 | |
2018-03-27 | gl_rasterizer: Implement DrawTriangles. | bunnei | 1 | -1/+194 | |
2018-03-27 | gl_rasterizer: Implement AnalyzeVertexArray. | bunnei | 1 | -1/+21 | |
2018-03-24 | gl_rasterizer: Fake render in green, because it's cooler. | bunnei | 1 | -1/+1 | |
2018-03-24 | gl_rasterizer: Log warning instead of sync'ing unimplemented funcs. | bunnei | 1 | -7/+1 | |
2018-03-23 | rasterizer: Flush and invalidate regions should be 64-bit. | bunnei | 1 | -3/+3 | |
2018-03-23 | gl_rasterizer: Implement AccelerateDisplay method from Citra. | bunnei | 1 | -1/+33 | |
2018-03-23 | video_core: Remove usage of PAddr and replace with VAddr. | bunnei | 1 | -4/+4 | |
2018-03-23 | video_core: Move FramebufferInfo to FramebufferConfig in GPU. | bunnei | 1 | -2/+3 | |
2018-03-23 | gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT. | bunnei | 1 | -15/+15 | |
2018-03-23 | gl_rasterizer: Add a simple passthrough shader in lieu of shader generation. | bunnei | 1 | -3/+56 | |
2018-03-20 | renderer_gl: Port boilerplate rasterizer code over from Citra. | bunnei | 1 | -0/+269 | |
2018-01-13 | Remove references to PICA and rasterizers in video_core | James Rowe | 1 | -1686/+0 | |
2018-01-01 | core/video_core: Fix a bunch of u64 -> u32 warnings. | bunnei | 1 | -2/+2 | |
2017-09-17 | Fixed framebuffer warning | Huw Pascoe | 1 | -7/+18 | |
2017-08-25 | gl_rasterizer: implement custom clip plane | wwylele | 1 | -0/+28 | |
2017-08-21 | gl_rasterizer: add clipping plane z<=0 defined in PICA | wwylele | 1 | -0/+3 | |
2017-07-01 | gl_rasterizer: use texture buffer for proctex LUT | wwylele | 1 | -30/+35 | |
2017-06-22 | gl_rasterizer: use texture buffer for fog LUT | wwylele | 1 | -13/+12 | |
2017-06-22 | gl_rasterizer: create the texture before applying the state | wwylele | 1 | -2/+2 | |
this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it | |||||
2017-06-21 | gl_rasterizer: fix glGetUniformLocation type | wwylele | 1 | -8/+8 | |
2017-06-21 | gl_rasterizer: manage texture ids in one place | wwylele | 1 | -23/+24 | |
2017-06-21 | gl_rasterizer/lighting: fix LUT interpolation | wwylele | 1 | -49/+22 | |
2017-06-10 | OpenGL: Update comment on AreQuaternionsOpposite with new information | Yuri Kunde Schlesner | 1 | -8/+11 | |
While debugging the software renderer implementation, it was noticed that this is actually exactly what the hardware does, upgrading the status of this "hack" to being a proper implementation. And there was much rejoicing. | |||||
2017-05-30 | gl_rasterizer: sync spot light status | wwylele | 1 | -0/+45 | |
2017-05-20 | gl_rasterizer: implement procedural texture | wwylele | 1 | -0/+232 | |
2017-05-05 | pica: shader_dirty if texture2 coord changed | wwylele | 1 | -0/+4 | |
2017-04-17 | OpenGL: Pass Pica regs via parameter | Yuri Kunde Schlesner | 1 | -1/+1 | |
2017-04-17 | OpenGL: Move PicaShaderConfig to gl_shader_gen.h | Yuri Kunde Schlesner | 1 | -1/+1 | |
Also move the implementation of CurrentConfig to the cpp file. | |||||
2017-04-17 | OpenGL: Move Attributes enum to a more appropriate file | Yuri Kunde Schlesner | 1 | -1/+0 | |
2017-02-18 | OpenGL: Check if uniform block exists before updating it (#2581) | Jannik Vogel | 1 | -29/+30 | |
2017-02-09 | OpenGL: Remove unused duplicate of IsPassThroughTevStage | Yuri Kunde Schlesner | 1 | -12/+0 | |
This copy was left behind when the shader generation code was moved to a separate file. | |||||
2017-02-09 | VideoCore: Split regs.h inclusions | Yuri Kunde Schlesner | 1 | -1/+3 | |
2017-02-04 | VideoCore: Move Regs to its own file | Yuri Kunde Schlesner | 1 | -1/+1 | |
2017-02-04 | VideoCore: Split framebuffer regs from Regs struct | Yuri Kunde Schlesner | 1 | -49/+60 | |
2017-02-04 | VideoCore: Split texturing regs from Regs struct | Yuri Kunde Schlesner | 1 | -62/+67 | |
2017-02-04 | VideoCore: Split rasterizer regs from Regs struct | Yuri Kunde Schlesner | 1 | -25/+29 | |
2017-01-30 | VideoCore: Change misleading register names | Yuri Kunde Schlesner | 1 | -1/+1 | |
A few registers had names such as "count" or "number" when they actually contained the maximum (that is, count - 1). This can easily lead to hard to notice off by one errors. | |||||
2017-01-30 | video_core: gl_rasterizer.cpp removed unused type alias | Kloen | 1 | -2/+0 | |
2017-01-23 | video_core: gl_rasterizer float to int warning | Kloen | 1 | -1/+2 | |
2016-12-19 | Use GL_TRUE when setting color_mask | Albin Bernhardsson | 1 | -4/+4 | |
2016-12-15 | VideoCore: Make profiling scope more representative | Yuri Kunde Schlesner | 1 | -0/+12 | |
2016-12-07 | OpenGL: Drop framebuffer completeness check. | Markus Wick | 1 | -16/+0 | |
This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148 | |||||
2016-12-05 | Report shader uniform block size in case of mismatch | Jannik Vogel | 1 | -1/+3 | |
2016-12-04 | OpenGL: Non-zero stride only makes sense for linear buffers | Yuri Kunde Schlesner | 1 | -1/+1 | |
2016-12-04 | OpenGL: Fix DisplayTransfer accel when input width != output width | Yuri Kunde Schlesner | 1 | -1/+10 | |
Fixes #2246, #2261 | |||||
2016-11-30 | ClangFormat: Fixed the clang-format errors | Subv | 1 | -4/+8 | |
2016-11-29 | Build: Fixed a few warnings. | Subv | 1 | -4/+4 | |
2016-11-27 | RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1 | Subv | 1 | -2/+2 | |
2016-11-27 | Rasterizer/Memfill: Set the correct stencil write mask when clearing the stencil buffer. | Subv | 1 | -1/+1 | |
2016-09-30 | OpenGL: Take cached viewport sub-rect into account for scissor | Yuri Kunde Schlesner | 1 | -21/+21 | |
Fixes #1938 | |||||
2016-09-29 | rasterizer: separate TextureCopy from DisplayTransfer | wwylele | 1 | -5/+5 | |
2016-09-21 | Use negative priorities to avoid special-casing the self-include | Yuri Kunde Schlesner | 1 | -1/+1 | |
2016-09-21 | Remove empty newlines in #include blocks. | Emmanuel Gil Peyrot | 1 | -5/+1 | |
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation. | |||||
2016-09-19 | Manually tweak source formatting and then re-run clang-format | Yuri Kunde Schlesner | 1 | -5/+5 | |
2016-09-18 | Sources: Run clang-format on everything. | Emmanuel Gil Peyrot | 1 | -86/+148 | |
2016-06-28 | OpenGL: Add scaled resolution support to scissor | Yuri Kunde Schlesner | 1 | -0/+8 | |
2016-06-28 | PICA: Scissor fixes and cleanups | Yuri Kunde Schlesner | 1 | -10/+10 | |
2016-06-28 | PICA: Implement scissor test | Subv | 1 | -0/+26 | |
2016-06-07 | OpenGL: Implement fog | Jannik Vogel | 1 | -0/+68 | |
2016-05-23 | OpenGL: Set shader_dirty on lighting changes | Jannik Vogel | 1 | -0/+23 | |
2016-05-23 | OpenGL: Use uniforms for dist_atten_bias and dist_atten_scale | Jannik Vogel | 1 | -0/+72 | |
2016-05-14 | OpenGL: Only update depth uniforms if the depth changed | Jannik Vogel | 1 | -7/+17 | |
2016-05-12 | OpenGL: Support blend equation | Jannik Vogel | 1 | -0/+2 | |
2016-05-11 | OpenGL: Implement texture type 3 | Jannik Vogel | 1 | -0/+8 | |
2016-05-10 | OpenGL: Implement W-Buffers and fix depth-mapping | Jannik Vogel | 1 | -3/+8 | |
2016-05-10 | Pica: Implement W-Buffer in SW rasterizer | Jannik Vogel | 1 | -2/+2 | |
2016-05-07 | fixup simple type conversions where possible | Alexander Laties | 1 | -1/+1 | |
2016-04-30 | OpenGL: border_color was never set. Fixed. (#1740) | Jannik Vogel | 1 | -0/+1 | |
2016-04-30 | VideoCore: Run include-what-you-use and fix most includes. | Emmanuel Gil Peyrot | 1 | -6/+7 | |
2016-04-29 | Common: Remove section measurement from profiler (#1731) | Yuri Kunde Schlesner | 1 | -1/+0 | |
This has been entirely superseded by MicroProfile. The rest of the code can go when a simpler frametime/FPS meter is added to the GUI. | |||||
2016-04-22 | HWRasterizer: sync specular uniform for new shaders | tfarley | 1 | -0/+2 | |
2016-04-21 | HWRasterizer: Texture forwarding | tfarley | 1 | -511/+328 | |
2016-04-08 | OpenGL: Respect buffer-write allow registers | Jannik Vogel | 1 | -6/+28 | |
2016-04-08 | OpenGL: Split buffer-write mask sync into seperate functions | Jannik Vogel | 1 | -8/+30 | |
2016-04-08 | OpenGL: Keep stencil-test and framebuffer.depth_format in sync | Jannik Vogel | 1 | -0/+1 | |
2016-04-05 | Common: Remove Common::make_unique, use std::make_unique | MerryMage | 1 | -2/+1 | |
2016-04-03 | OpenGL: Fix a double framebuffer completeness checks. | Emmanuel Gil Peyrot | 1 | -4/+6 | |
2016-04-03 | OpenGL: Check for framebuffer completeness | Jannik Vogel | 1 | -0/+3 | |
2016-03-24 | OpenGL: Don't attempt to draw empty triangle batches | Yuri Kunde Schlesner | 1 | -0/+3 | |
Our code did not handle this well, causing random crashes in some situations. | |||||
2016-03-06 | Pica: Write depth value even when depth test is disabled | Yuri Kunde Schlesner | 1 | -2/+4 | |
This has been confirmed on hardware. Fixes Etrian Odyssey IV. | |||||
2016-03-03 | Add immediate mode vertex submission | Dwayne Slater | 1 | -0/+1 | |
2016-02-05 | renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types. | bunnei | 1 | -2/+2 | |
2016-02-05 | gl_rasterizer: Fix issue with interpolation of opposite quaternions. | bunnei | 1 | -3/+25 | |
2016-02-05 | pica_types: Replace float24/20/16 with a template class. | bunnei | 1 | -7/+7 | |
2016-02-05 | renderer_opengl: Use textures for fragment shader LUTs instead of UBOs. | bunnei | 1 | -12/+39 | |
- Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs. | |||||
2016-02-05 | renderer_opengl: Initial implementation of basic specular lighting. | bunnei | 1 | -0/+68 | |
2016-02-05 | renderer_opengl: Implement HW fragment lighting LUTs within our default UBO. | bunnei | 1 | -13/+52 | |
2016-02-05 | renderer_opengl: Implement diffuse component of HW fragment lighting. | bunnei | 1 | -0/+141 | |
2016-02-03 | hwrasterizer: Use proper cached fb addr/size | tfarley | 1 | -40/+32 | |
2016-01-21 | hwrasterizer: Use depth offset | tfarley | 1 | -0/+16 | |
2015-12-08 | VideoCore: Unify interface to OpenGL and SW rasterizers | Yuri Kunde Schlesner | 1 | -9/+0 | |
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations. | |||||
2015-12-07 | VideoCore: Rename HWRasterizer methods to be less confusing | Yuri Kunde Schlesner | 1 | -3/+3 | |
2015-12-07 | OpenGL: Rename cache functions to better match what they actually do | Yuri Kunde Schlesner | 1 | -4/+4 | |
2015-12-05 | OpenGL: Flip framebuffers during transfer rather than when rendering | Yuri Kunde Schlesner | 1 | -11/+10 | |
2015-11-26 | renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location. | bunnei | 1 | -4/+6 | |
2015-11-25 | Use regular uniform location | Pierre de La Morinerie | 1 | -3/+4 | |
The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222). | |||||
2015-11-19 | FragShader: Use an UBO instead of several individual uniforms | Subv | 1 | -4/+29 | |
2015-10-22 | gl_rasterizer: Define enum types for each vertex texcoord attribute. | bunnei | 1 | -6/+6 | |
2015-10-22 | gl_rasterizer: Use MMH3 hash for shader cache hey. | bunnei | 1 | -4/+3 | |
- Includes a check to confirm no hash collisions. | |||||
2015-10-22 | gl_shader_gen: Require explicit uniform locations. | bunnei | 1 | -19/+8 | |
- Fixes uniform issue on AMD. | |||||
2015-10-22 | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups. | bunnei | 1 | -74/+57 | |
2015-10-22 | gl_rasterizer: Move logic for creating ShaderCacheKey to a static function. | bunnei | 1 | -17/+2 | |
2015-10-22 | gl_rasterizer: Fix typo in uploading TEV const color uniforms. | bunnei | 1 | -5/+5 | |
2015-10-22 | gl_shader_util: Fix precision bug with alpha testing. | bunnei | 1 | -2/+2 | |
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer. | |||||
2015-10-22 | Initial implementation of fragment shader generation with caching. | Subv | 1 | -227/+124 | |
2015-10-07 | Silence -Wsign-compare warnings. | Rohit Nirmal | 1 | -3/+3 | |
2015-09-11 | video_core: Reorganize headers | Lioncash | 1 | -1/+1 | |
2015-09-10 | gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle | Lioncash | 1 | -3/+3 | |
2015-09-03 | OpenGL: Use Sampler Objects to decouple sampler config from textures | Yuri Kunde Schlesner | 1 | -0/+46 | |
Fixes #978 | |||||
2015-09-03 | OpenGL: Remove ugly and endian-unsafe color pointer casts | Yuri Kunde Schlesner | 1 | -3/+3 | |
2015-08-30 | Replace the previous OpenGL loader with a glad-generated 3.3 one | Yuri Kunde Schlesner | 1 | -2/+2 | |
The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES. | |||||
2015-08-28 | gl_rasterizer_cache: Detect and ignore unnecessary texture flushes. | bunnei | 1 | -2/+2 | |
2015-08-25 | Integrate the MicroProfile profiling library | Yuri Kunde Schlesner | 1 | -0/+10 | |
This brings goodies such as a configurable user interface and multi-threaded timeline view. | |||||
2015-08-24 | HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer. | Subv | 1 | -2/+9 | |
Reported here https://communities.intel.com/message/324464 | |||||
2015-08-20 | GLRasterizer: Implemented stencil testing in the hw renderer. | Subv | 1 | -2/+11 | |
2015-08-15 | GPU: Refactor "VertexShader" namespace to "Shader". | bunnei | 1 | -3/+3 | |
- Also renames "vertex_shader.*" to "shader_interpreter.*" | |||||
2015-08-06 | OpenGL: Remove redundant texture.enable_2d field from OpenGLState | Yuri Kunde Schlesner | 1 | -10/+1 | |
All uses of this field where it's false can just set the texture id to 0 instead. | |||||
2015-07-28 | OpenGL: Add a profiler category measuring framebuffer readback | Yuri Kunde Schlesner | 1 | -0/+7 | |
2015-07-19 | GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist. | Subv | 1 | -3/+7 | |
2015-06-28 | Core: Cleanup hw includes. | Emmanuel Gil Peyrot | 1 | -0/+1 | |
2015-06-28 | Common: Cleanup key_map includes. | Emmanuel Gil Peyrot | 1 | -3/+5 | |
2015-06-09 | Renderer formatting edits | tfarley | 1 | -12/+12 | |
2015-06-09 | Render-to-texture flush, interval math fix | tfarley | 1 | -1/+13 | |
2015-06-09 | Liberal texture unbind (clout menu) | tfarley | 1 | -4/+34 | |
2015-06-09 | Depth format fix (crush3d intro/black screens) | tfarley | 1 | -46/+46 | |
2015-06-09 | Implemented glColorMask | tfarley | 1 | -0/+4 | |
2015-05-31 | Pica: Implement LogicOp function. | bunnei | 1 | -0/+10 | |
2015-05-30 | Move video_core/color.h to common/color.h | archshift | 1 | -1/+2 | |
2015-05-29 | Remove every trailing whitespace from the project (but externals). | Emmanuel Gil Peyrot | 1 | -1/+1 | |
2015-05-23 | Pica: Create 'State' structure and move state memory there. | bunnei | 1 | -108/+126 | |
2015-05-23 | OpenGL renderer | tfarley | 1 | -0/+879 | |