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2023-05-28gl_staging_buffers: Optimization to reduce fence waitingameerj2-4/+22
2023-05-28OpenGL: Make use of persistent buffer maps in buffer cache downloadsameerj11-196/+290
Persistent buffer maps were already used by the texture cache, this extends their usage for the buffer cache. In my testing, using the memory maps for uploads was slower than the existing "ImmediateUpload" path, so the memory map usage is limited to downloads for the time being.
2023-05-23textures: add BC1 and BC3 compressors and recompression settingLiam1-2/+29
2023-05-23renderer_vulkan: barrier attachment feedback loopsLiam1-0/+4
2023-05-09Texture Cache: Fix ASTC texturesFernando Sahmkow1-1/+1
2023-05-07Texture cache: Only force flush the dma downloadsFernando Sahmkow1-1/+1
2023-05-07GPU: Add Reactive flushingFernando Sahmkow2-0/+24
2023-05-06Log object names with debug renderer, add a GPU address to ImageViewsKelebek13-6/+7
2023-05-03GPU: implement missing ASTCFernando Sahmkow2-0/+6
2023-04-29Texture Cache: Release stagging buffers on tick frameFernando Sahmkow2-8/+16
2023-04-29Buffer Cache: Fully rework the buffer cache.Fernando Sahmkow2-0/+13
2023-04-29Accelerate DMA: Use texture cache async downloads to perform the copiesFernando Sahmkow1-3/+3
to host. WIP
2023-04-29TextureCache: refactor DMA downloads to allow multiple buffers.Fernando Sahmkow3-20/+26
2023-04-23QueryCache: rework async downloads.Fernando Sahmkow3-9/+11
2023-04-23Fence Manager: implement async fence management in a sepparate thread.Fernando Sahmkow1-1/+11
2023-04-08video_core: Enable ImageGather with subpixel offset on IntelWollnashorn3-7/+5
2023-04-08shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`Wollnashorn3-0/+7
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
2023-03-12general: fix spelling mistakesLiam2-3/+3
2023-03-12video_core: Fix ogl status error when draw_textureFengChen2-2/+2
2023-03-09OpenGL: Prefer glClientWaitSync for OGLSync objectsameerj5-10/+16
At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS.
2023-03-07gl_rasterizer: Implement AccelerateDMA DmaBufferImageCopyameerj2-9/+52
2023-03-07Refactor AccelerateDMA codeameerj2-7/+23
2023-03-05Engines: Implement Accelerate DMA Texture.Fernando Sahmkow1-0/+10
2023-03-04Check all swizzle components for red, not just [0], pass float border color rather than intKelebek11-5/+8
2023-02-23configuration: Add async ASTC decode settingameerj1-3/+14
2023-02-14remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistencyarades794-8/+6
Signed-off-by: arades79 <scravers@protonmail.com>
2023-02-14add static lifetime to constexpr values to force compile time evaluation where possiblearades794-6/+8
Signed-off-by: arades79 <scravers@protonmail.com>
2023-02-11texture_cache: OpenGL: Implement MSAA uploads and copiesameerj4-2/+53
2023-01-30gl_compute_pipeline: Force context flush when loading shader cacheameerj4-7/+37
2023-01-30gl_graphics_pipeline: Force context flush when loading shader cacheameerj4-9/+12
2023-01-26video_core/opengl: Add FSR upscaling filter to the OpenGL rendererWollnashorn4-18/+219
2023-01-08VideoCore: Fix OGL cache invalidation.Fernando Sahmkow1-0/+4
2023-01-07Revert "Vulkan, OpenGL: Hook up storage buffer alignment code"Liam2-5/+0
This reverts commit 9e2997c4b6456031622602002924617690e32a13.
2023-01-06opengl: Sanitize antialiasing configNarr the Reg1-1/+7
2023-01-05Vulkan, OpenGL: Hook up geometry shader passthrough emulationBilly Laws1-0/+1
2023-01-05Vulkan, OpenGL: Hook up storage buffer alignment codeBilly Laws2-0/+5
2023-01-05video_core: Implement opengl/vulkan draw_textureFeng Chen6-113/+193
2023-01-05video_core: Implement maxwell3d draw texture methodFeng Chen2-0/+97
2023-01-04Video_core: Address feedbackFernando Sahmkow1-9/+9
2023-01-04Texture Cache: Implement async texture downloads.Fernando Sahmkow1-0/+2
2023-01-03ShaderCompiler: Inline driver specific constants.Fernando Sahmkow1-1/+1
2023-01-01MacroHLE: Final cleanup and fixes.Fernando Sahmkow1-2/+1
2023-01-01Rasterizer: Setup skeleton for Host Conditional renderingFernando Sahmkow2-0/+16
2023-01-01RasterizerMemory: Add filtering for flushing/invalidation operations.Fernando Sahmkow2-22/+42
2023-01-01MacroHLE: Add OpenGL SupportFernando Sahmkow4-38/+94
2022-12-14Vulkan: Add support for VK_EXT_depth_clip_control.FernandoS271-0/+1
2022-12-13gl_device: Use a more robust way to use strict context modeAlexander Orzechowski3-8/+7
Instead of checking a environment variable which may not actually exist or is just wrong, ask QT if it's running on the wayland platform.
2022-12-13renderer_opengl: refactor context acquireLiam4-34/+58
2022-12-08video_core: Integrate SMAALiam2-20/+119
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
2022-12-08video_core: The draw manager manages whether Clear is required.FengChen1-3/+0
2022-12-08video_core: Implement maxwell3d draw manager and split draw logicFeng Chen2-9/+13
2022-12-01shader_recompiler: add gl_Layer translation GS for older hardwareLiam1-4/+33
2022-11-24GPU: Implement additional render target formats.Fernando Sahmkow1-0/+1
2022-11-24Fermi2D: Rework blit engine and add a software blitter.Fernando Sahmkow1-2/+1
2022-11-23general: fix compile for Apple ClangLiam2-1/+1
2022-11-17maxwell3d: full HLE for multi-layer clearsLiam2-2/+2
2022-11-15video_core: Reimplement inline index buffer bindingFeng Chen2-14/+0
2022-11-14Add break for default casesKyle Kienapfel2-0/+3
Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return
2022-11-11Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation regKelebek11-1/+1
2022-11-11ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph3-3/+4
2022-11-07video_core: Fix few issues in Tess stageFengChen1-1/+2
2022-11-04video_core: Fix SNORM texture buffer emulating error (#9001)Feng Chen3-16/+13
2022-10-22video_core: Implement maxwell inline_index methodFengChen2-0/+14
2022-10-21video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen2-4/+3
2022-10-13renderer_(opengl/vulkan): Fix tessellation clockwise parameterMorph1-2/+2
This should be assigned CW only on Triangles_CW rather than not Triangles_CCW, making CCW the default winding order rather than CW.
2022-10-10Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong.Kelebek12-14/+17
2022-10-07Update 3D regsKelebek16-264/+296
2022-10-06state_tracker: workaround channel setup for homebrewLiam2-1/+2
2022-10-06VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow1-1/+1
2022-10-06DMA & InlineToMemory Engines Rework.bunnei2-2/+2
2022-10-06Shader Decompiler: Check for shift when deriving composite samplers.Fernando Sahmkow2-4/+6
2022-10-06OpenGL: Fix TickWorkFernando Sahmkow1-0/+4
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow4-30/+16
2022-10-06NVDRV: Further refactors and eliminate old code.Fernando Sahmkow1-4/+0
2022-10-06Texture cache: Fix the remaining issues with memory mnagement and unmapping.Fernando Sahmkow2-3/+3
2022-10-06VideoCore: Fix channels with disk pipeline/shader cache.Fernando Sahmkow6-42/+49
2022-10-06OpenGl: Implement Channels.Fernando Sahmkow5-112/+176
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow7-43/+35
2022-10-06Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow1-0/+2
2022-10-04common: remove "yuzu:" prefix from thread namesLiam1-1/+1
2022-09-20video_core: Fix legacy to generic location unpairedFengChen1-0/+1
2022-09-20video_core: Generate mipmap texture by drawingFengChen3-1/+22
2022-09-10Align index buffe size when vertex_buffer_unified_memory enableFengChen1-1/+1
2022-08-31(shader/pipeline)_cache: Raise shader/pipeline cache versionMorph1-1/+1
Since the following commit: https://github.com/yuzu-emu/yuzu/commit/a83a5d2e4c8932df864dd4cea2b04d87a12c8760 , many games will refuse to boot unless the shader/pipeline cache has been invalidated.
2022-08-25video_code: support rectangle textureFengChen1-4/+5
2022-08-20video_core: support framebuffer crop rect top not zerovonchenplus1-6/+13
2022-07-30renderer_opengl: delete shader source after linkingLiam1-0/+1
2022-07-30video_core: stop waiting for shader compilation on user cancelLiam1-1/+1
2022-07-27chore: make yuzu REUSE compliantAndrea Pappacoda8-24/+16
[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
2022-07-06renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph1-0/+1
- Used by Monster Hunter Rise Update 10.0.2
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam6-32/+32
2022-05-07OpenGL: implement face flips according to NDCLiam1-4/+3
2022-04-23general: Convert source file copyright comments over to SPDXMorph27-81/+54
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-14video_core: implement formats for N64 emulationFernando Sahmkow2-0/+28
2022-04-07video_core: Replace lock_guard with scoped_lockMerry2-3/+3
2022-04-07OpenGL: fix S8D24 to ABGR8 conversionsLiam4-4/+39
2022-04-04OpenGL: fix croppingLiam3-1/+10
2022-04-04OpenGL: propagate face flip conditionLiam1-4/+10
2022-04-04OpenGL: flip front faces if Z scale is invertedLiam1-2/+3
2022-04-01GPU Garbage Collection: Fix regressions.Fernando Sahmkow1-1/+1
2022-03-29gl_rasterizer: Avoid scenario locking already owned mutexameerj1-3/+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.
2022-03-26Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding CPU Cached memory."bunnei1-5/+1
2022-03-25Texture Cache: Add Cached CPU system.Fernando Sahmkow1-1/+5
2022-03-25GC: Address Feedback.Fernando Sahmkow6-23/+32
2022-03-25hle: nvflinger: Migrate android namespace -> Service::android.bunnei2-6/+6
2022-03-25hle: nvflinger: Move PixelFormat to its own header.bunnei2-6/+6
2022-03-25Garbage Collection: Final tuning.Fernando Sahmkow2-3/+3
2022-03-25Buffer Cache: Tune to the levels of the new GC.Fernando Sahmkow2-0/+30
2022-03-25Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow2-3/+22
2022-03-19video_core: Reduce unused includesameerj15-41/+2
2022-03-18general: Reduce core.h includesameerj1-1/+0
2022-03-06gl_graphics_pipeline: Improve shader builder synchronization using fences (#7969)Ameer J2-21/+32
* gl_graphics_pipeline: Improve shader builder synchronization Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context * gl_graphics_pipeline: Make built_fence access threadsafe * gl_graphics_pipeline: Use GLsync objects only when building in parallel * gl_graphics_pipeline: Replace GetSync calls with non-blocking waits The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context
2022-02-27gl_fence_manager: Minor optimization to signal queryingameerj1-2/+1
Per the spec, bufSize is the number of integers that will be written, in this case, 1. Also, the length argument is optional if the information of the number of elements written is not needed.
2022-02-25maxwell_to_(gl/vk): Add 11_11_10 float vertex formatMorph1-0/+2
- Used by パワプロクンポケットR
2022-02-02general: Replace NonCopyable struct with equivalentsLioncash1-13/+37
2022-02-01Rasterizer: Refactor inlineToMemory.Fernando Sahmkow2-3/+4
2022-01-29Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow2-0/+23
2022-01-04ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow1-1/+10
2021-12-30glsl: Add boolean reference workaroundameerj3-0/+7
2021-12-30glsl_context_get_set: Add alternative cbuf type for broken driversameerj3-7/+8
some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
2021-12-24vk_texture_cache: Fix invalidated pointer accessameerj2-2/+4
The vulkan ImageView held a reference to its source image for rescale status checking. This pointer is sometimes invalidated when the texture cache slot_images container is resized. To avoid an invalid pointer dereference, the ImageView now holds a reference to the container itself.
2021-12-18Address format clangvonchenplus1-1/+1
2021-12-05renderer_opengl: Minor refactoring of filter selectionameerj1-30/+20
2021-12-05blit_image: Refactor upscale factors usageameerj1-1/+1
The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
2021-11-20TextureCache: Refactor and fix linux compiling.Fernando Sahmkow1-4/+2
2021-11-20TextureCache: Implement buffer copies on Vulkan.Fernando Sahmkow2-4/+7
2021-11-19Implement convert legacy to genericFeng Chen1-0/+3
2021-11-18gl_texture_cache: Round format conversion PBO to next power of 2ameerj1-1/+5
2021-11-17renderer_opengl: Implement S8_UINT stencil formatMorph3-6/+25
2021-11-17Fix image update/download error when width too smallFeng Chen2-10/+18
2021-11-17texture_cache: Use pixel format conversion when supported by the runtimeameerj2-0/+9
2021-11-17gl_texture_cache: Make FormatConversionPass more genericameerj1-7/+12
This allows the usage of the FormatConversionPass to be applied to more than the previously used BGR conversion scenarios.
2021-11-17gl_texture_cache: Rename BGRCopyPass to FormatConversionPassameerj2-21/+18
2021-11-17TextureCache: OGL query device memory if possible.FernandoS272-2/+14
2021-11-17TextureCache: Fix OGL cleaningFernando Sahmkow2-0/+20
2021-11-16TextureCache: Add automatic anisotropic filtering and refactor code.Fernando Sahmkow1-7/+1
2021-11-16TextureCache: Make a better Anisotropic setter.Fernando Sahmkow1-1/+8
2021-11-16Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs.FernandoS271-2/+3
2021-11-16gl_resource_manager: Ensure non EXT_framebuffer objects are createdameerj2-13/+8
2021-11-16OpenGL: Fix viewport/Scissor scaling on downscaling.FernandoS271-6/+28
2021-11-16Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror1-2/+3
2021-11-16gl_rasterizer: Fix ScissorTest and Clear when scalingameerj1-10/+6
2021-11-16gl_texture_cache: Simplify scaling proceduresameerj2-57/+28
2021-11-16OpenGlTextureCache: Fix state invalidation on rescaling.Fernando Sahmkow2-0/+15
2021-11-16OpenGL: fix FXAA with scalingMarshall Mohror2-9/+31
2021-11-16OpenGL: Implement FXAAMarshall Mohror3-35/+80
2021-11-16QtGUI: Add buttton to toggle the filter.FernandoS271-0/+1
2021-11-16VideoCore: Add gaussian filtering.FernandoS272-0/+6
2021-11-16Texture Cache: fix memory managment and optimize scaled downloads, uploads.Fernando Sahmkow2-7/+21
2021-11-16Texture Cache: Fix downscaling and correct memory comsumption.Fernando Sahmkow2-12/+33
2021-11-16Presentation: add Nearest Neighbor filter.Fernando Sahmkow2-1/+19
2021-11-16Texture Cache: Rescale conversions between depth and colorFernandoS271-1/+1
2021-11-16Texture cache: Fix memory consumption and ignore rating when a depth texture is rendered.Fernando Sahmkow1-2/+8
2021-11-16video_core: Refactor resolution scale functionameerj1-6/+2
2021-11-16gl_texture_cache: Disable scissor test when scaling texturesameerj1-0/+8
Fixes a bug on BOTW where some objects were no longer being rendered after blitting
2021-11-16video_core: Misc resolution scaling related refactoringameerj3-25/+21
2021-11-16gl_texture_cache: Fix BGR pbo size for scaled texturesameerj1-11/+10
2021-11-16gl_texture_cache: Fix scaling backup logicameerj2-20/+16
2021-11-16vk_texture_cache: Use nearest neighbor scaling when availableameerj1-27/+0
2021-11-16gl_texture_cache: Fix depth and integer format scaling blitsameerj2-16/+61
2021-11-16gl_texture_cache/rescaling_pass: minor cleanupameerj2-4/+2
2021-11-16gl_texture_cache: Simplify scalingameerj2-31/+39
We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down. Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
2021-11-16Renderers: Unify post processing filter shadersameerj1-5/+4
2021-11-16gl_texture_cache: fix scaling on uploadameerj1-0/+7
2021-11-16Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2-3/+28
2021-11-16shader, video_core: Fix GCC build errorsameerj1-3/+0
2021-11-16shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp3-19/+39
Thanks for everything!
2021-11-16shader: Properly blacklist and scale image loadsReinUsesLisp2-2/+2
2021-11-16texture_cache: Add getter to query if image view is rescaledReinUsesLisp2-4/+2
2021-11-16gl_texture_cache: Fix scaling blitsReinUsesLisp1-20/+12
2021-11-16glsl/glasm: Pass and use scaling parameters in shadersReinUsesLisp3-21/+40
2021-11-16gl_rasterizer: Properly scale viewports and scissorsReinUsesLisp1-23/+24
2021-11-16gl_texture_cache: Fix multi layered texture Scaleameerj1-11/+15
2021-11-16gl_compute_pipeline: Add downscale factor to shader uniformsameerj1-0/+9
2021-11-16gl_rasterizer: Fix rescale dirty state checkingameerj1-4/+9
2021-11-16gl_graphics_pipeline: Add downscale factor to shader uniformsameerj1-1/+14
2021-11-16texture_cache: Simplify image view queries and blacklistingReinUsesLisp4-43/+50
2021-11-16OpenGL: set linear mag filter when blitting a downscaled image.Fernando Sahmkow1-0/+1
2021-11-16opengl: Use Shader::NumDescriptors when possibleReinUsesLisp3-46/+20
2021-11-16gl_texture_cache: Simplify rescalingameerj2-19/+15
2021-11-16gl_texture_cache: Implement ScaleDownameerj2-26/+36
2021-11-16gl_texture_cache: Rescale fixes for multi-layered texturesameerj2-16/+32
2021-11-16renderer_gl: Resolution scaling fixesameerj3-61/+107
2021-11-16Texture Cache: More rescaling fixes.Fernando Sahmkow1-2/+2
2021-11-16gl_texture_cache: WIP texture rescaleameerj2-3/+69
2021-11-16Texture Cache: Implement Vulkan UpScaling & DownScalingFernando Sahmkow1-4/+6
2021-11-16VideoCore: Initial Setup for the Resolution Scaler.Fernando Sahmkow2-0/+24
2021-11-01gl_rasterizer: Remove unused includesMorph1-4/+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.
2021-10-29gl_device: Force GLASM on NVIDIA drivers 495-496lat9nq1-0/+15
GLSL shaders currently do not render correctly on the recent NVIDIA drivers. This adds a check that forces assembly shaders for these drivers since they seem unaffected and adds a warning informing of the decision. Developers can disable the check by enabling graphics debugging.
2021-10-17settings: Remove std::chrono usageameerj1-0/+1
Alleviates the dependency on chrono for all files that include settings.h
2021-10-03gpu: Migrate implementation to the cpp fileameerj2-0/+2
2021-09-20buffer_cache: Minor fixesameerj1-2/+1
Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation.
2021-09-17host_shaders: Remove opengl_copy_bgra.compameerj2-3/+0
2021-09-17gl_texture_cache: Migrate BGRCopyPass from util_shadersameerj4-42/+48
The BGR copies no longer use shaders.
2021-09-16util_shaders: Unify BGRA copy passesameerj5-82/+36
2021-09-14renderers: Log total pipeline countMorph1-0/+2
2021-08-30structured_control_flow: Conditionally invoke demote reorder passameerj2-0/+5
This is only needed on select drivers when a fragment shader discards/demotes.
2021-08-07texture_cache: Address ameerj's reviewyzct123451-0/+1
2021-08-05texture_cache: Don't change copyright yearyzct123451-1/+1
2021-08-05texture_cache: Address ameerj's reviewyzct123454-4/+4
2021-08-05texture_cache: Split templates outyzct123452-4/+11
2021-08-01astc_decoder: Reduce workgroup sizeameerj1-2/+2
This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
2021-08-01astc_decoder: Compute offset swizzles in-shaderameerj1-9/+7
Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
2021-08-01astc_decoder: Optimize the use EncodingDataameerj2-10/+4
This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation. We can take advantage of its sorted property to optimize its usage in the shader. Thanks to wwylele for the optimization idea.
2021-07-29renderers: Add explicit invert_y bool to screenshot callbackameerj1-1/+1
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
2021-07-27gl_shader_cache: Remove unused variableLioncash1-1/+0
2021-07-24renderer_base: Removed redundant settingsameerj1-6/+4
use_framelimiter was not being used internally by the renderers. set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
2021-07-23Revert "renderers: Disable async shader compilation"ReinUsesLisp1-4/+2
This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
2021-07-23opengl: Fix asynchronous shadersReinUsesLisp2-4/+33
Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts.
2021-07-23shader_environment: Receive cache version from outsideReinUsesLisp1-3/+7
This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-23shader: Fix disabled attribute default valuesameerj1-1/+1
2021-07-23gl_device: Simplify GLASM setting logicameerj1-15/+8
2021-07-23renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp9-116/+154
Ensures that states set for a particular stage are not attached to other stages which may not need them.
2021-07-23glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZEameerj1-0/+1
2021-07-23gl_shader_cache: Properly implement asynchronous shadersReinUsesLisp1-1/+1
2021-07-23renderers: Fix clang formattingameerj1-1/+1
2021-07-23renderers: Disable async shader compilationameerj1-2/+4
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
2021-07-23shader: Ignore global memory ops on devices lacking int64 supportameerj1-0/+1
2021-07-23gl_shader_cache: Fixes for async shadersameerj2-2/+25
2021-07-23emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp1-0/+1
Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-23vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp1-1/+1
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
2021-07-23shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp1-15/+20
2021-07-23video_core: Enable GL SPIR-V shaderslat9nq7-38/+105
2021-07-23general: Add setting shader_backendlat9nq1-4/+6
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
2021-07-23glasm: Add passthrough geometry shader supportReinUsesLisp3-1/+7
2021-07-23shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp1-3/+4
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-23shader: Unify shader stage typesReinUsesLisp5-17/+16
2021-07-23shader: Emulate 64-bit integers when not supportedReinUsesLisp3-1/+7
Useful for mobile and Intel Xe devices.
2021-07-23gl_graphics_pipeline: Fix assembly shaders check for transform feedbacksReinUsesLisp1-1/+1
2021-07-23gl_graphics_pipeline: Inline hash and operator== key functionsReinUsesLisp2-12/+8
2021-07-23gl_shader_cache: Check previous pipeline before checking hash mapReinUsesLisp4-27/+40
Port optimization from Vulkan.
2021-07-23gl_graphics_pipeline: Port optimizations from Vulkan pipelinesReinUsesLisp2-57/+141
2021-07-23shaders: Allow shader notify when async shaders is disabledameerj1-4/+4
2021-07-23shader: Properly manage attributes not written from previous stagesReinUsesLisp1-1/+10
2021-07-23shader: Split profile and runtime info headersReinUsesLisp1-0/+1
2021-07-23shader: Add support for native 16-bit floatsReinUsesLisp2-4/+11
2021-07-23shader: Rename maxwell/program.h to translate_program.hReinUsesLisp1-1/+1
2021-07-23glsl: Address rest of feedbackameerj4-17/+22
2021-07-23glsl: Conditionally use fine/coarse derivatives based on device supportameerj1-0/+1
2021-07-23glsl: Cleanup/Address feedbackameerj1-0/+2
2021-07-23gl_shader_cache: Implement async shadersameerj6-107/+153
2021-07-23glsl: Add stubs for sparse queries and variable aoffi when not supportedameerj3-0/+8
2021-07-23gl_shader_cache: Remove const from pipeline source argumentsameerj4-6/+6
2021-07-23gl_shader_cache: Move OGL shader compilation to the respective Pipeline constructorameerj5-76/+79
2021-07-23glsl: Address more feedback. Implement indexed texture readsameerj1-3/+3
2021-07-23gl_rasterizer: Add texture fetch barrier for fragmentsameerj1-1/+1
Fixes flicker seen in XC2
2021-07-23glsl: Implement fswzaddameerj1-0/+1
and wip nv thread shuffle impl
2021-07-23glsl: Rebase fixesameerj2-3/+5
2021-07-23glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupportedameerj1-0/+1
2021-07-23glsl: skip gl_ViewportIndex write if device does not support itameerj1-0/+1
2021-07-23glsl: Implement transform feedbackameerj1-5/+13
2021-07-23glsl: Implement VOTE for subgroup size potentially largerameerj3-1/+7
2021-07-23glsl: Implement some attribute getters and settersameerj1-1/+0
2021-07-23glsl: Query GL Device for FP16 extension supportameerj3-0/+14
2021-07-23glsl: Fixup build issuesReinUsesLisp1-1/+1
2021-07-23glsl: Initial backendameerj1-2/+5
2021-07-23shader: Reorder shader cache directoriesReinUsesLisp1-8/+5
2021-07-23 gl_buffer_cache: Use unorm internal formats for snorm texture buffer viewsameerj1-1/+24
Fixes black textures in UE4 games
2021-07-23buffer_cache: Fix copy based uniform bindings trackingReinUsesLisp1-5/+7
2021-07-23gl_texture_cache: Create image storage viewsReinUsesLisp4-38/+126
Fixes SULD.D tests.
2021-07-23gl_shader_util: Move shader utility code to a separate fileReinUsesLisp7-245/+106
2021-07-23gl_shader_cache: Store workers in shader cache objectReinUsesLisp2-58/+78
2021-07-23shader: Fix VertexA Shaders.FernandoS271-5/+21
2021-07-23glasm: Use ARB_derivative_control conditionallyReinUsesLisp3-0/+7
2021-07-23buffer_cache: Reduce uniform buffer size from shader usageReinUsesLisp4-12/+17
Increases performance significantly on certain titles.
2021-07-23opengl: Declare fragment outputs even if they are not usedReinUsesLisp1-0/+2
Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change.
2021-07-23buffer_cache: Mark uniform buffers as dirty if any enable bit changesReinUsesLisp2-1/+4
2021-07-23shader: Handle host exceptionsReinUsesLisp3-21/+31
2021-07-23glasm: Prepare XFB from state instead of global registersReinUsesLisp1-4/+2
2021-07-23glasm: Use storage buffers instead of global memory when possibleReinUsesLisp11-67/+120
2021-07-23gl_shader_cache: Add disk shader cacheReinUsesLisp3-11/+116
2021-07-23gl_shader_cache: Rename Program abstractions into PipelineReinUsesLisp9-100/+100
2021-07-23gl_shader_cache: Do not flip tessellation on OpenGLReinUsesLisp1-2/+1
2021-07-23gl_graphics_program: Fix texture buffer bindingsReinUsesLisp1-24/+35
2021-07-23gl_shader_cache: Conditionally use viewport maskReinUsesLisp1-1/+1
2021-07-23gl_shader_cache,glasm: Conditionally use typeless image reads extensionReinUsesLisp2-37/+39
2021-07-23gl_shader_cache: Improve GLASM error print logicReinUsesLisp1-7/+10
2021-07-23glasm: Implement forced early ZReinUsesLisp1-2/+2
2021-07-23glasm: Set transform feedback stateReinUsesLisp5-113/+132
2021-07-23gl_shader_cache: Pass shader runtime informationReinUsesLisp1-2/+74
2021-07-23shader: Split profile and runtime information in separate structsReinUsesLisp1-22/+4
2021-07-23gl_shader_manager: Zero initialize current assembly programsReinUsesLisp1-1/+1
2021-07-23gl_shader_manager: Remove unintentionally committed #pragmaReinUsesLisp1-2/+0
2021-07-23renderer_opengl: State track compute assembly programsReinUsesLisp3-4/+21
2021-07-23renderer_opengl: State track assembly programsReinUsesLisp3-23/+56
2021-07-23HACK: Bind stages before and after bindingsReinUsesLisp1-0/+11
Works around a bug where program parameters are only applied to the current stage, and this one wasn't bound at the moment. Affects all SSBO usages on GLASM.
2021-07-23glasm: Support textures used in more than one stageReinUsesLisp1-1/+1
2021-07-23opengl: Initial (broken) support to GLASM shadersReinUsesLisp3-14/+53
2021-07-23gl_rasterizer: Flush L2 caches before glFlush on GLASMReinUsesLisp1-0/+8
2021-07-23glasm: Initial GLASM compute implementation for testingReinUsesLisp3-14/+47
2021-07-23gl_shader_cache: Remove code unintentionally committedReinUsesLisp1-3/+0
2021-07-23Move SPIR-V emission functions to their own headerReinUsesLisp1-3/+2
2021-07-23shader: Initial OpenGL implementationReinUsesLisp19-595/+1293
2021-07-23shader: Move pipeline cache logic to separate filesReinUsesLisp3-27/+54
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.
2021-07-23shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp3-8/+1
2021-07-23shader: Interact texture buffers with buffer cacheReinUsesLisp3-0/+7
2021-07-23shader: Remove old shader managementReinUsesLisp10-6871/+8
2021-07-20gl_buffer_cache: Use glClearNamedBufferSubData:GL_RED instead of GL_RGBAReinUsesLisp1-1/+1
Avoids reading out of bounds from the stack.
2021-07-20gl_texture_cache: Workaround slow PBO downloads on radeonsiReinUsesLisp1-1/+1
There's an optimization bug on non-git mesa versions where not specifying GL_CLIENT_STORAGE_BIT causes very slow reads on the CPU side. Add this bit for all vendors.
2021-07-13DMAEngine: Accelerate BufferClearFernando Sahmkow4-0/+15
2021-07-11accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow2-1/+25
2021-07-09Fence Manager: remove reference fencing.Fernando Sahmkow1-5/+2
2021-07-09Fence Manager: Force ordering on WFI.Fernando Sahmkow1-0/+4
2021-07-09Fence Manager: Add fences on Reference Count.Fernando Sahmkow2-0/+8
2021-07-09configure_graphics: Use u8 for bg_color valuesameerj1-5/+3
2021-07-07util_shaders: Fix BindImageTexturelat9nq1-2/+2
According to https://gitlab.freedesktop.org/mesa/mesa/-/issues/3820#note_753371 we need to set these to true for use with 3D textures. Fixes BOTW teleporting on RadeonSI and iris.
2021-07-04Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow2-0/+8
2021-07-03TextureCacheOGL: Implement Image Copies for 1D and 1D Array.Fernando Sahmkow1-0/+26
2021-06-28video_core: Silence signed/unsigned mismatch warningsMorph1-1/+2
2021-06-24common: Replace common_sizes into user-literalsWunkolo1-1/+4
Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc user-literals within literals.h. To keep the global namespace clean, users will have to use: ``` using namespace Common::Literals; ``` to access these literals.
2021-06-23General: Resolve fmt specifiers to adhere to 8.0.0 API where applicableLioncash2-2/+2
Also removes some deprecated API usages.
2021-06-22bootmanager: Use std::stop_source for stopping emulationReinUsesLisp4-6/+6
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.
2021-06-21gl_device: Expand on Mesa driver nameslat9nq1-3/+28
Makes this list a bit more capable at identifying Mesa drivers. Tries to deal with two of the overloaded vendor strings in a more generic fashion.
2021-06-21video_core: Add GPU vendor name to window title barameerj3-4/+36
2021-06-20Reaper: Guarantee correct deletion.Fernando Sahmkow2-0/+10
2021-06-19util_shaders: Specify ASTC decoder memory barrier bitsameerj1-1/+6
2021-06-19astc_decoder.comp: Remove unnecessary LUT SSBOsameerj1-18/+3
We can move them to instead be compile time constants within the shader.
2021-06-19astc: Various robustness enhancements for the gpu decoderameerj1-4/+1
These changes should help in reducing crashes/drivers panics that may occur due to synchronization issues between the shader completion and later access of the decoded texture.
2021-06-17Reaper: Change memory restrictions on TC depending on host memory on VK.Fernando Sahmkow1-0/+1
2021-06-16configure_graphics: Add Accelerate ASTC decoding settingameerj1-1/+5
2021-06-01buffer_cache: Simplify uniform disabling logicameerj2-0/+5
2021-05-26common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270)Morph2-82/+82
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
2021-05-16perf_stats: Rework FPS counter to be more accurateameerj1-0/+1
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
2021-05-08texture_cache: Handle out of bound texture blitsameerj2-10/+7
Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
2021-05-06hle: kernel: Rename Process to KProcess.bunnei2-2/+2
2021-04-26gl_device: Intel: Disable texture view formats workaround on mesaA-w-x1-1/+1
2021-04-15common: Move settings to common from core.bunnei4-4/+4
- Removes a dependency on core and input_common from common.
2021-03-25astc_decoder: Refactor for style and more efficient memory useameerj3-69/+46
2021-03-24gl_device: unblock async shaders on other Unix systemsJan Beich1-1/+1
Mesa is the primary OpenGL provider on all FreeDesktop systems. For example, iris is used on Intel GPU + FreeBSD by default.
2021-03-21gl_device: Block async shaders on AMD and Intellat9nq1-1/+13
Currently, the Windows versions of the Intel OpenGL driver and the AMD proprietary OpenGL driver do not properly support (or in fact degrade) when asynchronous shader compilation is enabled. This blocks specifically those drivers from using this feature. This affects AMDGPU-PRO on Linux, and AMD's and Intel's OpenGL drivers on Windows.
2021-03-13astc_decoder: Reimplement LayersRodrigo Locatti1-29/+24
Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
2021-03-13host_shaders: Modify shader cmake integration to allow for larger shadersameerj1-6/+2
using a raw string to encapsulate the entire shader code limits us to shaders of size less than 2KB. This change overcomes this limitation.
2021-03-13renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj4-2/+120
ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
2021-03-04texture_cache: Blacklist BGRA8 copies and views on OpenGLameerj1-0/+5
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats. This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
2021-03-04renderer_opengl: Swizzle BGR textures on copyameerj3-2/+116
OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped. This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered.
2021-03-02buffer_cache: Heuristically decide to skip cache on uniform buffersReinUsesLisp1-1/+2
Some games benefit from skipping caches (Pokémon Sword), and others don't (Animal Crossing: New Horizons). Add an heuristic to decide this at runtime. The cache hit ratio has to be ~98% or better to not skip the cache. There are 16 frames of buffer.
2021-02-24Implement glDepthRangeIndexeddNVKelebek13-1/+12
2021-02-20gl_disk_shader_cache: Log total shader entries count on game loadMorph1-0/+4
2021-02-13gl_texture_cache: Lazily create non-sRGB texture views for sRGB formatsameerj3-7/+41
This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore. Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-02-13gl_stream_buffer/vk_staging_buffer_pool: Fix size checkReinUsesLisp1-1/+1
Fix a tragic off-by-one condition that causes Vulkan's stream buffer to think it's always full, using fallback memory. The OpenGL was also affected by this bug to a lesser extent.
2021-02-13video_core: Fix clang build issuesReinUsesLisp1-7/+0
2021-02-13renderer_opengl: Remove interopReinUsesLisp8-122/+10
Remove unused interop code from the OpenGL backend.
2021-02-13gl_buffer_cache: Drop interop based parameter buffer workaroundsReinUsesLisp2-63/+43
Sacrify runtime performance to avoid generating kernel exceptions on Windows due to our abusive aliasing of interop buffer objects.
2021-02-13vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp4-29/+27
This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp22-843/+717
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp2-36/+23
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2021-02-13maxwell_to_gl: Remove unused codeameerj2-36/+3
Removes unused declarations in maxwell_to_gl.h
2021-02-09gl_rasterizer: Remove unused variablesLioncash1-3/+0
Resolves warnings on clang 12
2021-02-07renderer_opengl: Update OpenGL backend version requirement to 4.6Morph1-1/+1
2021-01-21gl_shader_decompiler: Fix constant buffer size calculationReinUsesLisp1-1/+2
The divide logic was wrong and can cause an uniform buffer size overflow.
2021-01-21renderer_opengl: Avoid precompiled cache and force NV GL cache directoryReinUsesLisp3-5/+14
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache.
2021-01-04gl_texture_cache: Avoid format views on Intel and AMDReinUsesLisp3-0/+11
Intel and AMD proprietary drivers are incapable of rendering to texture views of different formats than the original texture. Avoid creating these at a cache level. This will consume more memory, emulating them with copies.
2021-01-04gl_texture_cache: Create base images with sRGBReinUsesLisp2-99/+100
This breaks accelerated decoders trying to imageStore into images with sRGB. The decoders are currently disabled so this won't cause issues at runtime.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp31-1325/+1815
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-07video_core: Make use of ordered container contains() where applicableLioncash3-5/+3
With C++20, we can use the more concise contains() member function instead of comparing the result of the find() call with the end iterator.
2020-12-07gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers()Lioncash1-1/+1
Resolves a -Wrange-loop-analysis warning.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash6-28/+27
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.
2020-12-07video_core: Adjust `NUM` macro to avoid Clang warningcomex1-1/+1
The previous definition was: #define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32)) In cases where `field_name` happens to refer to an array, Clang thinks `sizeof(an array value) / sizeof(a type)` is an instance of the idiom where `sizeof` is used to compute an array length. So it thinks the type in the denominator ought to be the array element type, and warns if it isn't, assuming this is a mistake. In reality, `NUM` is not used to get array lengths at all, so there is no mistake. Silence the warning by applying Clang's suggested workaround of parenthesizing the denominator.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash13-78/+77
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-12-05Fix telemetry-related exit crash from use-after-freeFearlessTobi1-3/+3
Co-Authored-By: xperia64 <xperia64@users.noreply.github.com>
2020-12-04video_core: Resolve more variable shadowing scenariosLioncash11-85/+88
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
2020-11-23Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex1-1/+1
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop.
2020-11-21gl_rasterizer: Remove warning of untested alpha testReinUsesLisp1-4/+0
Alpha test has been proven to only affect the first render target.
2020-11-20gl_rasterizer: Make floating-point literal a floatLioncash1-1/+1
Gets rid of an unnecessary expansion from float to double.
2020-10-28shader: Partially implement texture cube array shadowReinUsesLisp2-24/+37
This implements texture cube arrays with shadow comparisons but doesn't fix the asserts related to it. Fixes out of bounds reads on swizzle constructors and makes them use bounds checked ::at instead of the unsafe operator[].
2020-10-28video_core: Enforce -Wredundant-move and -Wpessimizing-moveReinUsesLisp1-2/+1
Silence three warnings and make them errors to avoid introducing more in the future.
2020-10-20gl_arb_decompiler: Implement robust buffer operationsReinUsesLisp3-33/+54
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.
2020-10-03video_core: Enforce -Wunused-variable and -Wunused-but-set-variableReinUsesLisp1-1/+0
2020-09-22General: Make use of std::nullopt where applicableLioncash1-6/+6
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-09-20renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2-282/+22
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2-8/+11
This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
2020-09-16video_core: Enforce -Werror=switchReinUsesLisp2-1/+9
This forces us to fix all -Wswitch warnings in video_core.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp18-275/+245
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.
2020-08-24gl_texture_cache: Take std::string by reference in DecorateViewName()Lioncash2-2/+2
LabelGLObject takes a string_view, so we don't need to make copies of the std::string.
2020-08-24video_core/fence_manager: Remove unnecessary includesLioncash2-4/+4
Avoids pulling in unnecessary things that can cause rebuilds when they aren't required.
2020-08-24video_core/host_shaders: Add CMake integration for string shadersReinUsesLisp1-42/+4
Add the necessary CMake code to copy the contents in a string source shader (GLSL or GLASM) to a header file then consumed by video_core files. This allows editting GLSL in its own files without having to maintain them in source files. For now, only OpenGL presentation shaders are moved, but we can add GLASM presentation shaders and static SPIR-V generation through glslangValidator in the future.
2020-08-24gl_shader_util: Use std::string_view instead of star pointerReinUsesLisp5-9/+21
This allows us passing any type of string and hinting the length of the string to the OpenGL driver.
2020-08-22video_core: Initialize renderer with a GPUReinUsesLisp2-10/+12
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
2020-08-18common/telemetry: Migrate namespace into the Common namespaceLioncash1-3/+4
Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
2020-08-16move thread 1/4 count computation into allocate workers methodameerj1-9/+1
2020-08-16common/fileutil: Convert namespace to Common::FSLioncash2-22/+22
Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
2020-08-15common/compression: Roll back std::span changesLioncash1-1/+2
Seems like all compilers don't support std::span yet.
2020-08-14gl_shader_disk_cache: Make use of std::nullopt where applicableLioncash1-11/+12
Allows the compiler to avoid unnecessarily zeroing out the internal buffer of std::optional on some implementations.
2020-08-12gl_shader_cache: Use std::max() for determining num_workersMorph1-1/+1
Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0.
2020-07-28renderer_opengl: Use 1/4 of all threads for async shader compilationMorph1-9/+4
2020-07-25zstd_compression: Make use of std::span in interfacesLioncash1-2/+1
Allows condensing the data and size parameters into a single argument.
2020-07-21video_core: Remove unused variablesLioncash3-24/+1
Silences several compiler warnings about unused variables.
2020-07-21video_core: Allow copy elision to take place where applicableLioncash3-4/+4
Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
2020-07-18gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shadersReinUsesLisp7-110/+173
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.
2020-07-17Drop max workers from 8->2 for testingDavid Marcec1-1/+1
2020-07-17Rebase for per game settingsDavid Marcec1-1/+1
2020-07-17async shadersDavid Marcec7-58/+206
2020-07-16gl_arb_decompiler: Execute BAR even when inside control flowReinUsesLisp1-4/+0
Unlike GLSL, GLASM allows us to call BAR inside control flow. - Fixes graphical artifacts in Paper Mario.
2020-07-16renderer_{opengl,vulkan}: Clamp shared memory to host's limitReinUsesLisp4-6/+28
This stops shaders from failing to build when the exceed host's shared memory size limit. An error is logged.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp2-88/+89
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp1-1/+3
2020-07-13video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp1-0/+1
2020-07-13video_core: Fix B5G6R5UReinUsesLisp1-1/+1
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp1-58/+59
2020-07-13video_core: Implement RGBA32_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RGBA16_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RGBA8_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RG32_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp1-1/+2
2020-07-13video_core: Implement R8_SINT render targetReinUsesLisp1-0/+1
2020-07-13video_core: Implement R8_SNORM render targetReinUsesLisp1-0/+1
2020-07-10configuration: implement per-game configurations (#4098)lat9nq3-9/+9
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-30maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXTMorph1-0/+6
Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable.
2020-06-29maxwell_to_gl: Rename VertexType() to VertexFormat()Morph2-4/+5
2020-06-28maxwell_to_gl: Add 32 bit component sizes to (un)signed scaled formatsMorph1-30/+4
Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together.
2020-06-26gl_buffer_cache: Copy to buffers created as STREAM_READ before downloadingReinUsesLisp2-8/+16
After marking buffers as resident, Nvidia's driver seems to take a slow path. To workaround this issue, copy to a STREAM_READ buffer and then call GetNamedBufferSubData on it. This is a temporary solution until we have asynchronous flushing.
2020-06-25gl_device: Fix IsASTCSupportedDavid Marcec1-1/+1
Other targets were never actually checked
2020-06-25gl_device: Enable NV_vertex_buffer_unified_memory on Turing devicesReinUsesLisp1-19/+1
Once we make sure not to corrupt Nvidia's driver, we can safely use resident buffers on Turing devices. See GitHub pull request #4156
2020-06-24buffer_cache: Use buffer methods instead of cache virtual methodsReinUsesLisp2-29/+25
2020-06-24gl_stream_buffer: Use InvalidateBufferData instead unmap and mapReinUsesLisp2-15/+5
Making the stream buffer resident increases GPU usage significantly on some games. This seems to be addressed invalidating the stream buffer with InvalidateBufferData instead of using a Unmap + Map (with invalidation flags).
2020-06-24gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustnessReinUsesLisp3-9/+39
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.
2020-06-24gl_buffer_cache: Mark buffers as residentReinUsesLisp5-40/+70
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions.
2020-06-24gl_device: Expose NV_vertex_buffer_unified_memory except on TuringReinUsesLisp2-1/+30
Expose NV_vertex_buffer_unified_memory when the driver supports it. This commit adds a function the determine if a GL_RENDERER is a Turing GPU. This is required because on Turing GPUs Nvidia's driver crashes when the buffer is marked as resident or on DeleteBuffers. Without a synchronous debug output (single threaded driver), it's likely that the driver will crash in the first blocking call.
2020-06-24gl_stream_buffer: Always use a non-coherent bufferReinUsesLisp2-14/+10
2020-06-24gl_stream_buffer: Always use persistent memory mapsReinUsesLisp2-30/+14
yuzu no longer supports platforms without persistent maps.
2020-06-24gl_shader_cache: Avoid use after move for program sizeReinUsesLisp2-6/+7
All programs had a size of zero due to this bug, skipping invalidations. While we are at it, remove some unused forward declarations.
2020-06-21gl_shader_decompiler: Enable GL_EXT_texture_shadow_lod if availableMorph1-7/+43
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
2020-06-21gl_device: Check for GL_EXT_texture_shadow_lodMorph2-0/+7
2020-06-20gl_arb_decompiler: Avoid several string copiesLioncash1-32/+31
Variables that are marked as const cannot have the move constructor invoked when returning from a function (the move constructor requires a non-const variable so it can "steal" the resources from it.
2020-06-18maxwell_to_gl: Miscellaneous changesMorph1-48/+34
maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one. maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered. maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in. maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear.
2020-06-16gl_device: Reserve at least 4 image bindings for fragment stageMorph1-6/+14
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series). No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs. This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
2020-06-12gl_arb_decompiler: Implement FSwizzleAddReinUsesLisp1-4/+27
2020-06-12gl_arb_decompiler: Implement an assembly shader decompilerReinUsesLisp5-1/+2089
Emit code compatible with NV_gpu_program5. This should emit code compatible with Fermi, but it wasn't tested on that architecture. Pascal has some issues not present on Turing GPUs.
2020-06-09buffer_cache: Avoid passing references of shared pointers and misc style changesReinUsesLisp4-36/+22
Instead of using as template argument a shared pointer, use the underlying type and manage shared pointers explicitly. This can make removing shared pointers from the cache more easy. While we are at it, make some misc style changes and general improvements (like insert_or_assign instead of operator[] + operator=).
2020-06-09gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidationReinUsesLisp1-1/+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.
2020-06-08texture_cache: Handle 3D texture blits with one layerReinUsesLisp1-2/+2
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp2-20/+35
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
2020-06-07rasterizer_cache: Remove files and includesReinUsesLisp2-2/+0
The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data.
2020-06-07vk_pipeline_cache: Use generic shader cacheReinUsesLisp1-3/+3
Trivial port the generic shader cache to Vulkan.
2020-06-07gl_shader_cache: Use generic shader cacheReinUsesLisp4-93/+80
Trivially port the generic shader cache to OpenGL.
2020-06-06gl_device: Black list NVIDIA 443.24 for fast buffer uploadsReinUsesLisp1-2/+10
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL. This driver throws the following error when calling BufferSubData or BufferData on buffers that are candidates for fast constant buffer uploads. This is the equivalens to push constants on Vulkan, except that they can access the full buffer. The error: Unknown internal debug message. The NVIDIA OpenGL driver has encountered an out of memory error. This application might behave inconsistently and fail. If this error persists on future drivers, we might have to look deeper into this issue. For now, we can black list it and log it as a temporary solution.
2020-06-06renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabledReinUsesLisp1-4/+2
Avoids logging when it's not relevant. This can potentially reduce driver's internal thread overhead.
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp3-17/+64
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
2020-06-04gl_rasterizer: Use NV_transform_feedback for XFB on assembly shadersReinUsesLisp3-1/+96
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.
2020-06-01gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shadersMorph1-6/+16
2020-06-01gl_shader_decompiler: Fix geometry shader outputs for Intel driversMorph1-13/+15
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01gl_device: Avoid devices with CAVEAT_SUPPORT on ASTCReinUsesLisp2-8/+19
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported.
2020-06-01glsl: Squash constant buffers into a single SSBO when we hit the limitReinUsesLisp7-79/+173
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.
2020-05-31gl_device: Enable compute shaders for Intel proprietary driversMorph3-13/+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.
2020-05-27shader/other: Implement MEMBAR.CTSReinUsesLisp1-2/+8
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
2020-05-26gl_texture_cache: Implement small texture view cache for swizzlesReinUsesLisp3-37/+44
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
2020-05-26texture_cache: Implement depth stencil texture swizzlesReinUsesLisp2-20/+29
Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
2020-05-26gl_rasterizer: Port front face flip check from VulkanReinUsesLisp1-5/+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.
2020-05-26gl_shader_manager: Unbind GLSL program when binding a host pipelineReinUsesLisp1-0/+4
Fixes regression in Link's Awakening caused by 420cc13248350ef5c2d19e0b961cb4185cd16a8a
2020-05-22shader/other: Implement BAR.SYNC 0x0ReinUsesLisp1-0/+10
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
2020-05-22shader/other: Implement thread comparisons (NV_shader_thread_group)ReinUsesLisp1-0/+23
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially implement these using Nvidia's extension on OpenGL or naively stubbing them with the ARB instructions to match. This might cause issues if the host device warp size doesn't match Nvidia's. That said, this is unlikely on proper shaders. Refer to the attached url for more documentation about these flags. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-22shader_decompiler: Visit source nodes even when they assign to RZReinUsesLisp1-1/+3
Some operations like atomicMin were ignored because they returned were being stored to RZ. This operations have a side effect and it was being ignored.
2020-05-21buffer_cache: Use boost::intrusive::set for cachingReinUsesLisp2-0/+2
Instead of using boost::icl::interval_map for caching, use boost::intrusive::set. interval_map is intended as a container where the keys can overlap with one another; we don't need this for caching buffers and a std::set-like data structure that allows us to search with lower_bound is enough.
2020-05-19renderer_opengl: Add assembly program code pathsReinUsesLisp12-109/+339
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.
2020-05-18OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.Fernando Sahmkow1-0/+3
This commit aims to help easing debugging of driver crashes without having to modify existing code.
2020-05-10gl_shader_decompiler: Properly emulate NaN behaviour on NEReinUsesLisp1-0/+9
"Not equal" operators on GLSL seem to behave as unordered when we expect an ordered comparison. Manually emulate this checking for LGE values (numbers, not-NaNs).
2020-05-10VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation.Fernando Sahmkow1-2/+2
2020-05-09shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp1-44/+55
This allows us to use native SPIR-V instructions without having to manually check for NAN.
2020-05-04gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzleReinUsesLisp2-0/+13
2020-04-30texture: Implement R8G8UIMorph1-0/+1
- Used by The Walking Dead: The Final Season
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp4-6/+12
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).
2020-04-28maxwell_3d: Fix depth clamping registerReinUsesLisp1-5/+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.
2020-04-27texture_cache: Reintroduce preserve_contents accuratelyReinUsesLisp2-14/+38
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.
2020-04-26shader/memory_util: Deduplicate codeReinUsesLisp1-72/+10
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader.
2020-04-26shader/arithmetic_integer: Implement CC for IADDReinUsesLisp1-0/+10
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp3-65/+44
2020-04-23GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,Fernando Sahmkow1-2/+1
2020-04-22Async GPU: Correct flushing behavior to be similar to old async GPU behavior.Fernando Sahmkow1-0/+3
2020-04-22ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow2-4/+16
2020-04-22Address Feedback.Fernando Sahmkow3-6/+3
2020-04-22Fix GCC error.Fernando Sahmkow2-6/+5
2020-04-22QueryCache: Implement Async Flushes.Fernando Sahmkow3-8/+13
2020-04-22OpenGL: Guarantee writes to Buffers.Fernando Sahmkow2-2/+2
2020-04-22GPU: Implement Flush Requests for Async mode.Fernando Sahmkow1-0/+6
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow4-9/+37
2020-04-22FenceManager: Implement async buffer cache flushes on High settingsFernando Sahmkow3-5/+7
2020-04-22GPU: Fix rebase errors.Fernando Sahmkow1-0/+1
2020-04-22Rasterizer: Disable fence managing in synchronous gpu.Fernando Sahmkow1-0/+10
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow2-0/+5
2020-04-22GPU: Implement a Fence Manager.Fernando Sahmkow4-23/+108
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow2-0/+30
2020-04-22BufferCache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow1-2/+2
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow2-0/+18
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow1-1/+1
2020-04-22gl_rasterizer: Fix buffers without sizeReinUsesLisp1-4/+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
2020-04-18video_core: gl_shader_decompiler: Fix implicit fallthrough errors.bunnei1-0/+1
2020-04-18gl_shader_decompiler: Avoid copies where applicableLioncash1-3/+3
Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not?
2020-04-17video_code: Fix implicit switch fallthrough.Markus Wick1-0/+2
Since yesterday, this breaks the build on linux. So let's fix it.
2020-04-17Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL"Rodrigo Locatti1-3/+1
2020-04-16buffer_cache: Return handles instead of pointer to handlesReinUsesLisp6-152/+26
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.
2020-04-16gl_query_cache: Resolve use-after-move in CachedQuery move assignment operatorLioncash1-1/+1
Avoids potential invalid junk data from being read.
2020-04-16gl_device: Mark stage_swizzle as constexprLioncash1-1/+1
Previously this was mutable even though it shouldn't be.
2020-04-16CMakeLists: Specify -Wextra on linux buildsLioncash1-1/+2
Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
2020-04-15CMakeLists: Make -Wreorder a compile-time errorLioncash1-2/+2
This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them.
2020-04-15Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"ReinUsesLisp1-2/+4
This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back.
2020-04-14gl_rasterizer: Implement constant vertex attributesReinUsesLisp1-2/+2
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
2020-04-14gl_shader_cache: Use CompileDepth::FullDecompile on GLSLReinUsesLisp1-1/+3
From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile.
2020-04-13gl_texture_cache: Fix layered texture attachment base levelReinUsesLisp1-1/+1
The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds.
2020-04-13gl_rasterizer: Implement line widths and smooth linesReinUsesLisp4-0/+25
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
2020-04-13gl_shader_decompiler: Implement merges with bitfieldInsertReinUsesLisp1-4/+2
This also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats.
2020-04-12gl_shader_decompiler: Improve generated code in HMergeH*ReinUsesLisp1-6/+8
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
2020-04-11texture_cache: Remove preserve_contentsReinUsesLisp1-4/+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.
2020-04-09gl_texture_cache: Attach view instead of base texture for layered attachmentsReinUsesLisp1-2/+2
This way we are not ignoring the base layer of the current texture.
2020-04-08Memory: Address Feedback.Fernando Sahmkow1-2/+2
2020-04-06Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow3-31/+26
2020-04-06Query Cache: Use VAddr instead of physical memory for adressing.Fernando Sahmkow1-3/+2
2020-04-06Buffer Cache: Use vAddr instead of physical memory.Fernando Sahmkow3-8/+8
2020-04-06Texture Cache: Use vAddr instead of physical memory for caching.Fernando Sahmkow1-4/+3
2020-04-06GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow2-13/+15
2020-04-06shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.namkazy1-3/+3
2020-04-06shader/memory: Implement RED.E.ADDReinUsesLisp1-2/+22
Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
2020-04-05add shader stage when init shader irnamkazy1-3/+3
2020-04-02shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp1-18/+16
Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01gl_texture_cache: Fix software ASTC fallbackReinUsesLisp1-7/+12
2020-04-01video_core: Use native ASTC when availableReinUsesLisp2-100/+100
2020-04-01gl_device: Detect if ASTC is reported and expose itReinUsesLisp2-0/+31
2020-03-31gl_rasterizer: Mark cleared textures as dirtyReinUsesLisp1-2/+5
Fixes a potential edge case where cleared textures read from the CPU were not flushed.
2020-03-30gl_decompiler: min/max op not implement yetnamkazy1-0/+4
2020-03-30gl_decompiler: add atomic opNguyen Dac Nam1-0/+16
2020-03-26Address review and fix broken yuzu-tester buildJames Rowe2-3/+5
2020-03-26gl_rasterizer: Update stencil test regardless of it being disabledReinUsesLisp1-5/+1
2020-03-26gl_rasterizer: Synchronize stencil testing on clearsReinUsesLisp1-0/+1
2020-03-25Frontend/GPU: Refactor context managementJames Rowe3-48/+36
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
2020-03-22gl_rasterizer: Use transformed viewport for depth rangesReinUsesLisp1-4/+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.
2020-03-19gl_shader_decompiler: Remove deprecated function and its usagesReinUsesLisp1-11/+8
2020-03-19gl_rasterizer: Silence misc warningsReinUsesLisp1-7/+2
2020-03-18gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceIDReinUsesLisp1-8/+0
2020-03-16renderer_opengl: Move some logic to an anonymous namespaceReinUsesLisp1-151/+151
2020-03-16renderer_opengl: Detect Nvidia Nsight as a debugging toolReinUsesLisp3-7/+22
Use getenv to detect Nsight.
2020-03-16gl_shader_decompiler: Implement legacy varyingsReinUsesLisp1-6/+57
Legacy varyings are special attributes carried over in hardware from the OpenGL 1 and OpenGL 2 days. These were generally used instead of the generic attributes we use today. They are deprecated or removed from most APIs, but Nvidia still ships them in hardware. To implement these, this commit maps them 1:1 to OpenGL compatibility.
2020-03-14renderer_opengl: Keep presentation frames in lock-step when GPU debugging.bunnei1-1/+32
- Fixes renderdoc with OpenGL renderer.
2020-03-14gl_device: Add option to check GL_EXT_debug_tool.bunnei2-0/+6
2020-03-14DirtyFlags: relax need to set render_targets as dirty Fernando Sahmkow1-1/+0
The texture cache already takes care of setting a render target to dirty when invalidated.
2020-03-13vk/gl_shader_decompiler: Silence assertion on computeReinUsesLisp1-3/+6
2020-03-13gl_shader_decompiler: Fix implicit conversion errorsReinUsesLisp1-3/+3
2020-03-13shader/transform_feedback: Expose buffer strideReinUsesLisp1-1/+2
2020-03-13gl_rasterizer: Implement transform feedback bindingsReinUsesLisp2-10/+74
2020-03-13gl_shader_decompiler: Decorate output attributes with XFB layoutReinUsesLisp1-29/+105
We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback).
2020-03-13gl_shader_decompiler: Initialize gl_Position on vertex shadersReinUsesLisp1-0/+4
2020-03-13gl_shader_decompiler: Add missing {} on smem GLSL emissionReinUsesLisp1-1/+1
2020-03-13video_core: Implement RGBA16_SNORMReinUsesLisp1-0/+1
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12gl_shader_decompiler: Add layer component to texelFetchReinUsesLisp1-6/+9
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12gl_shader_decompiler: Fix regression in render target declarationsReinUsesLisp1-12/+2
A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games.
2020-03-11gl_shader_manager: Fix interaction between graphics and computeReinUsesLisp4-29/+39
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.
2020-03-10gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp6-0/+79
2020-03-09engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp1-1/+1
2020-03-09shader/registry: Address feedbackReinUsesLisp1-1/+1
2020-03-09gl_shader_decompiler: Add identifier to decompiled codeReinUsesLisp3-8/+16
2020-03-09gl_shader_decompiler: Roll back to GLSL core 430ReinUsesLisp1-1/+1
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09const_buffer_engine_interface: Store component typesReinUsesLisp1-1/+1
This is required for Vulkan. Sampling integer textures with float handles is illegal.
2020-03-09gl_shader_cache: Reduce registry consistency to debug assertReinUsesLisp1-3/+1
Registry consistency is something that practically can't happen and it has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
2020-03-09shader/registry: Cache tessellation stateReinUsesLisp1-1/+1
2020-03-09shader/registry: Store graphics and compute metadataReinUsesLisp5-39/+95
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09video_core: Rename "const buffer locker" to "registry"ReinUsesLisp3-37/+38
2020-03-09gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp10-1051/+510
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
2020-02-28renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp2-0/+7
2020-02-28gl_texture_cache: Remove blending disable on blitsReinUsesLisp1-5/+0
Blending doesn't affect blits. Rasterizer discard does, update the commentaries.
2020-02-28gl_rasterizer: Don't disable blending on clearsReinUsesLisp1-4/+0
Blending doesn't affect clears.
2020-02-28dirty_flags: Deduplicate code between OpenGL and VulkanReinUsesLisp1-38/+1
2020-02-28state_tracker: Remove type traits with named structuresReinUsesLisp1-4/+2
2020-02-28gl_rasterizer: Remove num vertex buffers magic numberReinUsesLisp1-2/+4
2020-02-28gl_rasterizer: Only apply polygon offset clamp if enabledReinUsesLisp1-3/+6
2020-02-28gl_state_tracker: Implement dirty flags for depth clamp enablingReinUsesLisp3-3/+15
2020-02-28gl_rasterizer: Disable scissor 0 when scissor is not used on clearReinUsesLisp1-0/+3
2020-02-28gl_rasterizer: Notify depth mask changes on clearReinUsesLisp2-1/+6
2020-02-28gl_rasterizer: Minor sort changes to clearingReinUsesLisp1-11/+9
2020-02-28gl_state_tracker: Track state of index buffersReinUsesLisp4-5/+23
2020-02-28gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp5-15/+31
2020-02-28gl_state_tracker: Implement dirty flags for point sizesReinUsesLisp3-4/+25
2020-02-28gl_state_tracker: Implement dirty flags for fragment color clampReinUsesLisp3-2/+14
2020-02-28gl_state_tracker: Implement dirty flags for logic opReinUsesLisp4-2/+22
2020-02-28gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp5-2/+21
2020-02-28gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp5-2/+21
2020-02-28gl_state_tracker: Implement dirty flags for multisampleReinUsesLisp3-0/+13
2020-02-28gl_state_tracker: Implement dirty flags for alpha testingReinUsesLisp4-6/+24
2020-02-28gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp4-2/+24
2020-02-28gl_state_tracker: Implement dirty flags for primitive restartReinUsesLisp3-5/+19
2020-02-28gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp4-3/+29
2020-02-28gl_state_tracker: Implement depth dirty flagsReinUsesLisp4-6/+31
2020-02-28gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp4-7/+38
2020-02-28gl_state_tracker: Implement dirty flags for blendingReinUsesLisp5-14/+67
2020-02-28gl_state_tracker: Implement dirty flags for clip distances and shadersReinUsesLisp7-14/+43
2020-02-28gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp4-22/+56
2020-02-28maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp2-12/+14
2020-02-28gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp4-9/+44
2020-02-28gl_state_tracker: Implement dirty flags for color masksReinUsesLisp4-9/+53
2020-02-28gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp5-10/+58
2020-02-28gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp4-9/+54
2020-02-28renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp8-12/+176
2020-02-28maxwell_3d: Flatten cull and front face registersReinUsesLisp2-10/+10
2020-02-28gl_state: Remove completelyReinUsesLisp12-150/+4
2020-02-28gl_state: Remove program trackingReinUsesLisp9-94/+62
2020-02-28gl_state: Remove framebuffer trackingReinUsesLisp7-82/+23
2020-02-28gl_state: Remove image trackingReinUsesLisp5-24/+12
2020-02-28gl_state: Remove texture and sampler trackingReinUsesLisp5-60/+8
2020-02-28gl_state: Remove blend state trackingReinUsesLisp5-104/+28
2020-02-28gl_state: Remove stencil test trackingReinUsesLisp4-92/+18
2020-02-28gl_state: Remove clip control trackingReinUsesLisp5-19/+8
2020-02-28gl_state: Remove clip distances trackingReinUsesLisp3-19/+2
2020-02-28gl_state: Remove rasterizer disable trackingReinUsesLisp6-13/+8
2020-02-28gl_state: Remove viewport and depth range trackingReinUsesLisp6-92/+30
2020-02-28gl_state: Remove scissor test trackingReinUsesLisp6-69/+12
2020-02-28gl_state: Remove color mask trackingReinUsesLisp4-40/+12
2020-02-28gl_state: Remove clamp framebuffer color trackingReinUsesLisp3-17/+6
This commit doesn't reset it for screen draws because clamping doesn't change anything there.
2020-02-28gl_state: Remove multisample trackingReinUsesLisp3-16/+2
2020-02-28gl_state: Remove framebuffer sRGB trackingReinUsesLisp6-21/+25
2020-02-28gl_state: Remove VAO cache and trackingReinUsesLisp10-153/+53
2020-02-28gl_state: Remove depth clamp trackingReinUsesLisp4-25/+13
2020-02-28gl_state: Remove depth trackingReinUsesLisp4-34/+7
2020-02-28gl_state: Remove primitive restart trackingReinUsesLisp3-18/+2
2020-02-28gl_state: Remove logic op trackerReinUsesLisp4-24/+5
2020-02-28gl_state: Remove blend color trackingReinUsesLisp3-18/+1
2020-02-28gl_state: Remove polygon offset trackingReinUsesLisp4-39/+7
2020-02-28gl_state: Remove alpha test trackingReinUsesLisp4-21/+4
2020-02-28gl_state: Remove cull mode trackingReinUsesLisp4-19/+4
2020-02-28gl_state: Remove front face trackingReinUsesLisp4-6/+5
2020-02-28gl_state: Remove point size trackingReinUsesLisp3-22/+4
2020-02-28gl_rasterizer: Add oglEnablei helperReinUsesLisp1-0/+4
2020-02-28gl_rasterizer: Add OpenGL enable/disable helperReinUsesLisp1-0/+4
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp8-139/+2
2020-02-28renderer_opengl: Fix SRGB presentation frame tracking.bunnei2-5/+2
- Fixes SRGB in Super Smash Bros. Ultimate.
2020-02-28Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph1-1/+1
2020-02-28renderer_opengl: Reduce swap chain size to 3.bunnei1-3/+2
2020-02-27renderer_opengl: Use more concise lock syntax.bunnei1-4/+4
2020-02-27renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.bunnei2-36/+42
2020-02-26renderer_opengl: Create gl_framebuffer_data if empty.bunnei1-1/+2
2020-02-26renderer_opengl: Add texture mailbox support for presenter thread.bunnei2-32/+261
2020-02-26renderer_opengl: Add OGLRenderbuffer to resource/state management.bunnei4-0/+62
2020-02-24shader: Simplify indexed sampler usagesReinUsesLisp1-19/+7
2020-02-24video_core: Implement more scaler attribute formatsReinUsesLisp1-0/+24
While changing this, fix assert in vk_shader_decompiler. We now know scaled formats are expected to be float in shaders attributes.
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-8/+20
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-02-16surface_base: Implement texture buffer flushesReinUsesLisp1-0/+7
Implement downloads to guest memory from texture buffers on the generic cache and OpenGL.
2020-02-15texture: Implement R32IReinUsesLisp1-0/+1
2020-02-14maxwell_3d: Unify draw methodsReinUsesLisp2-15/+1
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
2020-02-14query_cache: Address feedbackReinUsesLisp1-0/+2
2020-02-14vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2-13/+9
2020-02-14query_cache: Abstract OpenGL implementationReinUsesLisp2-339/+70
Abstract the current OpenGL implementation into the VideoCommon namespace and reimplement it on top of that. Doing this avoids repeating code and logic in the Vulkan implementation.
2020-02-14gl_query_cache: Optimize query cacheReinUsesLisp4-75/+207
Use a custom cache instead of relying on a ranged cache.
2020-02-14gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp4-66/+298
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.
2020-02-14gl_rasterizer: Sort method declarationsReinUsesLisp1-16/+15
2020-02-14gl_rasterizer: Add queued commands counterReinUsesLisp2-0/+16
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.
2020-02-14maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp4-0/+129
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14gl_resource_manager: Add managed query classReinUsesLisp2-0/+42
2020-02-14gl_rasterizer: Use the least generic OpenGL draw function possibleReinUsesLisp1-8/+28
This may help some implementations.
2020-02-05maxwell_to_gl: Implement R8G8_USCALEDReinUsesLisp1-0/+8
2020-02-05maxwell_to_gl: Reduce unimplemented formats to LOG_ERRORReinUsesLisp1-8/+4
2020-02-04gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp3-0/+3
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
2020-01-30gl_rasterizer: Fix instanced draw arraysReinUsesLisp2-106/+28
glDrawArrays was being used when the draw had a base instance specified. This commit removes the draw parameters abstraction and fixes the mentioned issue.
2020-01-28gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSizeReinUsesLisp1-1/+0
This was implemented by a previous commit and it's no longer required.
2020-01-28gl_texture_cache: Silence implicit sign cast warningsReinUsesLisp1-3/+6
2020-01-27gl_texture_cache: Properly implement depth/stencil samplingReinUsesLisp1-4/+27
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle.
2020-01-26shader/memory: Implement ATOM.ADDReinUsesLisp1-4/+1
ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition.
2020-01-25Shader_IR: Address feedback.Fernando Sahmkow1-3/+3
2020-01-24Shader_IR: Correct Custom Variable assignment.Fernando Sahmkow1-0/+2
2020-01-24Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow1-1/+1
2020-01-24Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow1-0/+20
2020-01-24GL Backend: Introduce indexed samplers into the GL backendFernando Sahmkow2-10/+39
2020-01-24Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow3-5/+12
2020-01-21gl_shader_cache: Disable fastmath on NvidiaReinUsesLisp1-0/+4
2020-01-18gl_state: Use bool instead of GLbooleanReinUsesLisp2-3/+3
This fixes template resolution considering GLboolean an integer instead of a bool.
2020-01-18gl_shader_decompiler: Fix decompilation of condition codesReinUsesLisp1-27/+5
Use Visit instead of reimplementing it. Fixes unimplemented negations for condition codes.
2020-01-16shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp1-0/+12
2020-01-15gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp3-1/+4
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
2020-01-15renderer_opengl/utils: Remove unused header inclusionsLioncash1-3/+0
Nothing from these headers are used, so they can be removed.
2020-01-15renderer_opengl/utils: Forward declare private structsLioncash2-12/+16
Keeps the definitions hidden and allows changes to the structs without needing to recompile all users of classes containing said structs.
2020-01-14gl_texture_cache: Use local variables to simplify DownloadTextureReinUsesLisp1-6/+4
2020-01-14gl_texture_cache: Fix format for RGBX16FReinUsesLisp1-1/+1
2020-01-14gl_texture_cache: Use Snorm internal format for RG8SReinUsesLisp1-1/+1
2020-01-14gl_texture_cache: Use Snorm internal format for ABGR8SReinUsesLisp1-1/+1
2020-01-14gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constantLioncash1-3/+0
Given this isn't used, this can be removed entirely.
2020-01-14gl_shader_cache: std::move entries in CachedShader constructorLioncash1-3/+4
Avoids several reallocations of std::vector instances where applicable.
2020-01-14gl_shader_cache: Remove unused entries variable in BuildShader()Lioncash1-1/+0
Eliminates a few unnecessary constructions of std::vectors.
2020-01-04Shader_IR: Address FeedbackFernando Sahmkow1-13/+4
2019-12-30Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow1-0/+15
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers.
2019-12-26gl_rasterizer: Allow rendering without fragment shaderReinUsesLisp2-0/+7
Rendering without a fragment shader is usually used in depth-only passes.
2019-12-23maxwell_to_gl: Implement missing primitive topologiesReinUsesLisp1-4/+18
Many of these topologies are exclusively available in OpenGL.
2019-12-21gl_shader_cache: Update commentary for shared memoryReinUsesLisp1-9/+6
Remove false commentary. Not dividing by 4 the size of shared memory is not a hack; it describes the number of integers, not bytes. While we are at it sort the generated code to put preprocessor lines on the top.
2019-12-21gl_shader_cache: Remove unused entry in GetPrimitiveDescriptionReinUsesLisp1-11/+9
2019-12-18gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp4-0/+19
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.
2019-12-18gl_shader_decompiler: Add missing DeclareImagesReinUsesLisp1-0/+1
2019-12-16shader/texture: Implement TLD4.PTPReinUsesLisp1-31/+53
2019-12-16gl_shader_decompiler: Rename "sepparate" to "separate"ReinUsesLisp1-3/+3
2019-12-12Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow1-4/+4
2019-12-12Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.Fernando Sahmkow1-8/+21
2019-12-11Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented.Fernando Sahmkow1-0/+8
This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented.
2019-12-11gl_device: Enable compute shaders for Intel Mesa driversReinUsesLisp1-1/+4
Previously we naively checked for "Intel" in GL_VENDOR, but this includes both Intel's proprietary driver and the mesa driver. Re-enable compute shaders for mesa.
2019-12-11gl_shader_cache: Add missing new-line on emitted GLSLReinUsesLisp1-2/+2
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16
2019-12-11Maxwell3D: Implement Depth Mode.Fernando Sahmkow3-2/+8
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp1-0/+7
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10shader_ir/other: Implement S2R InvocationIdReinUsesLisp1-0/+5
2019-11-29gl_framebuffer_cache: Optimize framebuffer keyReinUsesLisp3-46/+60
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.
2019-11-29gl_rasterizer: Re-enable framebuffer cache for clear buffersReinUsesLisp3-32/+15
2019-11-29renderer_opengl: Make ScreenRectVertex's constructor constexprReinUsesLisp1-12/+7
2019-11-29renderer_opengl: Remove C castsReinUsesLisp1-4/+5
2019-11-29renderer_opengl: Use explicit binding for presentation shadersReinUsesLisp2-34/+20
2019-11-29renderer_opengl: Drop macros for message decorationsReinUsesLisp1-21/+26
2019-11-29renderer_opengl: Move static definitions to anonymous namespaceReinUsesLisp1-62/+66
2019-11-29renderer_opengl: Move commentaries to header fileReinUsesLisp2-20/+13
2019-11-27core/memory: Migrate over GetPointer()Lioncash2-2/+3
With all of the interfaces ready for migration, it's trivial to migrate over GetPointer().
2019-11-27core: Prepare various classes for memory read/write migrationLioncash1-2/+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.
2019-11-26gl_shader_decompiler: Fix casts from fp32 to f16ReinUsesLisp1-1/+2
Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25gl_device: Deduce indexing bug from device instead of heuristicReinUsesLisp2-48/+2
The heuristic to detect AMD's driver was not working properly since it also included Intel. Instead of using heuristics to detect it, compare the GL_VENDOR string.
2019-11-24gl_texture_cache: Apply sRGB on blitsReinUsesLisp1-0/+1
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format.
2019-11-23gl_device: Reserve base bindings on limited devicesReinUsesLisp1-36/+76
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
2019-11-23gl_state: Skip null texture bindsReinUsesLisp1-1/+5
glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-23gl_rasterizer: Disable compute shaders on IntelReinUsesLisp3-0/+12
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
2019-11-23gl_shader_cache: Hack shared memory sizeReinUsesLisp1-2/+3
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size.
2019-11-23gl_shader_decompiler: Normalize image bindingsReinUsesLisp3-33/+19
2019-11-23gl_shader_decompiler: Normalize cbuf bindingsReinUsesLisp2-10/+6
Stage and compute shaders were using a different binding counter. Normalize these.
2019-11-23gl_rasterizer: Add missing cbuf counter reset on computeReinUsesLisp1-0/+2
2019-11-23gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp14-191/+199
2019-11-23video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp9-231/+190
2019-11-23gl_rasterizer: Bind graphics images to draw commandsReinUsesLisp4-33/+54
Images were not being bound to draw invocations because these would require a cache invalidation.
2019-11-23gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp5-20/+26
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
2019-11-23gl_shader_cache: Specialize shared memory sizeReinUsesLisp5-29/+25
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
2019-11-23gl_shader_cache: Specialize shader workgroupReinUsesLisp5-67/+73
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.
2019-11-23shader/texture: Deduce texture buffers from lockerReinUsesLisp6-105/+47
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
2019-11-20gl_shader_gen: Apply default value to gl_PositionReinUsesLisp1-0/+1
Nvidia has sane default output values for varyings, but the other vendors don't apply these. To properly emulate this we would have to analyze the shader header. For the time being, apply the same default Nvidia applies so we get the same behaviour on non-Nvidia drivers.
2019-11-18Shader_IR: Address FeedbackFernando Sahmkow1-1/+1
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp1-103/+82
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow1-1/+43
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow1-0/+7
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp2-3/+5
2019-11-08gl_shader_cache: Fix locker constructorsReinUsesLisp1-2/+4
Properly pass engine when a shader is being constructed from memory.
2019-11-08gl_shader_cache: Enable extensions only when availableReinUsesLisp1-6/+14
Silence GLSL compilation warnings.
2019-11-08gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not availableReinUsesLisp3-5/+28
2019-11-08shader_ir/warp: Implement FSWZADDReinUsesLisp1-0/+18
2019-11-08gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp2-40/+9
2019-11-07GLSLDecompiler: Correct Texture Gather Offset.Fernando Sahmkow1-1/+1
This commit corrects the argument ordering in textureGatherOffset.
2019-11-07gl_rasterizer: Remove front facing hackReinUsesLisp1-12/+0
2019-11-07gl_shader_decompiler: Fix typo "y_negate"->"y_direction"ReinUsesLisp1-1/+1
2019-11-07gl_shader_manager: Remove unused variable in SetFromRegsReinUsesLisp1-1/+0
2019-11-07gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp7-76/+52
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).
2019-11-02gl_rasterizer: Re-enable stream buffer memory due to global memoryReinUsesLisp1-14/+8
Global memory is still using the stream buffer when it shouldn't. As a temporary fix re-enable the stream buffer on compute.
2019-11-02gl_rasterizer: Upload constant buffers with glNamedBufferSubDataReinUsesLisp5-16/+73
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.
2019-10-30gl_state: Use std::array::fill instead of std::fillRodrigo Locatti1-1/+1
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2019-10-30gl_state: Move dirty checks to individual apply calls instead of ApplyReinUsesLisp2-66/+74
This requires removing constness from some methods, but for consistency it's removed in all methods.
2019-10-30gl_state: Remove ApplyDefaultStateReinUsesLisp3-17/+1
OpenGL has defaults values we can trust. Remove these.
2019-10-30gl_state: Change SetDefaultViewports to use default constructorReinUsesLisp1-13/+2
2019-10-30gl_state: Minor style changesReinUsesLisp1-3/+5
2019-10-30gl_state: Remove unused Citra TextureUnitsReinUsesLisp1-23/+0
2019-10-30gl_state: Move initializers from constructor to class declarationReinUsesLisp2-170/+75
2019-10-30shader/node: Unpack bindless texture encodingReinUsesLisp3-20/+14
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.
2019-10-28maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp1-6/+6
2019-10-27Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.Fernando Sahmkow1-0/+1
This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend.
2019-10-27rasterizer_accelerated: Add intermediary for GPU rasterizersReinUsesLisp2-45/+2
Add an intermediary class that implements common functions across GPU accelerated rasterizers. This avoids code repetition on different backends.
2019-10-25gl_shader_cache: Implement locker variants invalidationReinUsesLisp2-32/+85
2019-10-25gl_shader_disk_cache: Store and load fast BRXReinUsesLisp4-29/+192
2019-10-25gl_shader_decompiler: Move entries to a separate functionReinUsesLisp8-690/+391
2019-10-25Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow1-0/+5
2019-10-25Shader_Cache: setup connection of ConstBufferLockerFernando Sahmkow5-31/+60
2019-10-25VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow1-3/+4
2019-10-16gl_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator()Lioncash1-0/+3
This would previously result in NeverExecute and UnusedIndex being treated as regular predicates.
2019-10-16gl_shader_decompiler: Make ExprDecompiler's GetResult() a const member functionLioncash1-1/+1
This is only ever used to read, but not write, the resulting string, so we can enforce this by making it a const member function.
2019-10-16gl_shader_decompiler: Use a std::string_view with GetDeclarationWithSuffix()Lioncash1-1/+1
This allows the function to be completely non-allocating for inputs of all sizes (i.e. there's no heap cost for an input to convert to a std::string_view).
2019-10-16gl_shader_decompiler: Fold flow_var constant into GetFlowVariable()Lioncash1-3/+1
This is only ever used within this function, so we can narrow it's scope down.
2019-10-16gl_shader_decompiler: Mark ASTDecompiler/ExprDecompiler parameters as const references where applicableLioncash1-21/+21
These member functions don't actually modify the input parameter, so we can make this explicit with the use of const.
2019-10-16gl_shader_decompiler: Pass by reference to GenerateTextureArgument()Lioncash1-2/+2
Avoids an unnecessary atomic reference count increment and decrement.
2019-10-16gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()Lioncash1-1/+1
This only ever queries if the type exists within the variant, but doesn't actually do anything with the return value. We can just use std::holds_alternative for this use case.
2019-10-16gl_shader_decompiler: Avoid unnecessary copies of MetaImageLioncash1-4/+4
MetaImage contains a std::vector, so copying here could result in unnecessary reallocations. Given the operation lives throughout the entire scope, this is safe to do.
2019-10-09Surfaces: Implement R4G4B4A4U format.Fernando Sahmkow1-1/+2
2019-10-09Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5Fernando Sahmkow1-0/+10
2019-10-06gl_shader_disk_cache: Properly ignore existing cacheReinUsesLisp2-16/+17
Previously old entries where appended to the file even if the shader cache was ignored at boot. Address that issue.
2019-10-05GL_Renderer: Remove lefting snippet.Fernando Sahmkow1-2/+0
2019-10-05Gl_Rasterizer: Protect CPU Memory mapping from multiple threads.Fernando Sahmkow2-0/+4
2019-10-05Nvdrv: Do framelimiting only in the CPU ThreadFernando Sahmkow1-3/+0
2019-10-05Shader_ir: Address feedbackFernando Sahmkow2-15/+10
2019-10-05vk_shader_decompiler: Clean code and be const correct.Fernando Sahmkow1-1/+1
2019-10-05gl_shader_decompiler: Refactor and address feedback.Fernando Sahmkow1-17/+18
2019-10-05Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow2-8/+25
2019-10-05gl_shader_decompiler: Implement AST decompilingFernando Sahmkow1-29/+242
2019-10-01gl_rasterizer: Fix polygon offset unitsReinUsesLisp1-1/+3
For some reason hardware divides polygon offset units by two. This is visible since drivers multiply the application requested polygon offset by two.
2019-09-24gl_shader_decompiler: Add tailing return for HUnpack2ReinUsesLisp1-0/+2
2019-09-24gl_shader_decompiler: Fix clang build issuesReinUsesLisp1-26/+23
2019-09-22Maxwell3D: Corrections and refactors to MME instance refactorFernando Sahmkow1-10/+2
2019-09-22Fix clang-formatFearlessTobi1-1/+1
2019-09-22video_core: Implement RGBX16F PixelFormatFearlessTobi1-0/+1
2019-09-21gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp2-105/+39
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
2019-09-21shader/image: Implement SULD and remove irrelevant codeReinUsesLisp6-21/+50
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-20Rasterizer: Correct introduced bug where a conditional render wouldn't stop a draw call from executingFernando Sahmkow1-10/+16
2019-09-19Rasterizer: Refactor and simplify DrawBatch Interface.Fernando Sahmkow2-23/+12
2019-09-19Rasterizer: Address Feedback and conscerns.Fernando Sahmkow1-11/+11
2019-09-19Rasterizer: Refactor draw calls, remove deadcode and clean up.Fernando Sahmkow2-105/+67
2019-09-19VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow2-21/+27
2019-09-19Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow3-9/+88
2019-09-17shader_ir/warp: Implement SHFLReinUsesLisp2-9/+57
2019-09-17maxwell_to_gl: Fix mipmap filteringReinUsesLisp1-2/+2
OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter> but we were using them in the opposite way.
2019-09-17gl_rasterizer: Remove unused code paths from ConfigureFramebuffersReinUsesLisp4-121/+33
2019-09-11renderer_opengl: Fix rebase mistakeReinUsesLisp1-1/+1
2019-09-11shader/image: Implement SUATOM and fix SUSTReinUsesLisp2-32/+133
2019-09-11gl_rasterizer: Correct sRGB Fix regressionFernando Sahmkow1-0/+12
2019-09-11renderer_opengl: Fix sRGB blitsReinUsesLisp5-43/+7
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
2019-09-06gl_shader_decompiler: Avoid writing output attribute when unimplementedReinUsesLisp1-10/+14
2019-09-06gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp4-20/+38
2019-09-06gl_rasterizer: Apply textures and images stateReinUsesLisp1-0/+2
2019-09-06gl_rasterizer: Add samplers to compute dispatchesReinUsesLisp2-3/+36
2019-09-06gl_rasterizer: Minor code changesReinUsesLisp2-20/+31
2019-09-06gl_state: Split textures and samplers into two arraysReinUsesLisp4-91/+39
2019-09-06gl_rasterizer: Implement image bindingsReinUsesLisp1-2/+7
2019-09-06gl_state: Add support for glBindImageTexturesReinUsesLisp2-0/+24
2019-09-06texture_cache: Pass TIC to texture cacheReinUsesLisp1-1/+1
2019-09-06kepler_compute: Implement texture queriesReinUsesLisp2-1/+23
2019-09-06gl_rasterizer: Split SetupTexturesReinUsesLisp2-22/+38
2019-09-05gl_shader_decompiler: Implement shared memoryReinUsesLisp1-0/+23
2019-09-04gl_shader_decompiler: Fixup slow pathReinUsesLisp1-1/+1
2019-09-04gl_rasterizer: Fix stencil testingReinUsesLisp1-11/+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
2019-09-04gl_shader_cache: Remove special casing for geometry shadersReinUsesLisp2-80/+9
Now that ProgramVariants holds the primitive topology we no longer need to keep track of individual geometry shaders topologies.
2019-09-04gl_device: Disable precise in fragment shaders on bugged driversReinUsesLisp3-15/+43
2019-09-04gl_shader_decompiler: Fixup AMD's slow path typeReinUsesLisp1-1/+1
2019-09-04gl_shader_decompiler: Rework GLSL decompiler type systemReinUsesLisp1-416/+505
GLSL decompiler type system was broken. We converted all return values to float except for some cases where returning we couldn't and implicitly broke the rule of returning floats (e.g. for bools or bool pairs). Instead of doing this introduce class Expression that knows what type a return value has and when a consumer wants to use the string it asks for it with a required type, emitting a runtime error if types are incompatible. This has the disadvantage that there's more C++ code, but we can emit better GLSL code that's easier to read.
2019-08-30video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti4-5/+2
* 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
2019-08-30gl_buffer_cache: Add missing includeReinUsesLisp1-0/+1
RasterizerInterface was considered an incomplete object by clang.
2019-08-21shader_ir: Implement VOTEReinUsesLisp4-1/+58
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
2019-08-21Buffer Cache: Adress Feedback.Fernando Sahmkow1-3/+3
2019-08-21Buffer_Cache: Implement flushing.Fernando Sahmkow1-0/+4
2019-08-21Video_Core: Implement a new Buffer CacheFernando Sahmkow3-27/+55
2019-08-21renderer_opengl: Implement RGB565 framebuffer formatReinUsesLisp1-1/+5
2019-08-21renderer_opengl: Use block linear swizzling for CPU framebuffersReinUsesLisp1-33/+31
2019-08-21renderer_opengl: Use VideoCore pixel formatReinUsesLisp1-6/+11
2019-08-21gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfigReinUsesLisp2-9/+6
2019-07-26GPU: Flush commands on every dma pusher step.Fernando Sahmkow2-0/+5
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.
2019-07-20Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow1-0/+18
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
2019-07-20Maxwell3D: Reorganize and address feedbackFernando Sahmkow1-18/+27
2019-07-20shader/half_set_predicate: Fix HSETP2 implementationReinUsesLisp1-12/+4
2019-07-18Gl_Texture_Cache: Remove assert on component type in GetFormatTupleFernando Sahmkow1-1/+0
Textures can have different components types in different orders. This assert was completely inprecise and the effectiveness of such is better handled by case and within the texture cache.
2019-07-18gl_shader_decompiler: Rename bufferImage to imageBufferReinUsesLisp1-1/+1
The online OpenGL documentation is wrong. The type definition is imageBuffer.
2019-07-18gl_shader_cache: Fix newline on buffer preprocessor definitionsReinUsesLisp1-2/+6
2019-07-18gl_texture_cache: Do not set texture parameters to buffersReinUsesLisp1-0/+3
2019-07-18gl_texture_cache: Add missing break in CreateTextureReinUsesLisp1-0/+1
2019-07-17GL_State: Feedback and fixesFernando Sahmkow3-13/+20
2019-07-17Maxwell3D: Address FeedbackFernando Sahmkow3-4/+3
2019-07-17GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow3-11/+27
2019-07-17GL_Rasterizer: Rework RenderTarget/DepthBuffer clearingFernando Sahmkow2-6/+63
2019-07-17Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow4-38/+113
2019-07-17Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow3-13/+43
2019-07-17maxwell3d: Implement Conditional RenderingFernando Sahmkow1-1/+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.
2019-07-16gl_shader_cache: Fix clang-format issuesReinUsesLisp2-4/+2
2019-07-15gl_shader_decompiler: Stub local memory sizeReinUsesLisp1-8/+14
2019-07-15gl_shader_cache: Address review commentariesReinUsesLisp4-13/+12
2019-07-15gl_shader_cache: Address CI issuesReinUsesLisp2-3/+3
2019-07-15gl_rasterizer: Implement compute shadersReinUsesLisp11-133/+329
2019-07-14GPU: Add a microprofile for macro interpreterFernando Sahmkow1-1/+2
2019-07-14GL_State: Add a microprofile timer to OpenGL state.Fernando Sahmkow1-0/+4
2019-07-14Gl_Texture_Cache: Measure Buffer Copy TimesFernando Sahmkow1-0/+2
2019-07-11gl_shader_decompiler: Fix gl_PointSize redeclarationReinUsesLisp1-1/+1
2019-07-11gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_arrayReinUsesLisp1-2/+3
2019-07-09shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow1-4/+6
2019-07-09shader_ir: propagate shader size to the IRFernando Sahmkow3-11/+21
2019-07-09shader_ir: Implement BRX & BRA.CCFernando Sahmkow1-0/+9
2019-07-09gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()Lioncash1-7/+9
must_reconfigure isn't a parameter for this function any more, so it can be replaced with current_state. While we're at it, we can make the parameters of the declaration match the same name as the ones in the definition.
2019-07-08gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp6-31/+98
This commit implements gl_ViewportIndex and gl_Layer in vertex and geometry shaders. In the case it's used in a vertex shader, it requires ARB_shader_viewport_layer_array. This extension is available on AMD and Nvidia devices (mesa and proprietary drivers), but not available on Intel on any platform. At the moment of writing this description I don't know if this is a hardware limitation or a driver limitation. In the case that ARB_shader_viewport_layer_array is not available, writes to these registers on a vertex shader are ignored, with the appropriate logging.
2019-07-07video_core: Add missing override specifiersLioncash1-2/+2
2019-07-06gl_rasterizer: Fix nullptr dereference on disabled buffersReinUsesLisp2-3/+3
2019-07-06gl_rasterizer: Minor style changesReinUsesLisp3-32/+21
2019-07-06gl_rasterizer: Fix vertex and index data invalidationsReinUsesLisp4-8/+67
2019-07-06gl_buffer_cache: Implement with generic buffer cacheReinUsesLisp7-291/+89
2019-07-06gl_buffer_cache: Remove global system gettersReinUsesLisp3-9/+14
2019-07-06gl_device: Query SSBO alignmentReinUsesLisp2-0/+6
2019-07-06gl_buffer_cache: Implement flushingReinUsesLisp2-2/+11
2019-07-06gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cacheReinUsesLisp6-204/+35
2019-07-06gl_buffer_cache: Rework to support internalized buffersReinUsesLisp3-65/+174
2019-07-06gl_buffer_cache: Store in CachedBufferEntry the used buffer handleReinUsesLisp2-23/+30
2019-07-06gl_buffer_cache: Return used buffer from Upload functionReinUsesLisp4-36/+35
2019-07-06gl_rasterizer: Add some commentariesReinUsesLisp1-0/+5
2019-07-06gl_rasterizer: Make DrawParameters rasterizer instance constReinUsesLisp1-1/+1
2019-07-06gl_rasterizer: Move index buffer uploading to its own methodReinUsesLisp2-7/+18
2019-07-05texture_cache: Address FeedbackFernando Sahmkow3-10/+11
2019-07-05texture_cache: Correct Texture Buffer UploadingFernando Sahmkow2-2/+16
2019-07-04gl_shader_cache: Make CachedShader constructor privateZach Hilman2-5/+5
Fixes missing review comments introduced.
2019-07-01rasterizer_cache: Protect inherited caches from submission levelFernando Sahmkow2-0/+3
2019-06-29texture_cache: Address feedbackReinUsesLisp2-19/+1
2019-06-26gl_texture_cache: Correct assertsFernando Sahmkow2-2/+2
2019-06-25gl_texture_cache: Corrections and fixesFernando Sahmkow2-13/+9
2019-06-25gl_resource_manager: Correct MakeStreamCopyFernando Sahmkow2-3/+2
2019-06-25texture_cache: Query MemoryManager from the systemFernando Sahmkow2-6/+0
2019-06-24gl_texture_cache: Explicitly add indirect includeReinUsesLisp1-0/+1
2019-06-24renderer_opengl/utils: Remove unused includes and unused forward declarationReinUsesLisp1-4/+0
2019-06-24gl_texture_cache: Address some feedbackReinUsesLisp1-2/+4
2019-06-24gl_shader_disk_cache: Address feedbackReinUsesLisp2-4/+8
2019-06-24gl_shader_decompiler: Address feedbackReinUsesLisp1-11/+12
2019-06-21texture_cache: Style and CorrectionsFernando Sahmkow1-1/+1
2019-06-21shader_cache: Correct versioning and size calculation.Fernando Sahmkow2-2/+7
2019-06-21texture_cache: Implement texception detection and texture barriers.Fernando Sahmkow1-2/+8
2019-06-21gl_texture_cache: Use Stream Buffers instead of Persistant for Buffer Copies.Fernando Sahmkow3-5/+4
2019-06-21gl_texture_cache: Correct Image BlitFernando Sahmkow1-1/+1
2019-06-21texture_cache: Use siblings textures on Rebuild and fix possible error on blittingFernando Sahmkow1-1/+1
2019-06-21texture_cache: Remove old rasterizer cacheFernando Sahmkow2-1956/+0
2019-06-21texture_cache: eliminate accelerated depth->color/color->depth copies due to driver instability.Fernando Sahmkow3-14/+5
2019-06-21texture_cache: Optimize GetSurface and use references on functions that don't change a surface.Fernando Sahmkow2-6/+6
2019-06-21texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow7-3/+117
2019-06-21texture_cache uncompress-compress is untopological.Fernando Sahmkow1-5/+5
This makes conflicts between non compress and compress textures to be auto recycled. It also limits the amount of mipmaps a texture can have if it goes above it's limit.
2019-06-21Fix rebase errorsFernando Sahmkow2-3/+9
2019-06-21texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow5-41/+35
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
2019-06-21gl_shader_decompiler: Implement image binding settingsReinUsesLisp5-24/+52
2019-06-21shader: Decode SUST and implement backing image functionalityReinUsesLisp1-0/+70
2019-06-21gl_rasterizer: Track texture buffer usageReinUsesLisp6-74/+119
2019-06-21video_core: Make ARB_buffer_storage a required extensionReinUsesLisp3-8/+5
2019-06-21gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp3-10/+31
2019-06-21maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp1-1/+1
2019-06-21gl_shader_decompiler: Allow 1D textures to be texture buffersReinUsesLisp1-4/+38
2019-06-21texture_cache: Implement Guard mechanismFernando Sahmkow1-0/+4
2019-06-21texture_cache: General FixesFernando Sahmkow1-3/+8
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-21gl_framebuffer_cache: Use a hashed struct to cache framebuffersReinUsesLisp4-61/+145
2019-06-21texture_cache return invalid buffer on deactivated color_maskFernando Sahmkow1-2/+4
2019-06-21gl_texture_cache: Make main views be proxy textures instead of a full view.Fernando Sahmkow2-11/+25
2019-06-21Remove Framebuffer reconfiguration and restrict rendertarget protectionFernando Sahmkow2-13/+8
2019-06-21Reduce amount of size calculations.Fernando Sahmkow2-2/+1
2019-06-21texture_cache: Correct premature texceptionsFernando Sahmkow2-7/+15
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.
2019-06-21texture_cache: Implement guest flushingFernando Sahmkow1-2/+4
2019-06-21Texture Cache: Implement Blitting and Fermi CopiesFernando Sahmkow6-96/+78
2019-06-21surface_view: Add constructor for ViewParamsReinUsesLisp1-11/+4
2019-06-21Correct Mipmaps View method in Texture CacheFernando Sahmkow2-29/+27
2019-06-21Change texture_cache chaching from GPUAddr to CacheAddrFernando Sahmkow2-18/+0
This also reverses the changes to make invalidation and flushing through the GPU address.
2019-06-21Implement Texture Cache V2Fernando Sahmkow5-293/+202
2019-06-21Add OGLTextureViewFernando Sahmkow2-0/+43
2019-06-21Deglobalize Memory Manager on texture cahe and Implement Invalidation and Flushing using GPUVAddrFernando Sahmkow1-0/+8
2019-06-21texture_cache: Remove execution context copies from the texture cacheReinUsesLisp3-17/+18
This is done to simplify the OpenGL implementation, it is needed for Vulkan.
2019-06-21gl_texture_cache: Implement fermi copiesReinUsesLisp5-2/+105
2019-06-21texture_cache: Split texture cache into different filesReinUsesLisp2-2/+2
2019-06-21texture_cache: Move staging buffer into a generic implementationReinUsesLisp2-113/+8
2019-06-21texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp3-5/+7
2019-06-21gl_texture_cache: Minor changesReinUsesLisp3-34/+44
2019-06-21gl_texture_cache: Add copy from multiple overlaps into a single surfaceReinUsesLisp2-5/+83
2019-06-21gl_texture_cache: Attach surface textures instead of viewsReinUsesLisp3-20/+32
2019-06-21gl_texture_cache: Add fast copy pathReinUsesLisp2-3/+57
2019-06-21gl_texture_cache: Initial implementationReinUsesLisp5-35/+681
2019-06-18core: Remove unused CiTrace source filesLioncash1-1/+0
These source files have been unused for the entire lifecycle of the project. They're a hold-over from Citra and only add to the build time of the project, so they can be removed. There's also likely no way this would ever work in yuzu in its current form without revamping quite a bit of it, given how different the GPU on the Switch is compared to the 3DS.
2019-06-12gl_device: Fix TestVariableAoffi testReinUsesLisp1-1/+2
This test is intended to be invalid GLSL, but it was being invalid in two points instead of one. The intention is to use a non-immediate parameter in a textureOffset like function. The problem is that this shader was being compiled as a separable shader object and the text was writting to gl_Position without a redeclaration, being invalid GLSL. Address that issue by using a user-defined output attribute.
2019-06-08gl_shader_cache: Use static constructors for CachedShader initializationReinUsesLisp2-52/+53
2019-06-08gl_rasterizer: Remove unused parameters in descriptor uploadsReinUsesLisp2-8/+6
2019-06-08video_core/engines: Move ConstBufferInfo out of Maxwell3DReinUsesLisp2-39/+44
2019-06-07shader: Split SSY and PBK stackReinUsesLisp1-4/+27
Hardware testing revealed that SSY and PBK push to a different stack, allowing code like this: SSY label1; PBK label2; SYNC; label1: PBK; label2: EXIT;
2019-06-06shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp1-31/+31
Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class.
2019-06-03gl_shader_decompiler: Remove guest "position" varyingReinUsesLisp2-36/+21
"position" was being written but not read anywhere besides geometry shaders, where it had the same value as gl_Position. This commit replaces "position" with gl_Position, reducing the complexity of our code and the emitted GLSL code.
2019-05-30gl_shader_cache: Store a system class and drop global accessorsReinUsesLisp2-7/+9
2019-05-30gl_shader_cache: Add commentaries explaining the intention in shaders creationReinUsesLisp1-0/+2
2019-05-30gl_shader_cache: Flip if condition in GetStageProgram to reduce indentationReinUsesLisp1-25/+26
2019-05-30gl_buffer_cache: Remove unused ReserveMemory methodReinUsesLisp2-13/+0
2019-05-30maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp1-5/+2
2019-05-30gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp8-71/+33
Removes the alpha testing code from each fragment shader invocation.
2019-05-30gl_rasterizer: Use GL_QUADS to emulate quads renderingReinUsesLisp5-130/+5
2019-05-27gl_device: Add commentary to AOFFI unit test source codeReinUsesLisp1-0/+1
The intention behind this commit is to hint someone inspecting an apitrace dump to ignore this ill-formed GLSL code.
2019-05-27gl_shader_gen: Always declare extensions after the version declarationReinUsesLisp2-7/+5
This addresses a bug on geometry shaders where code was being written before all #extension declarations were done. Ref to #2523
2019-05-25renderer_opengl/utils: Use a std::string_view with LabelGLObject()Lioncash2-10/+10
Uses a std::string_view instead of a std::string, given the pointed to string isn't modified and is only used in a formatting operation. This is nice because a few usages directly supply a string literal to the function, allowing these usages to otherwise not heap allocate, unlike the std::string overloads. While we're at it, we can combine the address formatting into a single formatting call.
2019-05-24gl_shader_decompiler: Use an if based cbuf indexing for broken driversReinUsesLisp1-3/+20
The following code is broken on AMD's proprietary GLSL compiler: ```glsl uint idx = ...; vec4 values = ...; float some_value = values[idx & 3]; ``` It index the wrong components, to fix this the following pessimized code is emitted when that bug is present: ```glsl uint idx = ...; vec4 values = ...; float some_value; if ((idx & 3) == 0) some_value = values.x; if ((idx & 3) == 1) some_value = values.y; if ((idx & 3) == 2) some_value = values.z; if ((idx & 3) == 3) some_value = values.w; ```
2019-05-24gl_device: Add test to detect broken component indexingReinUsesLisp2-0/+60
Component indexing on AMD's proprietary driver is broken. This commit adds a test to detect when we are on a driver that can't successfully manage component indexing. It dispatches a dummy draw with just one vertex shader that writes to an indexed SSBO from the GPU with data sent through uniforms, it then reads that data from the CPU and compares the expected output.
2019-05-21renderer_opengl/gl_shader_decompiler: Remove redundant name specification in format stringLioncash1-1/+1
This accidentally slipped through a rebase.
2019-05-21gl_shader_cache: Fix clang strict standard build issuesReinUsesLisp3-9/+13
2019-05-21gl_shader_cache: Use shared contexts to build shaders in parallelReinUsesLisp6-47/+103
2019-05-20shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp1-0/+16
2019-05-20gl_shader_decompiler: Make GetSwizzle constexprReinUsesLisp1-7/+7
2019-05-20gl_shader_decompiler: Tidy up minor remaining cases of unnecessary std::string concatenationLioncash1-21/+20
2019-05-20gl_shader_decompiler: Replace individual overloads with the fmt-based oneLioncash1-28/+16
Gets rid of the need to special-case brace handling depending on the overload used, and makes it consistent across the board with how fmt handles them. Strings with compile-time deducible strings are directly forwarded to std::string's constructor, so we don't need to worry about the performance difference here, as it'll be identical.
2019-05-20gl_shader_decompiler: Utilize fmt overload of AddLine() where applicableLioncash1-136/+152
2019-05-19gl_shader_decompiler: Add AddLine() overload that forwards to fmtLioncash1-0/+11
In a lot of places throughout the decompiler, string concatenation via operator+ is used quite heavily. This is usually fine, when not heavily used, but when used extensively, can be a problem. operator+ creates an entirely new heap allocated temporary string and given we perform expressions like: std::string thing = a + b + c + d; this ends up with a lot of unnecessary temporary strings being created and discarded, which kind of thrashes the heap more than we need to. Given we utilize fmt in some AddLine calls, we can make this a part of the ShaderWriter's API. We can make an overload that simply acts as a passthrough to fmt. This way, whenever things need to be appended to a string, the operation can be done via a single string formatting operation instead of discarding numerous temporary strings. This also has the benefit of making the strings themselves look nicer and makes it easier to spot errors in them.
2019-05-19gl_shader_gen: std::move objects where applicableLioncash1-7/+7
Avoids performing copies into the pair being returned. Instead, we can just move the resources into the pair, avoiding the need to make copies of both the std::string and ShaderEntries struct.
2019-05-19gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGLLioncash2-5/+3
Given the offset is assigned a fixed value in the constructor, we can just assign it directly and get rid of the need to write the name of the variable again in the constructor initializer list.
2019-05-19gl_shader_disk_cache: Default ShaderDiskCacheOpenGL's destructor in the cpp fileLioncash2-0/+3
Given the disk shader cache contains non-trivial types, we should default it in the cpp file in order to prevent inlining of the complex destruction logic.
2019-05-19gl_shader_disk_cache: Make hash specializations noexceptLioncash1-2/+2
The standard library expects hash specializations that don't throw exceptions. Make this explicit in the type to allow selection of better code paths if possible in implementations.
2019-05-19gl_shader_disk_cache: Remove redundant code string construction in LoadDecompiledEntry()Lioncash1-2/+2
We don't need to load the code into a vector and then construct a string over the data. We can just create a string with the necessary size ahead of time, and read the data directly into it, getting rid of an unnecessary heap allocation.
2019-05-19gl_shader_disk_cache: Make variable non-const in decompiled entry caseLioncash1-1/+1
std::move does nothing when applied to a const variable. Resources can't be moved if the object is immutable. With this change, we don't end up making several unnecessary heap allocations and copies.
2019-05-19gl_shader_disk_cache: Special-case boolean handlingLioncash2-24/+37
Booleans don't have a guaranteed size, but we still want to have them integrate into the disk cache system without needing to actually use a different type. We can do this by supplying non-template overloads for the bool type. Non-template overloads always have precedence during function resolution, so this is safe to provide. This gets rid of the need to smatter ternary conditionals, as well as the need to use u8 types to store the value in.
2019-05-18gl_rasterizer: Limit OpenGL point size to a minimum of 1ReinUsesLisp1-1/+3
2019-05-18maxwell_to_gl: Add TriangleFan primitive topologyReinUsesLisp1-0/+2
2019-05-17gl_rasterizer: Pass the right number of array quad vertices countReinUsesLisp1-2/+2
2019-05-10video_core/renderer_opengl/gl_shader_cache: Correct member initialization orderLioncash1-1/+1
Silences a -Wreorder warning.
2019-05-10video_core/renderer_opengl/gl_shader_decompiler: Remove unused Composite() functionLioncash1-11/+0
This isn't used at all, so it can be removed.
2019-05-10video_core/renderer_opengl/gl_rasterizer_cache: Remove unused variable in UploadGLMipmapTexture()Lioncash1-1/+0
This variable is unused entirely, so it can be removed.
2019-05-04gl_rasterizer: Silence unused variable warningLioncash1-2/+2
Makes use of src, so it's not considered unused.
2019-05-03gl_shader_decompiler: Skip physical unused attributesReinUsesLisp1-18/+27
2019-05-03shader: Add physical attributes commentariesReinUsesLisp1-0/+2
2019-05-03gl_shader_decompiler: Implement GLSL physical attributesReinUsesLisp1-65/+100
2019-05-03gl_shader_decompiler: Abstract generic attribute operationsReinUsesLisp1-29/+26
2019-05-03gl_shader_decompiler: Declare all possible varyings on physical attribute usageReinUsesLisp3-27/+87
2019-05-03shader: Remove unused AbufNode Ipa modeReinUsesLisp1-2/+1
2019-05-01gl_shader_disk_cache: Skip stored shader variants instead of assertingReinUsesLisp1-1/+4
Instead of asserting on already stored shader variants, silently skip them. This shouldn't be happening but when a shader is invalidated and it is not stored in the shader cache, this assert would hit and save that shader anyways when the asserts are disabled.
2019-04-23Re added new lines at the end of filesFreddyFunk2-2/+2
2019-04-23gl_shader_disk_cache: Compress precompiled shader cache file with Zstandardunknown1-6/+10
2019-04-23gl_shader_disk_cache: Use VectorVfsFile for the virtual precompiled shader cache fileunknown3-101/+168
2019-04-23gl_shader_disk_cache: Remove per shader compressionunknown2-45/+11
2019-04-21Rasterizer Cache: Use a temporal storage for Surfaces loading/flushing.Fernando Sahmkow3-17/+30
This PR should heavily reduce memory usage since temporal buffers are no longer stored per Surface but instead managed by the Rasterizer Cache.
2019-04-20Apply Position Y DirectionFernando Sahmkow1-0/+3
2019-04-20RasterizerCache Redesign: Flush Fernando Sahmkow4-11/+19
flushing is now responsability of children caches instead of the cache object. This change will allow the specific cache to pass extra parameters on flushing and will allow more flexibility.
2019-04-19gl_state: Fix samplers memory corruptionReinUsesLisp1-3/+5
It was possible for "samplers" to be read without being written. This addresses that.
2019-04-18video_core: Silent -Wswitch warningsReinUsesLisp2-27/+28
2019-04-16Document unsafe versions and add BlockCopyUnsafeFernando Sahmkow1-6/+7
2019-04-16Use ReadBlockUnsafe for Shader CacheFernando Sahmkow1-5/+7
2019-04-16shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmeticReinUsesLisp1-28/+23
Operations done before the main half float operation (like HAdd) were managing a packed value instead of the unpacked one. Adding an unpacked operation allows us to drop the per-operand MetaHalfArithmetic entry, simplifying the code overall.
2019-04-16gl_shader_decompiler: Fix MrgH0 decompilationReinUsesLisp1-2/+2
GLSL decompilation for HMergeH0 was wrong. This addresses that issue.
2019-04-16shader_ir/decode: Implement half float saturationReinUsesLisp1-4/+11
2019-04-16renderer_opengl: Implement half float NaN comparisonsReinUsesLisp1-18/+42
2019-04-15Support compressed formats on linear textures.Fernando Sahmkow1-2/+5
2019-04-15Correct Pitch in Fermi2DFernando Sahmkow1-4/+1
2019-04-14gl_shader_decompiler: Use variable AOFFI on supported hardwareReinUsesLisp10-71/+102
2019-04-14shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp7-45/+85
2019-04-11gl_rasterizer_cache: Relax restrictions on FastCopySurface and FastLayeredCopySurfaceFernando Sahmkow1-4/+10
2019-04-11gl_shader_manager: Move code to source file and minor clean upReinUsesLisp2-34/+61
2019-04-10gl_rasterizer: Apply just the needed state on ClearReinUsesLisp1-4/+4
2019-04-10gl_device: Implement interface and add uniform offset alignmentReinUsesLisp4-13/+68
2019-04-10Remove bounding in LD_CFernando Sahmkow1-2/+1
2019-04-09Correct Fermi Copy on Linear Textures.Fernando Sahmkow1-0/+4
2019-04-09Correct depth compare with color formats for R32FFernando Sahmkow1-2/+17
2019-04-08gl_backend: Align Pixel StorageFernando Sahmkow2-4/+12
This commit makes sure GL reads on the correct pack size for the respective texture buffer.
2019-04-08Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow2-9/+8
2019-04-08Fix bad rebaseFernando Sahmkow1-2/+1
2019-04-08Simplify ConstBufferAccessorFernando Sahmkow2-5/+4
2019-04-08Fixes to Const Buffer Accessor and FormattingFernando Sahmkow1-2/+1
2019-04-08Implement Bindless Handling on SetupTextureFernando Sahmkow1-1/+9
2019-04-08Unify both sampler types.Fernando Sahmkow2-4/+8
2019-04-08Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow1-1/+1
2019-04-08Implement Const Buffer AccessorFernando Sahmkow2-2/+7
2019-04-07Permit a Null Shader in case of a bad host_ptr.Fernando Sahmkow1-0/+4
2019-04-06video_core/texures/texture: Remove unnecessary includesLioncash4-0/+4
Nothing in this header relies on common_funcs or the memory manager. This gets rid of reliance on indirect inclusions in the OpenGL caches.
2019-04-06renderer_opengl/utils: Skip empty bindsReinUsesLisp1-0/+3
2019-04-06gl_rasterizer: Use ARB_multi_bind to update SSBOsReinUsesLisp2-9/+9
2019-04-06gl_rasterizer: Use ARB_multi_bind to update UBOs across stagesReinUsesLisp4-22/+58
2019-04-05gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()Lioncash1-12/+12
Temporal generally indicates a relation to time, but this is just creating a temporary, so this isn't really an accurate name for what the function is actually doing.
2019-04-05gl_shader_decompiler: Fix TXQ typesReinUsesLisp1-2/+3
TXQ returns integer types. Shaders usually do: R0 = TXQ(); // => int R0 = static_cast<float>(R0); If we don't treat it as an integer, it will cast a binary float value as float - resulting in a corrupted number.
2019-04-04video_core/renderer_opengl: Remove unnecessary includesLioncash13-24/+4
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.
2019-04-04gl_state: Rework to enable individual appliesReinUsesLisp3-339/+324
2019-04-03gl_shader_decompiler: Return early when an operation is invalidReinUsesLisp1-1/+6
2019-04-02gl_sampler_cache: Port sampler cache to OpenGLReinUsesLisp4-123/+80
2019-03-31gl_shader_decompiler: Hide local definitions inside an anonymous namespaceReinUsesLisp1-6/+8
2019-03-30gl_shader_decompiler: Add AOFFI backing implementationReinUsesLisp1-38/+85
2019-03-29common/zstd_compression: simplify decompression interfaceunknown1-3/+2
2019-03-29gl_shader_disk_cache: Fixup clang formatunknown1-2/+3
2019-03-29gl_shader_disk_cache: Use Zstandard for compressionunknown1-6/+6
2019-03-29gl_shader_disk_cache: Use LZ4HC with compression level 9 instead of compression level 12 for less compression timeunknown1-3/+3
2019-03-29Addressed feedbackunknown1-6/+6
2019-03-29gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache filesunknown1-2/+2
2019-03-29data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compressionunknown1-38/+8
2019-03-28gl_shader_manager: Remove unnecessary gl_shader_manager inclusionLioncash1-2/+0
This isn't used at all in the OpenGL shader cache, so we can remove it's include here, meaning one less file needs to be recompiled if any changes ever occur within that header. core/memory.h is also not used within this file at all, so we can remove it as well.
2019-03-28gl_shader_manager: Move using statement into the cpp fileLioncash2-4/+4
Avoids introducing Maxwell3D into the namespace for everything that includes the header.
2019-03-28gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs()Lioncash3-9/+9
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.
2019-03-27gl_shader_manager: Amend Doxygen string for MaxwellUniformDataLioncash1-3/+3
Previously only one line of the whole comment was in proper Doxygen formatting.
2019-03-27gl_rasterizer: Remove unused reference member variable from RasterizerOpenGLLioncash3-9/+5
This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface"
2019-03-27video_core: Amend constructor initializer list order where applicableLioncash4-11/+11
Specifies the members in the same order that initialization would take place in. This also silences -Wreorder warnings.
2019-03-27video_core: Add missing override specifiersLioncash1-2/+2
Ensures that the signatures will always match with the base class. Also silences a few compilation warnings.
2019-03-22Revert "Devirtualize Register/Unregister and use a wrapper instead."bunnei2-6/+10
- Fixes graphical issues from transitions in Super Mario Odyssey.
2019-03-21gl_rasterizer_cache: Check that backing memory is valid before creating a surface.bunnei2-15/+12
- Fixes a crash in Puyo Puyo Tetris.
2019-03-21gpu: Rewrite virtual memory manager using PageTable.bunnei2-7/+7
2019-03-21gpu: Move GPUVAddr definition to common_types.bunnei10-24/+22
2019-03-17gl_rasterizer: Skip zero addr/sized regions on flush/invalidate.bunnei1-0/+6
2019-03-16memory: Simplify rasterizer cache operations.bunnei1-2/+1
2019-03-16video_core: Refactor to use MemoryManager interface for all memory access.bunnei8-74/+68
# Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
2019-03-15gpu: Use host address for caching instead of guest address.bunnei10-94/+123
2019-03-13video_core/morton: Use enum to describe MortonCopyPixels128 modeReinUsesLisp1-3/+5
2019-03-13video_core/morton: Remove unused parameter in MortonSwizzleReinUsesLisp1-2/+2
2019-03-11renderer_opengl/gl_global_cache: Replace indexing for assignment with insert_or_assignLioncash2-3/+3
The previous code had some minor issues with it, really not a big deal, but amending it is basically 'free', so I figured, "why not?". With the standard container maps, when: map[key] = thing; is done, this can cause potentially undesirable behavior in certain scenarios. In particular, if there's no value associated with the key, then the map constructs a default initialized instance of the value type. In this case, since it's a std::shared_ptr (as a type alias) that is the value type, this will construct a std::shared_pointer, and then assign over it (with objects that are quite large, or actively heap allocate this can be extremely undesirable). We also make the function take the region by value, as we can avoid a copy (and by extension with std::shared_ptr, a copy causes an atomic reference count increment), in certain scenarios when ownership isn't a concern (i.e. when ReserveGlobalRegion is called with an rvalue reference, then no copy at all occurs). So, it's more-or-less a "free" gain without many downsides.
2019-03-11renderer_opengl/gl_global_cache: Append missing override specifiersLioncash1-2/+2
Two of the functions here are overridden functions, so we can append these specifiers to make it explicit.
2019-03-11gl_rasterizer: Use system instance passed from argumentReinUsesLisp2-29/+31
2019-03-09gl_rasterizer: Encapsulate sampler queries into methodsReinUsesLisp2-59/+43
2019-03-09gl_rasterizer: Minor logger changesReinUsesLisp1-19/+13
2019-03-07gpu: Always flush.bunnei1-5/+1
2019-03-04video_core/renderer_opengl: Replace direct usage of global system object accessorsLioncash2-11/+17
We already pass a reference to the system object to the constructor of the renderer, so we can just use that instead of using the global accessor functions.
2019-03-02fuck git for ruining my day, I will learn but I will not forgivebunnei1-1/+1
2019-02-28gl_rasterizer: Remove texture unbinding after dispatching a draw callReinUsesLisp1-12/+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.
2019-02-28gl_state: Fixup multibind bugReinUsesLisp1-2/+2
2019-02-28Devirtualize Register/Unregister and use a wrapper instead.Fernando Sahmkow2-10/+6
2019-02-28Corrections and redesign.Fernando Sahmkow2-51/+51
2019-02-28Fix linux compile error.Fernando Sahmkow1-1/+1
2019-02-28Remove NotifyFrameBuffer as we are doing a texception pass every drawcall.Fernando Sahmkow2-25/+0
2019-02-28Remove certain optimizations that caused texception to fail in certain scenarios.Fernando Sahmkow3-24/+1
2019-02-28Bug fixes and formattingFernando Sahmkow2-3/+4
2019-02-28rasterizer_cache_gl: Implement Texception PassFernando Sahmkow3-0/+51
2019-02-28rasterizer_cache_gl: Implement Partial Reinterpretation of Surfaces.Fernando Sahmkow2-0/+100
2019-02-28rasterizer_cache: mark reinterpreted surfaces and add ability to reload marked surfaces on next use.Fernando Sahmkow2-0/+78
2019-02-28rasterizer_cache_gl: Notify on framebuffer changeFernando Sahmkow2-4/+23
2019-02-27gl_rasterizer_cache: Create texture views for array discrepanciesReinUsesLisp3-32/+42
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.
2019-02-27gl_rasterizer: Reorder constructor initializer list in terms of member declaration orderLioncash1-2/+2
Orders the members in the order they would actually be initialized in. Silences a -Wreorder warning.
2019-02-27gl_shader_disk_cache: Remove #pragma once from cpp fileLioncash1-2/+0
This is only necessary in headers. Silences a warning with clang.
2019-02-27common/math_util: Move contents into the Common namespaceLioncash5-15/+15
These types are within the common library, so they should be within the Common namespace.
2019-02-27gl_rasterizer_cache: Move format conversion to its own fileReinUsesLisp1-102/+13
2019-02-26renderer_opengl: Update pixel format trackingReinUsesLisp1-0/+1
2019-02-26maxwell_3d: Use std::bitset to manage dirty flagsReinUsesLisp2-11/+11
2019-02-26shader/decode: Remove extras from MetaTextureReinUsesLisp1-21/+35
2019-02-24gl_rasterizer_cache: Fixup parameter order in layered swizzleReinUsesLisp1-1/+1
2019-02-16core_timing: Convert core timing into a classLioncash1-1/+1
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
2019-02-15renderer_opengl: respect the sRGB colorspace for the screenshot featurefearlessTobi1-1/+2
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles.
2019-02-15gl_state: Synchronize gl_state even when state is disabledReinUsesLisp1-83/+61
There are some potential edge cases where gl_state may fail to track the state if a related state changes while the toggle is disabled or it didn't change. This addresses that.
2019-02-14shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2-29/+19
2019-02-13rasterizer_cache_gl: Only do fast layered copy on the same format. AsFernando Sahmkow1-1/+5
glCopyImageSubData does not support different formats.
2019-02-13renderer_opengl: Remove reference to global system instanceLioncash1-3/+3
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance()
2019-02-12gl_rasterizer_cache: Remove unnecessary newlineLioncash1-2/+0
2019-02-12gl_rasterizer_cache: Get rid of variable shadowingLioncash1-6/+14
Avoids shadowing the members of the struct itself, which results in a -Wshadow warning.
2019-02-12gl_shader_decompiler: Re-implement TLDS lodReinUsesLisp1-21/+34
2019-02-12core_timing: Rename CoreTiming namespace to Core::TimingLioncash1-1/+1
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
2019-02-09Implement linear textures (#2089)Fernando Sahmkow2-5/+39
2019-02-08gl_rasterizer_cache: Fixup texture view parametersReinUsesLisp1-2/+2
These parameters were declared as constants and passed to glTextureView but then they were removed on a rabase. This addresses that mistake.
2019-02-07shader_ir: Remove F4 prefix to texture operationsReinUsesLisp1-12/+12
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
2019-02-07shader_ir: Clean texture management codeReinUsesLisp1-32/+41
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach.
2019-02-07gl_rasterizer_cache: Mark surface copy destinations as modified.bunnei2-4/+18
2019-02-07gl_rasterizer: Implement a more accurate fermi 2D copy.bunnei4-15/+146
- This is a blit, use the blit registers.
2019-02-07gl_shader_disk_cache: Check LZ4 size limitFrederic L1-0/+4
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-02-07gl_shader_disk_cache: Consider compressed size zero as an errorFrederic L1-2/+2
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-02-07gl_shader_disk_cache: Use unordered containersReinUsesLisp4-56/+64
2019-02-07gl_shader_cache: Fixup GLSL unique identifiersReinUsesLisp2-3/+3
2019-02-07gl_shader_cache: Link loading screen with disk shader cache loadReinUsesLisp4-8/+37
2019-02-07gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shadersReinUsesLisp1-0/+1
i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using glProgramBinary. This is probably required by the standard but it's ignored by permisive proprietary drivers.
2019-02-07gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp8-14/+48
2019-02-07gl_shader_disk_cache: Guard reads and writes against failureReinUsesLisp2-216/+339
2019-02-07gl_shader_disk_cache: Address miscellaneous feedbackReinUsesLisp5-43/+57
2019-02-07gl_shader_disk_cache: Pass return values returning instead of by parametersReinUsesLisp3-39/+37
2019-02-07gl_shader_disk_cache: Compress program binaries using LZ4ReinUsesLisp1-7/+28
2019-02-07gl_shader_disk_cache: Compress GLSL code using LZ4ReinUsesLisp1-5/+56
2019-02-07gl_shader_disk_cache: Save GLSL and entries into the precompiled fileReinUsesLisp8-135/+225
2019-02-07settings: Hide shader cache behind a settingReinUsesLisp1-0/+21
2019-02-07gl_shader_disk_cache: Invalidate shader cache changes with CMake hashReinUsesLisp1-7/+16
2019-02-07gl_shader_cache: Refactor to support disk shader cacheReinUsesLisp2-121/+388
2019-02-07gl_shader_disk_cache: Add transferable cache invalidationReinUsesLisp2-0/+8
2019-02-07gl_shader_disk_cache: Add precompiled loadReinUsesLisp2-0/+45
2019-02-07gl_shader_disk_cache: Add precompiled saveReinUsesLisp2-0/+57
2019-02-07gl_shader_disk_cache: Add transferable loadReinUsesLisp2-0/+56
2019-02-07gl_shader_disk_cache: Add transferable storesReinUsesLisp2-0/+194
2019-02-07gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpersReinUsesLisp2-0/+76
2019-02-07gl_shader_disk_cache: Add file and move BaseBindings declarationReinUsesLisp3-10/+56
2019-02-07gl_shader_decompiler: Remove name entriesReinUsesLisp2-28/+10
2019-02-07gl_shader_util: Add parameter to handle retrievable programsReinUsesLisp3-6/+10
2019-02-07rasterizer_interface: Add disk cache entry for the rasterizerReinUsesLisp4-0/+11
2019-02-07shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp1-0/+33
2019-02-03shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp1-3/+3
It's not always used as a basic block. Rename it for consistency.
2019-02-03video_core: Assert on invalid GPU to CPU address queriesReinUsesLisp3-4/+9
2019-02-03maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp1-4/+0
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
2019-02-01rasterizer_interface: Remove unused AccelerateFill operationReinUsesLisp2-6/+0
2019-02-01video_core: Remove unused Fill surface typeReinUsesLisp1-4/+0
2019-01-30gl_rasterizer_cache: Fixup test clauseReinUsesLisp1-6/+5
2019-01-30gl_rasterizer_cache: Guard clause swizzle testingMat M1-1/+3
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-01-30gl_state: Remove texture target trackingReinUsesLisp2-5/+0
2019-01-30gl_rasterizer_cache: Move swizzling to textures instead of stateReinUsesLisp6-28/+35
2019-01-30gl_state: Use DSA and multi bind to update texture bindingsReinUsesLisp1-8/+22
2019-01-30gl_rasterizer: Use DSA for texturesReinUsesLisp5-185/+105
2019-01-30shader_ir: Unify constant buffer offset valuesReinUsesLisp2-3/+4
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.
2019-01-30gl_shader_cache: Use explicit bindingsReinUsesLisp7-249/+194
2019-01-30gl_rasterizer: Implement global memory managementReinUsesLisp6-4/+140
2019-01-30shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp2-6/+72
2019-01-30gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp2-3/+8
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps).
2019-01-30gl_rasterizer: Workaround invalid zeta clearsReinUsesLisp2-14/+19
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.
2019-01-24frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.bunnei3-28/+2
2019-01-22maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp1-4/+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).
2019-01-18gl_rasterizer: Silent unsafe mix warningReinUsesLisp1-1/+1
2019-01-15gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibilityReinUsesLisp1-44/+58
2019-01-15gl_shader_decompiler: Inline textureGather componentReinUsesLisp1-15/+16
2019-01-15shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp1-66/+37
2019-01-15gl_shader_decompiler: Fixup AssignCompositeHalfReinUsesLisp1-1/+1
2019-01-15shader_decode: Use proper primitive namesReinUsesLisp1-10/+8
2019-01-15shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp1-0/+7
2019-01-15shader_ir: Remove Ipa primitiveReinUsesLisp1-8/+0
2019-01-15gl_shader_decompiler: Use rasterizer's UBO size limitReinUsesLisp1-1/+3
2019-01-15gl_shader_gen: Fixup code formattingReinUsesLisp2-18/+22
2019-01-15video_core: Rename glsl_decompiler to gl_shader_decompilerReinUsesLisp6-4/+1635
2019-01-15glsl_decompiler: Fixup geometry shadersReinUsesLisp1-5/+1
2019-01-15video_core: Implement IR based geometry shadersReinUsesLisp1-8/+6
2019-01-15video_core: Replace gl_shader_decompilerReinUsesLisp7-4183/+57
2019-01-09gl_rasterizer: Workaround Intel VAO DSA bugReinUsesLisp3-7/+16
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.
2019-01-08gl_global_cache: Add dummy global cache managerReinUsesLisp4-3/+94
2019-01-07gl_rasterizer: Skip framebuffer configuration if rendertargets have not been changedReinUsesLisp2-1/+31
2019-01-07gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp2-3/+11
2019-01-07gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp2-4/+12
2019-01-07gl_shader_cache: Use dirty flags for shadersReinUsesLisp3-2/+12
2019-01-06gl_stream_buffer: Use DSA for buffer managementReinUsesLisp3-17/+14
2019-01-06gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp6-79/+53
2019-01-06gl_state: Drop uniform buffer state trackingReinUsesLisp3-10/+0
2019-01-05gl_rasterizer_cache: Use GL_STREAM_COPY for PBOsReinUsesLisp1-1/+1
Since the data is doing the path CPU -> GPU -> GPU copy is the most approximate hint. Using GL_STREAM_DRAW generated a performance warning on Nvidia's stack. Changing this hint removed the warning.
2018-12-30gl_rasterizer_cache: Texture view if shader samples array but OGL is notReinUsesLisp3-14/+74
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.
2018-12-28gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei1-22/+0
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
2018-12-27Add missing uintBitsToFloat to SetRegisterToHalfFloatRodolfo Bogado1-2/+2
2018-12-26renderer_opengl: Correct forward declaration of FramebufferLayoutLioncash1-1/+1
This is actually a struct, not a class, which can lead to compilation warnings.
2018-12-26Apply CC test to the final value to be stored in the registerRodolfo Bogado1-9/+12
2018-12-26Fixed shader linking error due to TLDS (#1934)David1-1/+1
* Fixed shader linking error due to TLDS coord should be coords * Fix remaining coords
2018-12-22Includde saturation in the evaluation of the control codeRodolfo Bogado1-3/+4
2018-12-22Handle RZ cases evaluating the expression instead of the register value.Rodolfo Bogado1-14/+22
2018-12-22complete emulation of ZeroFlagRodolfo Bogado1-100/+97
2018-12-19hopefully fix clang format issueDavid Marcec1-0/+1
2018-12-19Fixed uninitialized memory due to missing returns in canaryDavid Marcec3-2/+12
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-18yuzu, video_core: Screenshot functionalityzhupengfei2-4/+46
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
2018-12-18Texture format fixes: Flag RGBA16UI as GL_RGBA_INTEGER format, and interpret R16U as Z16 when depth_compare is enabled.heapo1-1/+11
2018-12-17Implement postfactor multiplication/division for fmul instructionsheapo1-4/+20
2018-12-17Fix arrayed shadow sampler array slice/depth comparison ordering, as well as invalid GLSL LOD selection.heapo1-16/+14
2018-12-11gl_shader_cache: Dehardcode constant in CalculateProgramSize()Lioncash1-2/+2
This constant is related to the size of the instruction.
2018-12-11gl_shader_cache: Resolve truncation compiler warningLioncash1-1/+1
The previous code would cause a warning, as it was truncating size_t (64-bit) to a u32 (32-bit) implicitly.
2018-12-10gl_shader_decompiler: IPA FrontFacing: the right value when is the front face is 0xFFFFFFFF.Marcos Vitali1-1/+1
2018-12-09Implemented a shader unique identifier.Fernando Sahmkow4-0/+57
2018-12-09Add more info into textures' object labelsFernandoS272-2/+57
2018-12-07gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize.Marcos Vitali1-106/+134
2018-12-05gl_shader_decompiler: Implement TEXS.F16ReinUsesLisp1-12/+49
2018-12-05gl_shader_decompiler: Fixup inverted ifReinUsesLisp1-6/+5
2018-12-04Rewrited TEX/TEXS (TEX Scalar). (#1826)Marcos1-259/+177
* Rewrited TEX/TEXS (TEX Scalar). * Style fixes. * Styles issues.
2018-11-30gl_rasterizer_cache: Update AccurateCopySurface to flush complete source surface.bunnei1-1/+4
- Fixes issues with Breath of the Wild with use_accurate_gpu_emulation setting.
2018-11-29gl_rasterizer: Enable clip distances when set in register and in shaderReinUsesLisp4-13/+36
2018-11-29gl_rasterizer: Implement a framebuffer cacheReinUsesLisp2-40/+82
2018-11-29gl_shader_manager: Update pipeline when programs have changedReinUsesLisp1-4/+17
2018-11-29gl_rasterizer_cache: Remove BlitSurface and replace with more accurate copy.bunnei1-144/+1
- BlitSurface with different texture targets is inherently broken. - When target is the same, we can just use FastCopySurface. - Fixes rendering issues with Breath of the Wild.
2018-11-29gl_shader_decompiler: Remove texture temporal in TLD4ReinUsesLisp1-3/+1
2018-11-29gl_shader_decompiler: Flip negated if else statementReinUsesLisp1-3/+3
2018-11-29gl_shader_decompiler: Use GLSL scope on instructions unrelated to texturesReinUsesLisp1-35/+10
2018-11-29gl_shader_decompiler: Move texture code generation into lambdasReinUsesLisp1-97/+78
2018-11-29gl_shader_decompiler: Clean up texture instructionsReinUsesLisp1-87/+56
2018-11-29gl_shader_decompiler: Scope GLSL variables with a scoped objectReinUsesLisp1-32/+72
2018-11-29gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zeroReinUsesLisp1-1/+1
2018-11-29gl_rasterizer_cache: Use brackets for two-line single-expresion blocksReinUsesLisp1-1/+2
2018-11-29gl_rasterizer: Remove unused struct declarationsReinUsesLisp1-14/+0
2018-11-29gl_rasterizer: Remove extension booleansReinUsesLisp2-16/+0
2018-11-27gl_shader_decompiler: Fixup clip distance indexReinUsesLisp1-1/+1
2018-11-27gl_rasterizer: Fixup for #1723.Markus Wick1-1/+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.
2018-11-27remove viewport_transform_enabled as it seems to be inactive when valid transforms are used.Rodolfo Bogado1-12/+5
2018-11-27Implement depth clampRodolfo Bogado4-9/+49
2018-11-27Add support for Clip Distance enabled registerRodolfo Bogado2-2/+11
2018-11-27GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)Marcos4-1/+81
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
2018-11-26Implemented Tile Width SpacingFernandoS272-7/+18
2018-11-25Limit the amount of viewports tested for state changes only to the usable onesRodolfo Bogado1-2/+10
2018-11-25gl_shader_decompiler: Implement S2R's Y_DIRECTIONReinUsesLisp4-16/+25
2018-11-25video_core: Move morton functions to their own fileReinUsesLisp2-180/+15
2018-11-24Fix Texture OverlappingFernandoS271-43/+70
2018-11-24Implemented BRA CC conditional and FSET CC SettingFernandoS271-4/+14
2018-11-24Add support for viewport_transfom_enable registerRodolfo Bogado1-5/+13
2018-11-24Add support for clear_flags registerRodolfo Bogado4-27/+84
2018-11-24Fix TEXS Instruction encodingsFernandoS271-22/+48
2018-11-24Fix one encoding in TEX InstructionFernandoS271-3/+3
2018-11-24Corrected inputs indexing in TEX instructionFernandoS271-66/+85
2018-11-23Added predicate comparison LessEqualWithNan (#1736)Hexagon121-5/+12
* Added predicate comparison LessEqualWithNan * oops * Clang fix
2018-11-23gl_shader_decompiler: Implement clip distancesReinUsesLisp1-20/+46
2018-11-22gl_shader_decompiler: Add a message for unimplemented cc generationReinUsesLisp1-23/+46
2018-11-22maxwell_3d: Implement alternate blend equations.bunnei1-0/+5
- Used by Undertale.
2018-11-22gl_shader_decompiler: Rename internal flag stringsReinUsesLisp1-15/+20
2018-11-22gl_shader_decompiler: Rename control codes to condition codesReinUsesLisp1-63/+47
2018-11-22gl_shader_decompiler: Fix register overwriting on texture callsReinUsesLisp1-60/+78
2018-11-21Properly Implemented TXQ InstructionFernandoS271-2/+12
2018-11-21gl_shader_decompiler: Implement BFI_IMM_RReinUsesLisp1-0/+20
2018-11-21Removed pre 4.3 ARB extensionsFernandoS275-20/+13
2018-11-21Use default values for unknown framebuffer pixel formatFernandoS271-0/+6
2018-11-21gl_shader_decompiler: Implement R2P_IMMReinUsesLisp1-0/+28
2018-11-21gl_shader_decompiler: Remove UNREACHABLE when setting RZReinUsesLisp1-2/+1
2018-11-21gl_shader_decompiler: Use UNIMPLEMENTED instead of LOG+UNREACHABLE when applicableReinUsesLisp1-371/+258
2018-11-20shader_cache: Only lock covered instructions.Markus Wick4-8/+24
2018-11-20Implemented Fast Layered CopyFernandoS272-2/+30
2018-11-19Eliminated unnessessary memory allocation and copy (#1702)Frederic L1-5/+2
2018-11-19gl_rasterizer: Remove default clip distanceReinUsesLisp1-2/+0
2018-11-18drop support for non separate alpha as it seems to cause issues in some gamesRodolfo Bogado3-61/+35
2018-11-17fix sampler configuration, thanks to Marcos for his investigationRodolfo Bogado2-18/+43
2018-11-17small type fixRodolfo Bogado1-6/+6
2018-11-17add AlphaToCoverage and AlphaToOneRodolfo Bogado4-0/+32
2018-11-17add support for fragment_color_clampRodolfo Bogado4-0/+20
2018-11-17add missing MirrorOnceBorder support where supportedRodolfo Bogado1-0/+6
2018-11-17set border color not depending on the wrap modeRodolfo Bogado1-9/+9
only enable color mask for the first framebuffer id independent blending is disabled
2018-11-17set default value for point size registerRodolfo Bogado1-5/+1
2018-11-17fix viewport and scissor behaviorRodolfo Bogado4-52/+71
2018-11-17gl_rasterizer: Skip VB upload if the state is clean.Markus Wick3-6/+23
2018-11-15gl_rasterizer_chache: Minor cleanupFrederic Laing1-3/+3
2018-11-13gl_state: Amend compilation warningsLioncash2-3/+4
Makes float -> integral conversions explicit via casts and also silences a sign conversion warning.
2018-11-13Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer1-2/+14
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
2018-11-11Use core extensions when available to set max anisotropic filtering levelRodolfo Bogado1-2/+7
2018-11-11Improve state management by splitting some of the states id separated function to avoid a full apply overheadRodolfo Bogado6-39/+40
2018-11-11Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.Rodolfo Bogado2-37/+40
2018-11-11set sampler max lod, min lod, lod bias and max anisotropyRodolfo Bogado2-11/+22
2018-11-10gl_shader_decompiler: Guard out of bound geometry shader input readsReinUsesLisp4-15/+24
Geometry shaders follow a pattern that results in out of bound reads. This pattern is: - VSETP to predicate - Use that predicate to conditionally set a register a big number - Use the register to access geometry shaders At the time of writing this commit I don't know what's the intent of this number. Some drivers argue about these out of bound reads. To avoid this issue, input reads are guarded limiting reads to the highest posible vertex input of the current topology (e.g. points to 1 and triangles to 3).
2018-11-08gl_rasterizer_cache: Remove unnecessary memory allocation and copy in CopySurfaceFrederic Laing1-10/+7
2018-11-08gl_rasterizer: Fix compiler warningsFrederic Laing1-2/+2
2018-11-08rasterizer_cache: Remove reliance on the System singletonLioncash8-6/+22
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.
2018-11-08gl_resource_manager: Amend clang-format discrepanciesLioncash1-4/+2
Fixes the buildbot.
2018-11-08Correct issue where texturelod could not be applied to 2darrayshadowFernandoS271-1/+5
2018-11-07Implement 3 coordinate array in TEXS instructionFernandoS271-6/+6
2018-11-06gl_rasterizer: Skip VAO binding if the state is clean.Markus Wick1-2/+7
2018-11-06gl_rasterizer: Split VAO and VB setup functions.Markus Wick2-5/+16
2018-11-06gl_rasterizer_cache: Add profiles for Copy and Blit.Markus Wick1-2/+6
They were missed, and Copy is very high in profile here. It doesn't block the GPU, but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
2018-11-06gl_resource_manager: Profile creation and deletion.Markus Wick1-0/+42
2018-11-06gl_stream_buffer: Profile orphaning of stream buffer.Markus Wick1-0/+5
This serialize to the driver thread and so it may block for a while. So if it is in the benchmark, we get noticed if it happens too often.
2018-11-06gl_resource_manager: Split implementations in .cpp file.Markus Wick4-114/+166
Those implementations are quite costly, so there is no need to inline them to the caller. Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
2018-11-05Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.Rodolfo Bogado4-22/+59
2018-11-05Implement multi-target viewports and blendingRodolfo Bogado4-126/+231
2018-11-02correct syntaxgreggameplayer1-4/+3
2018-11-02Fix ASTC Decompressor to support depth parameterFernandoS272-12/+11
2018-11-01Fix ASTC formatsFernandoS271-4/+11
2018-11-01Implemented ASTC 5x5FernandoS271-1/+5
2018-11-01Implement Cube ArraysFernandoS272-0/+16
2018-10-31Implement SurfaceTarget Texture2DArraygreggameplayer1-0/+1
( needed by Mario+Rabbids Kingdom Battle )
2018-10-31Improve OpenGL state handlingRodolfo Bogado3-105/+158
2018-10-30video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp3-898/+68
2018-10-30Assert Control Codes GenerationFernandoS271-0/+98
2018-10-30global: Use std::optional instead of boost::optional (#1578)Frederic L9-72/+80
* 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
2018-10-29video_core: Move OpenGL specific utils to its rendererReinUsesLisp4-4/+59
2018-10-29renderer_opengl: Correct bpp value for ASTC_2D_8X5_SRGBRodolfo Bogado1-1/+1
2018-10-29Assert Control Flow Instructions using Control CodesFernandoS271-2/+26
2018-10-29Fixed black textures, pixelation and we no longer require to auto-generate mipmapsFernandoS271-14/+2
2018-10-29Fixed mipmap block autosizing algorithmFernandoS272-13/+19
2018-10-29Fixed Invalid Image size and Mipmap calculationFernandoS271-4/+7
2018-10-29Fixed Block Resizing algorithm and Clang FormatFernandoS273-12/+19
2018-10-29Implement Mip FilterFernandoS274-10/+33
2018-10-29Zero out memory region of recreated surface before flushingFernandoS271-0/+2
2018-10-28Implement MipmapsFernandoS272-101/+211
2018-10-28Enable alpha channel for DXT1 texture formatMichael1-2/+2
2018-10-28Correct bpp value for ASTC_2D_8X5Tobias1-1/+1
2018-10-28Refactor precise usage and add FMNMX, MUFU, FMUL32 and FADD332FernandoS272-74/+37
2018-10-28Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado6-39/+186
2018-10-28Improved Shader accuracy on Vertex and Geometry Shaders with FFMA, FMUL and FADDFernandoS272-6/+58
2018-10-27Implement Default Block Height for each formatFernandoS271-0/+62
2018-10-27gl_rasterizer_cache: Fix compiler warningFrederic Laing1-2/+2
2018-10-26gl_rasterizer: Implement primitive restart.bunnei4-0/+31
2018-10-26gl_rasterizer: Implement depth range.bunnei4-13/+20
2018-10-24Implemented LD_L and ST_LFernandoS271-12/+76
2018-10-24Implement Shader Local MemoryFernandoS271-0/+37
2018-10-23Implement PointSizeFernandoS272-5/+27
2018-10-23Fixed Layered Textures Loading and CubemapsFernandoS272-69/+106
2018-10-23gl_shader_decompiler: Implement VSETPReinUsesLisp1-0/+24
2018-10-23gl_shader_decompiler: Abstract VMAD into a video subsetReinUsesLisp1-72/+69
2018-10-23Added Saturation to FMUL32IFernandoS271-3/+4
2018-10-22Assert that multiple render targets are not set while alpha testingFernandoS273-3/+17
2018-10-22Use standard UBO and fix/stylize the codeFernandoS278-91/+51
2018-10-22Cache uniform locations and restructure the implementationFernandoS273-33/+29
2018-10-22Remove SyncAlphaTest and clang formatFernandoS274-8/+9
2018-10-22Added Alpha FuncFernandoS272-3/+43
2018-10-22Implemented Alpha TestingFernandoS275-2/+56
2018-10-22Fixed FSETP and FSETFernandoS271-28/+12
2018-10-22Fixed VAOs Float types only returning GL_FLOAT in cases that they had to return GL_HALF_FLOATFernandoS271-2/+14
2018-10-20gl_shader_decompiler: Allow std::move to function in SetPredicateLioncash1-1/+1
If the variable being moved is const, then std::move will always perform a copy (since it can't actually move the data).
2018-10-20gl_shader_decompiler: Get rid of variable shadowing warningsLioncash1-2/+2
A variable with the same name was previously declared in an outer scope.
2018-10-20gl_shader_decompiler: Fix a few comment typosLioncash1-3/+4
2018-10-20gl_shader_decompiler: Move position varying declaration back to gl_shader_genReinUsesLisp3-13/+9
The intention of declaring them in gl_shader_decompiler was to be able to use blocks to implement geometry shaders. But that wasn't needed in the end and it caused issues when both vertex stages were being used, resulting in a redeclaration of "position".
2018-10-19fermi_2d: Add support for more accurate surface copies.bunnei1-0/+6
2018-10-18gl_shader_decompiler: Implement PBK and BRKReinUsesLisp1-19/+36
2018-10-18Implement Reinterpret Surface, to accurately blit 3D texturesFernandoS271-2/+4
2018-10-18Implement 3D TexturesFernandoS273-0/+6
2018-10-18gl_rasterizer_cache: Remove unnecessary block_depth=1 on Flush.bunnei1-1/+0
2018-10-18gl_rasterizer_cache: Remove unnecessary temporary buffer with unswizzle.bunnei1-5/+2
2018-10-16gl_rasterizer_cache: Use AccurateCopySurface for use_accurate_gpu_emulation.bunnei2-2/+18
2018-10-16config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.bunnei2-4/+4
- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
2018-10-16rasterizer_cache: Refactor to support in-order flushing.bunnei5-31/+16
2018-10-16gl_rasterizer_cache: Refactor to only call GetRegionEnd on surface creation.bunnei2-16/+23
2018-10-16gl_rasterizer_cache: Only flush when use_accurate_framebuffers is enabled.bunnei1-1/+6
2018-10-16gl_rasterizer_cache: Separate guest and host surface size managment.bunnei2-92/+94
2018-10-16gl_rasterizer_cache: Rename GetGLBytesPerPixel to GetBytesPerPixel.bunnei2-17/+18
- This does not really have anything to do with OpenGL.
2018-10-16gl_rasterizer_cache: Remove unused FlushSurface method.bunnei2-7/+0
2018-10-16gl_rasterizer: Implement flushing.bunnei1-1/+25
2018-10-16gl_rasterizer_cache: Remove usage of Memory::Read/Write functions.bunnei1-13/+8
- These cannot be used within the cache, as they change cache state.
2018-10-16gl_rasterizer_cache: Clamp cached surface size to mapped GPU region size.bunnei2-19/+37
2018-10-16rasterizer_cache: Reintroduce method for flushing.bunnei2-0/+6
2018-10-16gl_rasterizer_cache: Reintroduce code for handling swizzle and flush to guest RAM.bunnei2-28/+119
2018-10-15gl_shader_decompiler: Fixup style inconsistenciesReinUsesLisp1-5/+3
2018-10-15gl_rasterizer: Silence implicit cast warning in glBindBufferRangeReinUsesLisp1-1/+2
2018-10-15gl_shader_decompiler: Implement HSET2_RReinUsesLisp1-0/+44
2018-10-15gl_shader_decompiler: Implement HSETP2_RReinUsesLisp1-0/+45
2018-10-15gl_shader_decompiler: Implement HFMA2 instructionsReinUsesLisp1-0/+53
2018-10-15gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp1-0/+43
2018-10-15gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructionsReinUsesLisp1-0/+50
2018-10-15gl_shader_decompiler: Setup base for half float unpacking and settingReinUsesLisp1-0/+78
2018-10-14Implement Arrays on Tex InstructionFernandoS271-14/+55
2018-10-14Fix TLDSFernandoS271-1/+5
2018-10-13Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBufferFernandoS271-18/+1
2018-10-13Propagate depth and depth_block on modules using decodersFernandoS271-14/+18
2018-10-13Added ASTC 5x4; 8x5Hexagon122-6/+30
2018-10-11gl_shader_decompiler: Implement VMADReinUsesLisp1-0/+82
2018-10-10Add memory Layout to Render Targets and Depth BuffersFernandoS272-19/+19
2018-10-10Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272-6/+26
2018-10-09gl_shader_decompiler: Remove unused variables in TMML's implementationLioncash1-7/+3
Given "y" isn't always used, but "x" is, we can rearrange this to avoid unused variable warnings by changing the names of op_a and op_b
2018-10-09Implement Scissor TestFernandoS271-4/+9
2018-10-09Assert Scissor testsFernandoS272-0/+15
2018-10-07gl_shader_decompiler: Move position varying location from 15 to 0 and apply an offsetReinUsesLisp1-6/+10
2018-10-07gl_shader_decompiler: Implement geometry shadersReinUsesLisp9-107/+410
2018-10-07gl_rasterizer: Fixup undefined behaviour in SetupDrawReinUsesLisp1-0/+1
2018-10-06Implemented Depth Compare and Shadow SamplersFernandoS275-64/+212
2018-10-06gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies.bunnei4-9/+56
2018-10-06gl_rasterizer_cache: Implement a simpler surface copy using glCopyImageSubData.bunnei1-0/+21
2018-10-04gl_rasterizer: Implement quads topologyReinUsesLisp6-46/+228
2018-10-03Implemented Texture Processing Modes in TEXS and TLDSFernandoS271-5/+42
2018-10-01gl_rasterizer: Fixup unassigned point sizesReinUsesLisp1-1/+4
2018-09-30gl_rasterizer_cache: Fixes to how we do render to cubemap.bunnei2-32/+5
- Fixes issues with Splatoon 2.
2018-09-30gl_rasterizer_cache: Add check for array rendering to cubemap texture.bunnei1-0/+8
2018-09-30gl_rasterizer_cache: Implement render to cubemap.bunnei2-119/+216
2018-09-30gl_shader_decompiler: TEXS: Implement TextureType::TextureCube.bunnei1-0/+8
2018-09-30gl_rasterizer_cache: Add support for SurfaceTarget::TextureCubemap.bunnei2-1/+36
2018-09-30gl_rasterizer_cache: Implement LoadGLBuffer for Texture2DArray.bunnei1-0/+8
2018-09-30gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.bunnei1-23/+88
2018-09-30gl_rasterizer_cache: Track texture target and depth in the cache.bunnei1-2/+3
2018-09-30gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario.bunnei3-6/+21
2018-09-30gl_rasterizer_cache: Keep track of surface 2D size separately from total size.bunnei2-32/+46
2018-09-30Fix trailing whitespaceraven021-1/+4
2018-09-28video_core: Implement point_size and add point state syncReinUsesLisp4-0/+21
2018-09-28gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp4-8/+24
2018-09-26video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp2-0/+28
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.
2018-09-23Added glObjectLabels for renderdoc for textures and shader programs (#1384)David3-0/+26
* Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize
2018-09-23correct BC6Hgreggameplayer1-2/+2
2018-09-22gl_state: Remove unused type aliasLioncash2-4/+1
This isn't used anywhere within the header, so we can remove it, along with the include that was previously necessary. This also uncovers an indirect include in the cpp file for the assertion macros.
2018-09-21gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()Lioncash1-1/+1
This was very likely intended to be a logical OR based off the conditioning and testing of inversion in one case. Even if this was intentional, this is the kind of non-obvious thing one should be clarifying with a comment.
2018-09-21RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.Subv1-1/+1
Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :)
2018-09-19gl_rasterizer: Fix StartAddress handling with indexed draw calls.Markus Wick1-6/+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.
2018-09-18Implemented Internal FlagsFernandoS271-13/+35
2018-09-18gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A codeLioncash1-4/+4
These are internally stored as u64 values, so using u32 here causes truncation warnings. Instead, we can just use u64 and preserve the bit width.
2018-09-17Implemented I2I.CC on the NEU control code, used by SMOFernandoS271-13/+17
2018-09-17Implemented CSETPFernandoS271-14/+38
2018-09-17Implemented Control CodesFernandoS271-0/+15
2018-09-17Added asserts for texture misc modes to texture instructionsFernandoS271-2/+45
2018-09-17Add 1D sampler for TLDS - TexelFetch (Mario Rabbids)raven021-7/+12
2018-09-16Implement ASTC_2D_8X8 (Bayonetta 2)raven022-6/+18
2018-09-15Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)raven021-0/+3
2018-09-15Shaders: Implemented multiple-word loads and stores to and from attribute memory.Subv1-6/+49
This seems to be an optimization performed by nouveau.
2018-09-15Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi13-100/+104
2018-09-14gl_shader_decompiler: Get rid of variable shadowing within LEA instructionsLioncash1-2/+0
These variables are already defined within an outer scope.
2018-09-13Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp2-3/+23
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
2018-09-13gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.bunnei1-1/+1
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12Implemented Texture Processing ModesFernandoS271-1/+33
2018-09-12gl_rasterizer_cache: Always blit on recreate, regardless of format.bunnei1-6/+10
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-12gl_shader_cache: Remove cache_width/cache_height.bunnei2-12/+2
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
2018-09-11gl_rasterizer: Use ARB_texture_storage.Markus Wick1-11/+8
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11Implemented LEA and PSETFernandoS271-0/+91
2018-09-11Replace old FragmentHeader for the new HeaderFernandoS271-22/+3
2018-09-11Implemented (Partialy) Shader HeaderFernandoS271-2/+4
2018-09-11Fixed renderdoc input/output textures not working due to render targetsDavid Marcec2-2/+9
2018-09-10rasterizer: Drop unused handler.Markus Wick2-3/+0
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
2018-09-10gl_rasterizer_cache: Only use depth for applicable texture formats.bunnei1-6/+22
- Fixes an issue with Octopath Traveler leaving stale data here.
2018-09-10gl_rasterizer: Implement clear for non-zero render targets.bunnei2-50/+66
- Several misc. changes to ConfigureFramebuffers in support of this.
2018-09-10gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.bunnei1-0/+2
- Used by Octopath Traveler (with multiple render targets).
2018-09-10gl_rasterizer: Implement multiple color attachments.bunnei4-131/+74
2018-09-10Implemented TMMLFernandoS271-0/+48
2018-09-09Implemented TXQ dimension query type, used by SMO.FernandoS271-0/+20
2018-09-09video_core: fixed arithmetic overflow warnings & improved code stylePatrick Elsässer5-89/+101
- Fixed all warnings, for renderer_opengl items, which were indicating a possible 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. - Added constexpr where possible.
2018-09-09Port Citra #4047 & #4052: add change background color supporttech4me1-0/+6
2018-09-08gl_rasterizer: Use baseInstance instead of moving the buffer points.bunnei1-21/+25
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
2018-09-08video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)Patrick Elsässer1-12/+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.
2018-09-08gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures.bunnei2-27/+45
2018-09-08gl_rasterizer_cache: Partially implement several non-2D texture types.bunnei1-30/+111
2018-09-08gl_shader_decompiler: Partially implement several non-2D texture types (Subv).bunnei2-32/+143
2018-09-08gl_rasterizer: Implement texture wrap mode p.bunnei2-2/+8
2018-09-08gl_rasterizer_cache: Track texture depth.bunnei2-2/+5
2018-09-08gl_rasterizer_cache: Remove impl. of FlushGLBuffer.bunnei1-34/+1
- Will not work for non-2d textures, and was not used anyways.
2018-09-08gl_rasterizer_cache: Keep track of texture type per surface.bunnei3-32/+84
2018-09-08gl_rasterizer_cache: Remove unused DownloadGLTexture.bunnei2-51/+0
2018-09-08gl_state: Keep track of texture target.bunnei5-26/+28
2018-09-06gl_rasterizer: Call state.Apply only once on SetupShaders.bunnei1-4/+2
2018-09-06gl_shader_decompiler: Implement saturate mode for IPA.bunnei1-1/+5
2018-09-06gl_buffer_cache: Default initialize member variablesLioncash1-3/+3
Ensures that the cache always has a deterministic initial state.
2018-09-06gl_buffer_cache: Make GetHandle() a const member functionLioncash2-2/+2
GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
2018-09-06gl_buffer_cache: Remove unnecessary includesLioncash2-2/+4
2018-09-06gl_buffer_cache: Make constructor explicitLioncash1-1/+1
Implicit conversions during construction isn't desirable here.
2018-09-06gl_shader_gen: Initialize position.Markus Wick1-0/+1
IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
2018-09-06Implemented IPA ProperlyFernandoS271-47/+86
2018-09-05gl_rasterizer: Skip TODO log.Markus Wick1-1/+1
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
2018-09-05gl_rasterizer: Implement a VAO cache.Markus Wick2-51/+53
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.
2018-09-05renderer_opengl: Implement a buffer cache.Markus Wick4-86/+181
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.
2018-09-04gl_shader_cache: Use an u32 for the binding point cache.Markus Wick4-15/+23
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.
2018-09-04Update microprofile scopes.Markus Wick1-3/+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.
2018-09-02gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()Lioncash1-1/+1
Using the getter function intended for external code here makes an unnecessary copy of the already-accessible used_shaders vector.
2018-09-01Removed saturate assertDavid Marcec1-1/+0
Unneeded as we already implement it
2018-09-01Removed saturate assertDavid Marcec1-1/+0
Saturate already implemented
2018-09-01Changed tab5980_0 default from 0 -> 1David Marcec1-2/+2
2018-09-01Added FMUL assertsDavid Marcec1-0/+10
2018-09-01Added FFMA assertsDavid Marcec1-0/+7
2018-09-01Added assert for TEXS nodepDavid Marcec1-0/+2
2018-09-01Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec1-4/+8
IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash1-0/+2
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
2018-08-31gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.bunnei2-73/+54
2018-08-31gl_rasterizer_cache: Also use reserve cache for RecreateSurface.bunnei2-24/+18
2018-08-31gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.bunnei6-93/+46
2018-08-31gl_rasterizer: Fix issues with the rasterizer cache.bunnei2-0/+46
- Use a single cached page map. - Fix calculation of ending page.
2018-08-31Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2-31/+51
* Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
2018-08-31core: Make the main System class use the PImpl idiomLioncash1-3/+4
core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion.
2018-08-31Report correct shader size.Markus Wick1-1/+1
Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924 It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
2018-08-31Added predicate comparison GreaterEqualWithNanHexagon121-3/+3
2018-08-31gl_shader_decompiler: Implement POPC (#1203)Laku1-0/+9
* Implement POPC * implement invert
2018-08-29Shaders: Implemented IADD3tech4me1-0/+61
2018-08-29gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei1-1/+33
2018-08-28gl_shader_cache: Remove unused program_code vector in GetShaderAddress()Lioncash1-2/+1
Given std::vector is a type with a non-trivial destructor, this variable cannot be optimized away by the compiler, even if unused. Because of that, something that was intended to be fairly lightweight, was actually allocating 32KB and deallocating it at the end of the function.
2018-08-28gpu: Make memory_manager privateLioncash2-10/+10
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.
2018-08-28gl_rasterizer: Remove unused variablesLioncash1-2/+0
2018-08-28renderer_opengl: Implement a new shader cache.bunnei8-285/+248
2018-08-28gl_rasterizer_cache: Update to use RasterizerCache base class.bunnei3-132/+20
2018-08-24gl_rasterizer: Correct assertion condition in SyncLogicOpState()Lioncash1-1/+2
Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true.
2018-08-23gl_rasterizer_cache: Blit when possible on RecreateSurface.bunnei1-5/+12
2018-08-23gl_rasterizer_cache: Reserve surfaces that have already been created for later use.bunnei2-3/+61
2018-08-23gl_rasterizer_cache: Remove assert for RecreateSurface type.bunnei1-1/+0
2018-08-23gl_rasterizer_cache: Implement compressed texture copies.bunnei1-8/+18
2018-08-23gl_rasterizer: Implement stencil test.bunnei3-4/+58
- Used by Splatoon 2.
2018-08-23gl_rasterizer: Implement partial color clear and stencil clear.bunnei1-12/+42
2018-08-23gl_state: Update to handle stencil front/back face separately.bunnei2-33/+38
2018-08-22gl_shader_gen: Make ShaderSetup's constructor explicitLioncash1-1/+1
Prevents implicit conversions.
2018-08-22gl_shader_gen: Use a std::vector to represent program code instead of std::arrayLioncash2-11/+16
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).
2018-08-22more fixesLaku1-6/+7
2018-08-22fixesLaku1-6/+12
2018-08-22renderer_opengl: Namespace OpenGL codeLioncash20-22/+69
Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future.
2018-08-22remove debug loggingLaku1-2/+0
2018-08-22implement lop3Laku1-0/+36
2018-08-22maxwell_to_gl: Implement PrimitiveTopology::LinesOatmealDome1-0/+2
Used by Splatoon 2's debug menu.
2018-08-22Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."bunnei2-153/+31
- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8. - This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logsLioncash1-1/+1
LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds.
2018-08-21gl_stream_buffer: Add missing header guardLioncash1-0/+2
Prevents potential compilation errors from occuring due to multiple inclusions
2018-08-21Shaders: Implement depth writing in fragment shaders.Subv1-1/+6
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-21gl_shader_decompiler: Implement Texture3D for TEXS.bunnei1-0/+7
2018-08-21gl_shader_decompiler: Implement TextureCube for TEX.bunnei1-0/+8
2018-08-21Shaders: Fixed the coords in TEX with Texture2D.Subv1-1/+1
The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania.
2018-08-21Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction.Subv1-5/+14
2018-08-21GPU: Implemented the logic op functionality of the GPU.Subv3-0/+61
This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-21GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.Subv2-6/+19
2018-08-21rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signatureLioncash4-14/+13
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.
2018-08-21renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselvesLioncash2-3/+12
Given we use a base-class type within the renderer for the rasterizer (RasterizerInterface), we want to allow renderers to perform more complex initialization if they need to do such a thing. This makes it important to reserve type information. Given the OpenGL renderer is quite simple settings-wise, this is just a simple shuffling of the initialization code. For something like Vulkan however this might involve doing something like: // Initialize and call rasterizer-specific function that requires // the full type of the instance created. auto raster = std::make_unique<VulkanRasterizer>(some, params); raster->CallSomeVulkanRasterizerSpecificFunction(); // Assign to base class variable rasterizer = std::move(raster)
2018-08-21Shaders: Write all the enabled color outputs when a fragment shader exits.Subv2-6/+45
We were only writing to the first render target before. Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer. Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.Subv1-3/+49
2018-08-20Rasterizer: 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.Subv4-13/+21
2018-08-20Implemented RGBA8_UINTDavid Marcec2-45/+56
Needed by kirby
2018-08-20Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv1-18/+18
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.Subv1-0/+51
It is unknown how TLD4S determines the sampler type, more research is needed.
2018-08-19Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.Subv2-29/+127
Different sampler types have their parameters in different registers.
2018-08-19Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv1-0/+4
2018-08-18Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.Subv1-2/+0
2018-08-18GLRasterizer: Implemented instanced vertex arrays.Subv1-3/+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.
2018-08-18Shader: Implemented the predicate and mode arguments of LOP.Subv1-10/+33
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
2018-08-18Added WrapMode MirrorOnceClampToEdgeDavid Marcec1-0/+2
Used by splatoon 2
2018-08-18Shaders: Implemented a stack for the SSY/SYNC instructions.Subv1-3/+36
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
2018-08-18Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv1-16/+34
We should definitely audit our shader generator for more errors like this.
2018-08-18Added predcondition GreaterThanWithNanDavid Marcec1-5/+7
2018-08-17gl_rasterizer_cache: Remove asserts for supported blits.bunnei1-2/+0
2018-08-17renderer_opengl: Treat OpenGL errors as critical.bunnei1-1/+1
2018-08-16gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.bunnei2-16/+26
2018-08-15Shader/Conversion: Implemented the negate bit in F2F and I2I instructions.Subv1-4/+12
2018-08-15Shader/I2F: Implemented the negate I2F_C instruction variant.Subv1-7/+23
2018-08-15Shader/F2I: Implemented the negate bit in the I2F instructionSubv1-0/+4
2018-08-15Shader/F2I: Implemented the F2I_C instruction variant.Subv1-2/+10
2018-08-15Shader/F2I: Implemented the negate bit in the F2I instruction.Subv1-0/+4
2018-08-15gl_rasterizer_cache: Cleanup some PixelFormat names and logging.bunnei2-41/+71
2018-08-15Rasterizer: Implemented instanced rendering.Subv5-5/+13
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.
2018-08-15gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.bunnei1-1/+9
- Used by Breath of the Wild.
2018-08-15Implement Z16_UNORM in PixelFormatFromTextureFormat functiongreggameplayer1-0/+2
Require by Zelda Breath Of The Wild
2018-08-15gl_shader_decompiler: Several fixes for indirect constant buffer loads.bunnei1-13/+22
2018-08-15gl_rasterizer: Fix upload size for constant buffers.bunnei1-3/+3
2018-08-15maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.bunnei1-5/+20
2018-08-15gl_rasterizer_cache: Implement G8R8S format.bunnei2-34/+49
- Used by Super Mario Odyssey.
2018-08-14Fix BC7Ugreggameplayer1-1/+1
2018-08-14renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei2-37/+46
- Used by Breath of the Wild.
2018-08-13Implement RG32UI and R32UIDavid Marcec2-7/+41
Needed for xenoblade
2018-08-13maxwell_to_gl: Implement VertexAttribute::Size::Size_8.bunnei1-0/+1
- Used by Breath of the Wild.
2018-08-13renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei2-34/+43
- Used by Breath of the Wild.
2018-08-13maxwell_to_gl: Implement PrimitiveTopology::LineStrip.bunnei1-0/+2
- Used by Breath of the Wild.
2018-08-13renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei2-26/+59
- Used by Breath of the Wild.
2018-08-13gl_shader_decompiler: Implement XMAD instruction.bunnei1-0/+95
2018-08-12gl_rasterizer: Use a shared helper to upload from CPU memory.Markus Wick2-28/+33
2018-08-12gl_state: Don't track constant buffer mappings.Markus Wick3-41/+3
2018-08-12gl_rasterizer: Use the stream buffer for constant buffers.Markus Wick4-29/+32
2018-08-12gl_rasterizer: Use the streaming buffer itself for the constant buffer.Markus Wick2-33/+15
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
2018-08-12gl_rasterizer: Use a helper for aligning the buffer.Markus Wick2-15/+22
2018-08-12Update the stream_buffer helper from Citra.Markus Wick4-184/+98
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
2018-08-12gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.bunnei1-2/+2
2018-08-12gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.bunnei1-0/+8
2018-08-12GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv1-0/+19
These are used by nouveau and some games like SMO.
2018-08-12Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)greggameplayer2-55/+72
- Used by Go Vacation
2018-08-12RasterizerGL: Ignore invalid/unset vertex attributes.Subv1-1/+6
This should make the es2gears example not crash anymore.
2018-08-12gl_rasterizer: Silence implicit truncation warning in SetupShaders()Lioncash1-1/+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.
2018-08-12core: Namespace EmuWindowLioncash4-10/+17
Gets the class out of the global namespace.
2018-08-12gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei1-8/+10
2018-08-12gl_rasterizer: Implement render target format RG8_SNORM.bunnei2-8/+16
- Used by Super Mario Odyssey.
2018-08-12gl_rasterizer: Implement render target format RGBA8_SNORM.bunnei2-64/+81
- Used by Super Mario Odyssey.
2018-08-11GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv1-2/+6
2018-08-11GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution.Subv1-6/+25
SSY sets the target label to jump to when the SYNC instruction is executed.
2018-08-11Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)greggameplayer2-19/+53
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error
2018-08-10maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei1-0/+1
- Used by Super Mario Odyssey.
2018-08-10maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.bunnei1-0/+2
- Used by Super Mario Odyssey.
2018-08-10Revert "gl_state: Temporarily disable culling and depth test."bunnei1-3/+1
2018-08-10gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()Lioncash3-8/+6
2018-08-10textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2-96/+21
2018-08-10gl_rasterizer_cache: Add bounds checking for gl_buffer copies.bunnei1-10/+12
2018-08-10Implement SNORM for BC5/DXN2 (#998)Khangaroo2-38/+55
* Implement BC5/DXN2 (#996) - Used by Kirby Star Allies. * Implement BC5/DXN2 SNORM UNORM for Kirby Star Allies SNORM for Super Mario Odyssey
2018-08-09gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()Lioncash1-0/+2
Avoids potentially perfoming multiple reallocations when we know the total amount of memory we need beforehand.
2018-08-09gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion()Lioncash1-2/+4
A range-based for loop can't be used when the container being iterated is also being erased from.
2018-08-09Implement BC5/DXN2 (#996)Khangaroo2-33/+42
- Used by Kirby Star Allies.
2018-08-09gl_rasterizer_cache: Invert conditional in LoadGLBuffer()Lioncash1-5/+5
It's generally easier to follow code using conditionals that operate in terms of the true case followed by the false case (no chance of overlooking the exclamation mark).
2018-08-09gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled caseLioncash1-4/+6
resize() causes the vector to expand and zero out the added members to the vector, however we can avoid this zeroing by using assign(). Given we have the pointer to the data we want to copy, we can calculate the end pointer and directly copy the range of data without the need to perform the resize() beforehand.
2018-08-09maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.bunnei1-0/+1
- Used by Super Mario Odyssey (in game).
2018-08-09maxwell_to_gl: Implement PrimitiveTopology::Points.bunnei1-0/+2
- Used by Super Mario Odyssey (in game).
2018-08-09gl_shader_decompiler: Declare predicates on use.bunnei1-4/+5
- Used by Super Mario Odyssey (when going in game).
2018-08-09gl_rasterizer_cache: Make pointer const in LoadGLBuffer()Lioncash1-1/+1
This is only ever read from, so we can make the data it's pointing to const.
2018-08-09gl_rasterizer: Do not render when no render target is configured.bunnei1-0/+5
- Used by Super Mario Odyssey.
2018-08-08gl_shader_decompiler: Stub input attribute Unknown_63.bunnei1-0/+7
2018-08-08maxwell_3d: Use correct const buffer size and check bounds.bunnei2-2/+9
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08renderer_opengl: Use trace log in a few places.bunnei2-2/+2
2018-08-08maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei1-0/+1
2018-08-08gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.bunnei1-0/+3
- Used by Super Mario Odyssey.
2018-08-08gl_shader_decompiler: Let OpenGL interpret floats.bunnei1-2/+2
- Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
2018-08-08Fixed the sRGB pixel format (#963)Hexagon121-1/+2
* Changed the sRGB pixel format return * Add a message about SRGBA -> RGBA conversion
2018-08-06gl_rasterizer_cache: Avoid superfluous surface copies.bunnei2-4/+21
2018-08-05gl_shader_decompiler: Fix TEXS mask and dest.bunnei1-2/+5
2018-08-05added braces for conditionsDavid Marcec1-2/+3
2018-08-05fix the attrib format for intsDavid Marcec1-2/+7
2018-08-04gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()Lioncash1-7/+9
This lets us indent the majority of the code and places the error case first.
2018-08-04gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()Lioncash1-3/+2
Ensures both operands have the same sign in the comparison. While we're at it, we can get rid of the redundant casting of ub_size to an int. This type will always be trivial and alias a built-in type (not doing so would break backwards compatibility at a standard level).
2018-08-04renderer_base: Make Rasterizer() return the rasterizer by referenceLioncash1-2/+2
All calling code assumes that the rasterizer will be in a valid state, which is a totally fine assumption. The only way the rasterizer wouldn't be is if initialization is done incorrectly or fails, which is checked against in System::Init().
2018-08-04video_core: Eliminate the g_renderer global variableLioncash2-2/+2
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
2018-08-03gl_shader_decompiler: Remove unused variable in GenerateDeclarations()Lioncash1-2/+0
This variable was being incremented, but we were never actually using it.
2018-08-03gl_shader_manager: Make ProgramManager's GetCurrentProgramStage() a const member functionLioncash1-1/+1
This function doesn't modify class state, so it can be made const.
2018-08-02Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2-9/+19
2018-08-02gl_state: Make texture_units a std::arrayLioncash1-2/+3
Gets rid of the use of a raw C array.
2018-08-02gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()Lioncash1-2/+2
Avoids performing unnecessary copies of 65560 byte sized ShaderSetup instances, considering it's only used as part of lookup and not modified. Given the parameters were already const, it's likely taking these parameters by reference was intended but the ampersand was forgotten.
2018-08-02video_core: Make global EmuWindow instance part of the base renderer classLioncash4-32/+21
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.
2018-08-01Implement R32_FLOAT RenderTargetFormatUnknown1-0/+3
2018-07-26GPU: Allow using R16F as a render target format.Subv1-1/+3
2018-07-26Implement R16_G16Unknown2-19/+92
correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment
2018-07-25GPU: Use the right texture format for sRGBA framebuffers.Subv2-9/+17
2018-07-25GPU: Allow the use of Z24S8 as a texture format.Subv1-0/+4
2018-07-25GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2-1/+12
2018-07-25GPU: Allow using Z32 as a texture format.Subv1-0/+4
2018-07-25GPU: Allow the usage of R8 as a render target format.Subv1-0/+3
2018-07-24GPU: Implemented the R16 and R16F texture formats.Subv2-5/+29
2018-07-24gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers()Lioncash1-3/+5
This is just the named constant that OpenGL provides, so we can use that instead of using a literal -1
2018-07-24gl_rasterizer: Use std::string_view instead of std::string when checking for extensionsLioncash1-1/+3
We can avoid heap allocations here by just using a std::string_view instead of performing unnecessary copying of the string data.
2018-07-24gl_rasterizer: Use in-class member initializers where applicableLioncash2-12/+5
We can just assign to the members directly in these cases.
2018-07-24gl_rasterizer: Implement texture border color.bunnei2-7/+7
2018-07-24maxwell_to_gl: Implement Texture::WrapMode::Border.bunnei1-0/+2
2018-07-24GPU: Implement texture format R32F.Subv2-6/+16
2018-07-24maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.bunnei1-0/+3
2018-07-24gl_shader_decompiler: Correct return value of WriteTexsInstruction()Lioncash1-2/+2
This should be returning void, not a std::string
2018-07-24gl_shader_decompiler: Implement shader instruction TLDS.bunnei1-29/+43
2018-07-24gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2-7/+19
2018-07-24gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT.bunnei2-10/+34
2018-07-24gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM.bunnei2-8/+20
2018-07-24gl_rasterizer_cache: Add missing log statements.bunnei1-0/+2
2018-07-24gl_shader_decompiler: Print instruction value in shader comments.bunnei1-1/+2
2018-07-24gl_shader_decompiler: Check if SetRegister result is ZeroIndex.bunnei1-0/+6
2018-07-23gl_shader_decompiler: Simplify GetCommonDeclarations()Lioncash1-5/+5
2018-07-22gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine()Lioncash1-4/+8
We don't need to toss away the Subroutine instance after the find() call and reconstruct another instance with the same data right after it. Particularly give Subroutine contains a std::set.
2018-07-22gl_shader_decompiler: Remove unused state tracking and minor cleanup.bunnei1-78/+15
2018-07-22gl_shader_decompiler: Implement SEL instruction.bunnei1-0/+9
2018-07-22gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load.bunnei2-2/+86
2018-07-22gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set.bunnei3-57/+46
2018-07-22gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer.bunnei2-11/+11
2018-07-22gl_rasterizer: Use zeta_enable register to enable depth buffer.bunnei1-2/+2
2018-07-21gl_shader_manager: Replace unimplemented function prototypeLioncash2-3/+3
This was just a linker error waiting to happen.
2018-07-21gpu: Rename Get3DEngine() to Maxwell3D()Lioncash1-5/+5
This makes it match its const qualified equivalent.
2018-07-21video_core: Use nested namespaces where applicableLioncash2-8/+4
Compresses a few namespace specifiers to be more compact.
2018-07-20gl_state: Make references const where applicable in Apply()Lioncash1-2/+3
2018-07-20gl_state: Get rid of mismatched sign conversionsLioncash1-14/+17
While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
2018-07-20gl_shader_decompiler: Eliminate variable and declaration shadowingLioncash1-6/+4
Ensures that no identifiers are being hidden, which also reduces compiler warnings.
2018-07-20gl_shader_decompiler: Remove unnecessary const from return valuesLioncash1-2/+2
This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO
2018-07-19gl_state: Temporarily disable culling and depth test.bunnei1-1/+3
2018-07-19core: Don't construct instance of Core::System, just to access its live instanceLioncash3-15/+15
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.
2018-07-18vi: Partially implement buffer crop parameters.bunnei2-4/+19
2018-07-15gl_rasterizer_cache: Implement texture format G8R8.bunnei2-9/+37
2018-07-15gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.bunnei1-1/+2
2018-07-15gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2-1/+12
2018-07-14OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei3-1/+27
2018-07-14GPU: Always enable the depth write when clearing the depth buffer.Subv1-3/+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.
2018-07-13gl_rasterizer: Fix check for if a shader stage is enabled.bunnei1-11/+3
2018-07-13gl_shader_gen: Implement dual vertex shader mode.bunnei5-55/+139
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
2018-07-13gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei1-5/+6
2018-07-13gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei1-8/+25
2018-07-12GPU: Implement the FADD32I shader instruction.Subv1-0/+23
2018-07-08gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.bunnei1-1/+4
- Fixes a regression with Binding of Isaac.
2018-07-07GPU: Implemented the BC7U texture format.Subv2-7/+18
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
2018-07-05GPU: Allow using the old NV04 values for the depth test function.Subv1-0/+8
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
2018-07-04GPU: Implemented the IMNMX shader instruction.Subv1-0/+14
It's similar to the FMNMX instruction but it works on integers.
2018-07-04GPU: Implemented the F2F 'round' rounding mode.Subv1-0/+3
It's implemented via the GLSL 'roundEven()' function.
2018-07-04GPU: Stub the shader SYNC and DEPBAR instructions.Subv1-0/+7
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-04GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.Subv1-0/+8
Both signed and unsigned variants.
2018-07-04GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.Subv1-1/+4
2018-07-04GPU: Implemented the PSETP shader instruction.Subv1-0/+30
It's similar to the isetp and fsetp instructions but it works on predicates instead.
2018-07-04GPU: Implemented the 32 bit float depth buffer format.Subv2-2/+13
2018-07-04GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv1-0/+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.
2018-07-04GPU: Only configure the used framebuffers during clear.Subv4-17/+48
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
2018-07-03GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.Subv2-72/+39
2018-07-03GPU: Support clears that don't clear the color buffer.Subv1-4/+14
2018-07-03GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv2-0/+72
2018-07-03gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2-11/+81
2018-07-03gl_rasterizer: Only set cull mode and front face if enabled.bunnei1-2/+5
2018-07-03GPU: Don't try to parse the depth test function if the depth test is disabled.Subv1-0/+4
2018-07-03Update clang formatJames Rowe4-15/+14
2018-07-03Rename logging macro back to LOG_*James Rowe8-61/+61
2018-07-03GPU: Set up the culling configuration on each draw.Subv1-6/+8
2018-07-03GPU: Implemented MUFU suboperation 8, sqrt.Subv1-0/+4
2018-07-02GPU: Set up the depth test state on every draw.Subv2-0/+14
2018-07-02MaxwellToGL: Added conversion functions for depth test and cull mode.Subv1-0/+50
2018-07-02GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv3-23/+77
2018-07-02GPU: Implement offsetted rendering when using non-indexed drawing.Subv1-1/+1
2018-07-02GPU: Fixed the index offset rendering, and implemented the base vertex functionality.Subv1-6/+8
This fixes Stardew Valley.
2018-07-02GPU: Ignore disabled textures and textures with an invalid address.Subv2-1/+10
2018-06-30GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv1-4/+0
2018-06-30GPU: Implemented the RGBA32_UINT rendertarget format.Subv2-9/+23
2018-06-30GLCache: Specify the component type along the texture type in the format tuple.Subv1-17/+21
2018-06-30gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei1-17/+23
2018-06-29gl_rasterizer_cache: Only dereference color_surface/depth_surface if valid.bunnei1-2/+6
2018-06-27gl_shader_decompiler: Add a return path for unknown instructions.bunnei1-0/+1
2018-06-27gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces.bunnei3-16/+168
gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings.
2018-06-27gl_rasterizer_cache: Various fixes for ASTC handling.bunnei2-35/+39
2018-06-27gl_rasterizer_cache: Use SurfaceParams as a key for surface caching.bunnei2-43/+72
2018-06-27gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei5-5/+60
2018-06-27gl_rasterizer_cache: Cache size_in_bytes as a const per surface.bunnei2-9/+13
2018-06-27gl_rasterizer_cache: Refactor to make SurfaceParams members const.bunnei2-52/+37
2018-06-27gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces.bunnei4-1494/+210
2018-06-27gl_rasterizer: Workaround for when exceeding max UBO size.bunnei2-1/+7
2018-06-26gl_state: Fix state management for texture swizzle.bunnei5-12/+20
2018-06-26gl_state: Remove unused state management from 3DS.bunnei2-94/+0
2018-06-26gl_rasterizer_cache: Fix inverted B5G6R5 format.bunnei1-1/+1
2018-06-20Build: Fixed some MSVC warnings in various parts of the code.Subv5-8/+8
2018-06-19GPU: Perform negation after absolute value in the float shader instructions.Subv1-7/+14
2018-06-19GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv1-12/+15
Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
2018-06-18gl_rasterizer: Get loose on independent blending.Jules Blok1-1/+1
2018-06-18gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2-1/+43
2018-06-18gl_rasterizer_cache: Loosen things up a bit.bunnei1-26/+8
2018-06-17gl_shader_decompiler: Implement LOP instructions.bunnei1-6/+28
2018-06-17gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei1-54/+40
2018-06-16gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei1-13/+41
2018-06-16gl_shader_gen: Set position.w to 1.bunnei1-0/+4
2018-06-16gl_shader_decompiler: Implement LOP32I LogicOperation PassB.bunnei1-6/+12
2018-06-12GPU: Implemented the iadd32i shader instruction.Subv1-0/+21
2018-06-12gl_shader_decompiler: Implement saturate for float instructions.bunnei1-37/+31
2018-06-10GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.Subv1-1/+1
This corrects the invalid position values in some games when doing attribute-less rendering.
2018-06-10Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.Subv4-18/+39
This should help a bit with GPU performance once we're GPU-bound.
2018-06-09GPU: Implement the iset family of shader instructions.Subv1-2/+37
2018-06-09gl_shader_decompiler: Implement SHR instruction.bunnei1-0/+13
2018-06-09GPU: Stub the SSY shader instruction.Subv1-0/+5
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
2018-06-09gl_shader_decompiler: Implement IADD instruction.bunnei1-6/+26
2018-06-09gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei1-7/+17
2018-06-09GPU: Synchronize the blend state on every draw call.Subv2-16/+20
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
2018-06-09GPU: Added registers for normal and independent blending.Subv1-26/+1
2018-06-08GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.Subv1-2/+7
This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
2018-06-08Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.Subv1-0/+3
This fixes the flip_viewport uniform having invalid values when drawing.
2018-06-07GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.Subv1-3/+4
This should fix the bug with the vs_config UBO being uninitialized during shader execution.
2018-06-07gl_shader_decompiler: Implement BFE_IMM instruction.bunnei1-4/+29
2018-06-07GLCache: Use the full uncompressed size when blitting from one texture to another.Subv1-3/+6
This avoids the problem of only copying a tiny piece of the textures when they are compressed.
2018-06-07GLCache: Simplify the logic to copy from one texture to another in BlitTextures.Subv1-53/+3
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
2018-06-07gl_shader_decompiler: F2F: Implement rounding modes.bunnei1-7/+23
2018-06-07gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS.bunnei1-8/+4
2018-06-07gl_shader_decompiler: Implement ISETP_IMM instruction.bunnei1-8/+9
2018-06-07GPU: Support changing the texture swizzles for Maxwell textures.Subv2-0/+29
2018-06-07GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv3-0/+20
2018-06-07gl_shader_decompiler: Implement LD_C instruction.bunnei1-0/+27
2018-06-07gl_shader_gen: Add uniform handling for indirect const buffer access.bunnei3-4/+40
2018-06-06gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei1-20/+19
2018-06-06GPU: Implement sampling multiple textures in the generated glsl shaders.Subv7-69/+135
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.
2018-06-06gl_shader_decompiler: Fix un/signed mismatch with SHL.bunnei1-1/+1
2018-06-06maxwell_to_gl: Implement WrapMode Mirror.bunnei1-0/+2
2018-06-06GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2-11/+26
2018-06-06GPU: Fixed the compression factor for RGBA16F textures.Subv1-1/+1
They're not compressed.
2018-06-05GPU: Implemented the F2I_R shader instruction.Subv1-3/+44
2018-06-05gl_shader_decompiler: Fix typo with ISCADD instruction.bunnei1-1/+1
2018-06-05gl_shader_decompiler: Implement SHL instruction.bunnei1-1/+30
2018-06-05gl_shader_decompiler: Implement PredCondition::NotEqual.bunnei1-3/+3
2018-06-05GPU: Implement the ISCADD shader instructions.Subv1-0/+24
2018-06-05GPU: Implement predicated exit instructions in the shader programs.Subv1-4/+6
2018-06-05GPU: Take into account predicated exits when performing shader control flow analysis.Subv1-1/+10
2018-06-04GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv1-1/+6
2018-06-04GPU: Corrected the I2F_R implementation.Subv1-2/+12
2018-06-04GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv1-2/+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?
2018-06-04GPU: Implemented the LOP32I instruction.Subv1-0/+43
2018-06-04GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface.Subv1-1/+2
2018-06-04GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.Subv1-9/+18
2018-06-04GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv1-0/+38
2018-06-04GPU: Partially implemented the shader BRA instruction.Subv1-1/+30
2018-06-03gl_shader_decompiler: Implement TEXS component mask.bunnei1-7/+10
2018-06-03gl_shader_decompiler: Implement RRO as a register move.bunnei1-6/+11
2018-06-02GPU: Implemented the DXN1 (BC4) texture format.Subv2-2/+11
2018-06-01gl_shader_decompiler: Implement TEX instruction.bunnei1-1/+26
2018-06-01gl_shader_decompiler: Support multi-destination for TEXS.bunnei1-2/+18
2018-05-31gl_rasterizer_cache: Assert that component type is UNorm or format is RGBA16F.bunnei1-1/+2
2018-05-31gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2-6/+19
2018-05-30Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv1-1/+7
2018-05-30gl_shader_decompiler: F2F_R instruction: Implement abs.bunnei1-1/+7
2018-05-30gl_shader_decompiler: Partially implement F2F_R instruction.bunnei1-1/+6
2018-05-30GPU: Implemented the R8 texture format (0x1D)Subv2-5/+14
2018-05-30gl_rasterize_cache: Invert order of tex format RGB565.bunnei1-1/+1
2018-05-27GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2-5/+17
2018-05-26gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.bunnei1-4/+3
2018-05-26shader_bytecode: Implement other variants of FMNMX.bunnei1-1/+3
2018-05-25Shader: Implemented compound predicates in fset.Subv1-28/+12
You can specify a predicate in the fset instruction: Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0;
2018-05-25Shader: Implemented compound predicates in fsetp.Subv1-19/+55
You can specify three predicates in an fsetp instruction: P1 = (Value1 Comp Value2) OP P0; P2 = !(Value1 Comp Value2) OP P0;
2018-05-21Shaders: Implemented the FMNMX shader instruction.Subv1-6/+21
2018-05-19GLRenderer: Remove unused hw_vao_enabled_attributes variable.Subv2-4/+0
2018-05-19GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.Subv2-9/+3
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.
2018-05-19GLRenderer: Log the shader source code when program linking fails.Subv1-0/+27
2018-05-02general: Make formatting of logged hex values more straightforwardLioncash1-1/+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).
2018-04-29gl_shader_decompiler: Implement MOV_R.bunnei1-1/+2
2018-04-29maxwell_to_gl: Implement type SignedNorm, Size_8_8_8_8.bunnei1-0/+12
2018-04-29Shaders: Implemented predicate condition 3 (LessEqual) in the fset and fsetp instructions.Subv1-0/+7
2018-04-29gl_shader_decompiler: Implement MOV_C.bunnei1-0/+5
2018-04-29gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei1-0/+26
2018-04-29gl_shader_decompiler: More cleanups, etc. with how we handle register types.bunnei1-44/+120
2018-04-29GLSLRegister: Simplify register declarations, etc.bunnei1-63/+31
2018-04-29gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei1-0/+5
2018-04-27renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalentsLioncash1-6/+7
2018-04-27gl_shader_decompiler: Add GLSLRegisterManager class to track register state.bunnei1-154/+262
2018-04-27general: Convert assertion macros over to be fmt-compatibleLioncash1-1/+1
2018-04-26gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei1-5/+102
2018-04-26gl_shader_decompiler: Move color output to EXIT instruction.bunnei1-6/+12
2018-04-25Shaders: Implemented the FSET instruction.Subv1-0/+53
This instruction is similar to the FSETP instruction, but it doesn't set a predicate, it sets the destination register to 1.0 if the condition holds, and 0 otherwise.
2018-04-25video-core: Move logging macros over to new fmt-capable onesLioncash2-8/+8
2018-04-25Shaders: Added decodings for the FSET instructions.Subv1-1/+1
2018-04-25renderer_opengl: Use correct byte order for framebuffer pixel format ABGR8.bunnei1-2/+1
2018-04-25gl_rasterizer_cache: Use CHAR_BIT for bpp conversions instead of 8.bunnei2-4/+4
2018-04-25gl_rasterizer_cache: Use GPU PAGE_BITS/SIZE, not CPU.bunnei1-5/+5
2018-04-25gl_rasterizer_cache: Use new logger.bunnei1-4/+4
2018-04-25gl_rasterizer_cache: Add a function for finding framebuffer GPU address.bunnei3-0/+31
2018-04-25gl_rasterizer_cache: Handle compressed texture sizes.bunnei2-24/+65
2018-04-25gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei5-46/+67
2018-04-24memory_manager: Make GpuToCpuAddress return an optional.bunnei2-9/+9
2018-04-24memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei2-5/+5
2018-04-24renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles()Lioncash1-1/+2
2018-04-23GPU: Support multiple enabled vertex arrays.Subv2-43/+84
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.
2018-04-23GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.Subv1-0/+2
2018-04-22GPU: Implement the A2BGR10 texture format.Subv2-6/+14
2018-04-21gl_shader_decompiler: Skip RRO instruction.bunnei1-0/+4
2018-04-21gl_shader_decompiler: Cleanup error logging.bunnei1-14/+6
2018-04-21shader_bytecode: Decode instructions based on bit strings.bunnei1-20/+29
2018-04-21ShaderGen: Implemented the KIL instruction, which is equivalent to 'discard'.Subv1-1/+7
2018-04-21ShaderGen: Implemented predicated instruction execution.Subv1-0/+35
Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
2018-04-21ShaderGen: Implemented the fsetp instruction.Subv1-0/+72
Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
2018-04-21opengl: Remove unnecessary header inclusionsLioncash4-11/+0
2018-04-21gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operatorsLioncash1-20/+19
Standard library containers may use std::move_if_noexcept to perform move operations. If a move cannot be performed under these circumstances, then a copy is attempted. Given we only intend for these types to be move-only this can be somewhat problematic. By defining these to be noexcept we prevent cases where copies may be attempted.
2018-04-21gl_rasterizer_cache: Make MatchFlags an enum classLioncash1-4/+9
Prevents implicit conversions and scope pollution.
2018-04-20ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv1-0/+2
2018-04-20ShaderGen: Ignore the 'sched' instruction when generating shaders.Subv1-0/+16
The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions).
2018-04-20math_util: Remove the Clamp() functionLioncash2-16/+17
C++17 adds clamp() to the standard library, so we can remove ours in favor of it.
2018-04-20common_funcs: Remove ARRAY_SIZE macroLioncash1-2/+2
C++17 has non-member size() which we can just call where necessary.
2018-04-20renderer_opengl: Add missing header guardsLioncash2-0/+4
2018-04-20glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()Lioncash1-1/+2
This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending.
2018-04-20glsl_shader_decompiler: Add AddNewLine() function to ShaderWriterLioncash1-6/+12
Avoids constructing a std::string just to append a newline character
2018-04-20glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()Lioncash1-4/+11
Avoids constructing a std::string just to append a character.
2018-04-20glsl_shader_decompiler: Append indentation without constructing a separate std::stringLioncash1-1/+5
The interface of std::string already lets us append N copies of a character to an existing string.
2018-04-19ShaderGen: Implemented the fmul32i shader instruction.Subv1-6/+16
2018-04-19ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.Subv1-2/+9
It will now save the coords before writing the outputs in a subscope.
2018-04-19GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2-27/+26
2018-04-19GPU: Implemented the B5G6R5 format.Subv2-8/+23
2018-04-18gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei3-4/+19
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
2018-04-18GLCache: Added boilerplate code to make supporting configurable texture component types.Subv3-9/+69
For now only the UNORM type is supported.
2018-04-18GLCache: Unify texture and framebuffer formats when converting to OpenGL.Subv2-26/+13
2018-04-18GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.Subv2-10/+10
2018-04-18GLCache: Take into account the texture's block height when caching and unswizzling.Subv3-43/+43
2018-04-18GLCache: Added a function to convert cached PixelFormats back to texture formats.Subv1-0/+12
TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
2018-04-18GPU: Allow using a configurable block height when unswizzling textures.Subv1-1/+10
2018-04-18gl_rasterizer_cache: Add missing LOG statements.bunnei1-0/+3
2018-04-18renderer_opengl: Implement BlendEquation and BlendFunc.bunnei3-2/+91
2018-04-17gl_shader_decompiler: Fix warnings with MarkAsUsed.bunnei1-1/+2
2018-04-17gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.bunnei1-24/+22
2018-04-17gl_shader_decompiler: Implement several MUFU subops and abs_d.bunnei1-7/+21
2018-04-17gl_shader_decompiler: Fix swizzle in GetRegister.bunnei1-1/+1
2018-04-17gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei1-12/+39
2018-04-17gl_shader_decompiler: Allow vertex position to be used in fragment shader.bunnei2-16/+18
2018-04-17gl_shader_decompiler: Implement IPA instruction.bunnei1-0/+11
2018-04-17gl_shader_decompiler: Add support for TEXS instruction.bunnei1-7/+29
2018-04-17gl_shader_decompiler: Use fragment output color for GPR 0-3.bunnei1-0/+5
2018-04-17gl_shader_decompiler: Partially implement MUFU.bunnei1-2/+11
2018-04-17MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Subv1-0/+2
2018-04-17MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).Subv1-0/+5
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
2018-04-17gl_rendering: Use NGLOG* for changed code.bunnei2-10/+11
2018-04-17gl_rasterizer: Implement indexed vertex mode.bunnei3-21/+46
2018-04-15GPU: Use the same buffer names in the generated GLSL and the buffer uploading code.Subv4-17/+24
2018-04-15GPU: Don't use explicit binding points when uploading the constbuffers to opengl.Subv3-7/+47
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
2018-04-15GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.Subv1-3/+4
2018-04-15GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage.Subv3-31/+41
2018-04-15shaders: Expose hints about used const buffers.bunnei5-31/+146
2018-04-15GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.Subv4-14/+48
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.
2018-04-15GPU: Allow configuring ssbos in the opengl state manager.Subv4-0/+30
2018-04-15GPU: Added a function to determine whether a shader stage is enabled or not.Subv1-3/+3
2018-04-15shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei3-2/+5
2018-04-14shaders: Address PR review feedback.bunnei1-6/+8
2018-04-14gl_shader_decompiler: Cleanup log statements.bunnei1-15/+15
2018-04-14shaders: Fix GCC and clang build issues.bunnei2-2/+2
2018-04-14gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei1-20/+57
2018-04-14gl_shader_decompiler: Add shader stage hint.bunnei2-5/+12
2018-04-14renderer_opengl: Fix Morton copy byteswap, etc.bunnei1-5/+5
2018-04-14gl_shader_manager: Implement SetShaderSamplerBindings.bunnei1-0/+8
2018-04-14gl_rasterizer: Generate shaders and upload uniforms.bunnei2-32/+77
2018-04-14gl_shader_decompiler: Basic impl. for very simple vertex shaders.bunnei2-16/+311
- Tested with Puyo Puyo Tetris and Cave Story+
2018-04-14gl_shader_manager: Cleanup and consolidate uniform handling.bunnei2-26/+24
2018-04-14gl_rasterizer: Use shader program manager, remove test shader.bunnei2-196/+31
2018-04-14renderer_opengl: Add gl_shader_manager class.bunnei2-0/+207
2018-04-14maxwell_to_gl: Add a few types, etc.bunnei1-0/+10
2018-04-14gl_shader_gen: Add hashable setup/config structs.bunnei2-29/+50
2018-04-14gl_shader_util: Add missing includes.bunnei1-0/+2
2018-04-14renderer_opengl: Use OGLProgram instead of OGLShader.bunnei6-6/+6
2018-04-14gl_shader_util: Grab latest upstream.bunnei2-149/+74
2018-04-14gl_resource_manager: Grab latest upstream.bunnei1-30/+86
2018-04-14gl_shader_decompiler: Add skeleton code from Citra for shader analysis.bunnei2-44/+142
2018-04-07Fix clang format issuesJames Rowe1-1/+1
2018-04-07GL: Set up the textures used for each draw call.Subv2-2/+39
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.
2018-04-07GL: Bind the textures to the shaders used for drawing.Subv1-2/+11
2018-04-07GLCache: Specialize the MortonCopy function for the DXT1 texture format.Subv1-1/+15
It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
2018-04-07GLCache: Implemented GetTextureSurface.Subv1-3/+28
2018-04-07GLCache: Support uploading compressed textures to the GPU.Subv1-5/+17
Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
2018-04-07GL: Remove remaining references to 3DS-specific pixel formatsSubv1-83/+22
2018-04-07RasterizerCache: Remove 3DS-specific pixel formats.Subv2-71/+32
We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
2018-04-07GL: Create the sampler objects when starting up the GL rasterizer.Subv1-0/+6
2018-04-07GL: Ported the SamplerInfo struct from citra.Subv2-1/+59
2018-04-07GL: Rename PicaTexture to MaxwellTexture.Subv2-2/+2
2018-04-07GL: Added functions to convert Maxwell tex filters and wrap modes to OpenGL.Subv1-0/+23
2018-04-04gl_rasterizer_cache.cpp: Update from citra to yuzuN00byKing1-1/+1
2018-04-04gl_rasterizer_cache.h: Update from citra to yuzuN00byKing1-3/+3
2018-04-04renderer_opengl.h: Update from citra to yuzuN00byKing1-2/+2
2018-03-27renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.bunnei2-8/+8
2018-03-27gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function.bunnei2-22/+31
2018-03-27gl_rasterizer: Add a SyncViewport method.bunnei2-18/+20
2018-03-27gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL.bunnei2-11/+12
2018-03-27gl_rasterizer: Use ReadBlock instead of GetPointer for SetupVertexArray.bunnei1-1/+1
2018-03-27gl_rasterizer: Normalize vertex array data as appropriate.bunnei1-1/+1
2018-03-27maxwel_to_gl: Fix string formatting in log statements.bunnei1-2/+2
2018-03-27rasterizer: Rename DrawTriangles to DrawArrays.bunnei2-3/+3
2018-03-27gl_rasterizer: Use passthrough shader for SetupVertexShader.bunnei1-1/+2
2018-03-27renderer_opengl: Logging, etc. cleanup.bunnei5-32/+33
2018-03-27renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.bunnei1-5/+0
2018-03-27gl_rasterizer_cache: Implement UpdatePagesCachedCount.bunnei2-8/+37
2018-03-27gl_rasterizer: Implement SetupVertexArray.bunnei1-20/+38
2018-03-27gl_rasterizer_cache: Fix an ASSERT_MSG.bunnei1-1/+1
2018-03-27maxwell_to_gl: Add module and function for decoding VertexType.bunnei1-0/+40
2018-03-27gl_rasterizer: Use 32 texture units instead of 3.bunnei3-2/+3
2018-03-27gl_rasterizer: Implement DrawTriangles.bunnei1-1/+194
2018-03-27gl_rasterizer: Implement AnalyzeVertexArray.bunnei1-1/+21
2018-03-27gl_rasterizer_cache: MortonCopy Switch-style.bunnei1-72/+32
2018-03-27gl_rasterizer_cache: Implement GetFramebufferSurfaces.bunnei2-4/+104
2018-03-27renderer_opengl: Only draw the screen if a framebuffer is specified.bunnei1-6/+7
2018-03-24gl_rasterizer: Fake render in green, because it's cooler.bunnei1-1/+1
2018-03-24gl_rasterizer: Log warning instead of sync'ing unimplemented funcs.bunnei1-7/+1
2018-03-23gl_rasterizer_cache: Add missing include for vm_manager.bunnei1-0/+1
2018-03-23renderer_opengl: Only invalidate the framebuffer region, not flush.bunnei1-4/+3
2018-03-23renderer_opengl: Fixes for properly flushing & rendering the framebuffer.bunnei1-6/+12
2018-03-23RasterizerCacheOpenGL: FlushAll should flush full memory region.bunnei1-1/+1
2018-03-23rasterizer: Flush and invalidate regions should be 64-bit.bunnei2-6/+6
2018-03-23renderer_opengl: Add framebuffer_transform_flags member variable.bunnei1-2/+2
2018-03-23renderer_opengl: Better handling of framebuffer transform flags.bunnei1-2/+16
2018-03-23renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.bunnei1-31/+25
2018-03-23gl_rasterizer: Implement AccelerateDisplay method from Citra.bunnei2-2/+44
2018-03-23LoadGLBuffer: Use bytes_per_pixel, not bits.bunnei1-1/+2
2018-03-23gl_rasterizer_cache: LoadGLBuffer should do a morton copy.bunnei1-16/+5
2018-03-23video_core: Move MortonCopyPixels128 to utils header.bunnei1-111/+1
2018-03-23video_core: Remove usage of PAddr and replace with VAddr.bunnei4-35/+35
2018-03-23video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei4-34/+40
2018-03-23gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT.bunnei2-20/+20
2018-03-23gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.bunnei2-5/+68
2018-03-23renderer: Create rasterizer and cleanup.bunnei1-2/+2
2018-03-20renderer_gl: Port boilerplate rasterizer code over from Citra.bunnei3-1/+431
2018-03-20gl_shader_util: Sync latest version with Citra.bunnei3-46/+116
2018-03-20renderer_gl: Port over gl_shader_gen module from Citra.bunnei2-0/+86
2018-03-20renderer_gl: Port over gl_shader_decompiler module from Citra.bunnei2-0/+85
2018-03-20renderer_gl: Port over gl_rasterizer_cache module from Citra.bunnei2-0/+1712
2018-03-20gl_resource_manager: Sync latest version with Citra.bunnei1-8/+77
2018-03-20renderer_gl: Port over gl_stream_buffer module from Citra.bunnei2-0/+216
2018-03-20gl_state: Sync latest version with Citra.bunnei2-47/+111
2018-02-12renderer_opengl: Support framebuffer flip vertical.bunnei2-5/+12
2018-01-27memory: Replace all memory hooking with Special regionsMerryMage1-1/+1
2018-01-21Format: Run the new clang format on everythingJames Rowe1-1/+1
2018-01-16clang-formatMerryMage1-1/+2
2018-01-15renderer_gl: Clear screen to black before rendering framebuffer.bunnei2-5/+8
2018-01-15renderer: Render previous frame when no new one is available.bunnei2-15/+16
2018-01-13Fix build on macOS and linuxMerryMage1-0/+1
2018-01-13Remove references to PICA and rasterizers in video_coreJames Rowe9-4676/+0
2018-01-12renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo.bunnei1-1/+1
2018-01-11renderer_opengl: Support rendering Switch framebuffer.bunnei2-136/+78
2018-01-11renderer_opengl: Add MortonCopyPixels function for Switch framebuffer.bunnei1-0/+111
2018-01-11renderer_opengl: Update DrawScreens for Switch.bunnei2-23/+11
2018-01-01core/video_core: Fix a bunch of u64 -> u32 warnings.bunnei2-4/+4
2017-09-30Fixed type conversion ambiguityHuw Pascoe1-2/+2
2017-09-17Fixed framebuffer warningHuw Pascoe1-7/+18
2017-09-03pica/lighting: only apply Fresnel factor for the last lightwwylele1-4/+5
2017-08-31video_core: report telemetry for gas modewwylele1-0/+6
2017-08-25gl_rasterizer: implement custom clip planewwylele3-34/+83
2017-08-22gl_rasterizer/lighting: more accurate CP formulawwylele1-2/+2
2017-08-21gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shaderwwylele1-2/+5
2017-08-21gl_rasterizer: add clipping plane z<=0 defined in PICAwwylele4-0/+21
2017-08-11gl_shader_gen: don't call SampleTexture when bump map is not usedwwylele1-4/+5
2017-07-18telemetry: Log performance, configuration, and system data.bunnei2-6/+16
2017-07-01gl_rasterizer: use texture buffer for proctex LUTwwylele5-70/+80
2017-06-22gl_rasterizer: use texture buffer for fog LUTwwylele5-27/+23
2017-06-22gl_rasterizer: create the texture before applying the statewwylele1-2/+2
this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
2017-06-21gl_state: reset 1d textureswwylele1-0/+14
2017-06-21gl_rasterizer: fix glGetUniformLocation typewwylele1-8/+8
2017-06-21gl_rasterizer: manage texture ids in one placewwylele3-31/+55
2017-06-21gl_rasterizer/lighting: fix LUT interpolationwwylele5-113/+91
2017-06-18gl_rasterizer/lighting: use the formula from the paper for germetic factorwwylele1-8/+8
2017-06-15gl_rasterizer/lighting: implement geometric factorwwylele2-1/+18
2017-06-11gl_rasterizer/lighting: Implement tangent mappingwwylele1-7/+12
2017-06-11gl_rasterizer/lighting: implement lut input 5 (CP)wwylele1-2/+25
2017-06-10gl_rasterizer_cache: depth write is disabled if allow_depth_stencil_write is falsewwylele1-4/+5
2017-06-10OpenGL: Update comment on AreQuaternionsOpposite with new informationYuri Kunde Schlesner1-8/+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.
2017-06-04pica/rasterizer: implement/stub texture wrap mode 4-7wwylele1-0/+13
2017-05-30gl_rasterizer: implement spot lightwwylele1-6/+24
2017-05-30gl_rasterizer: sync spot light statuswwylele4-2/+61
2017-05-28Move screen size constants from video_core to coreYuri Kunde Schlesner1-12/+8
video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core.
2017-05-28OpenGL: Remove unused RendererOpenGL fieldsYuri Kunde Schlesner2-11/+2
2017-05-27OpenGL: Improve accuracy of quaternion interpolationYuri Kunde Schlesner1-3/+5
Current order of operations (rotate then normalize) seems to produce a lot more distortion than normalizing and then rotating. This makes Citra results match pretty closesly with hardware, and indicates that hardware may also be using lerp instead of slerp to interpolate the quaternions.
2017-05-27gl_shader: refactor texture sampler into its own functionwwylele1-40/+39
2017-05-20gl_rasterizer: implement procedural texturewwylele6-7/+600
2017-05-05pica: shader_dirty if texture2 coord changedwwylele2-1/+5
2017-05-03pica: use correct coordinates for texture 2wwylele2-3/+15
2017-04-20gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardwarewwylele1-2/+0
2017-04-19rasterizer: implement combiner operation 7 (Dot3_RGBA)wwylele1-11/+20
2017-04-17OpenGL: Pass Pica regs via parameterYuri Kunde Schlesner3-7/+5
2017-04-17OpenGL: Move PicaShaderConfig to gl_shader_gen.hYuri Kunde Schlesner4-202/+206
Also move the implementation of CurrentConfig to the cpp file.
2017-04-17OpenGL: Move Attributes enum to a more appropriate fileYuri Kunde Schlesner3-12/+11
2017-03-01Input: remove unused stuff & clean upwwylele1-0/+1
1. removed zl, zr and c-stick from HID::PadState. They are handled by IR, not HID 2. removed button handling in EmuWindow 3. removed key_map 4. cleanup #include
2017-02-27Core: Re-write frame limiterYuri Kunde Schlesner1-3/+3
Now based on std::chrono, and also works in terms of emulated time instead of frames, so we can in the future frame-limit even when the display is disabled, etc. The frame limiter can also be enabled along with v-sync now, which should be useful for those with displays running at more than 60 Hz.
2017-02-27Core: Make PerfStats internally lockedYuri Kunde Schlesner1-8/+2
More ergonomic to use and will be required for upcoming changes.
2017-02-27Remove built-in (non-Microprofile) profilerYuri Kunde Schlesner1-8/+0
2017-02-27Add performance statistics to status barYuri Kunde Schlesner1-0/+9
2017-02-18OpenGL: Check if uniform block exists before updating it (#2581)Jannik Vogel1-29/+30
2017-02-09OpenGL: Remove unused duplicate of IsPassThroughTevStageYuri Kunde Schlesner1-12/+0
This copy was left behind when the shader generation code was moved to a separate file.
2017-02-09VideoCore: Split regs.h inclusionsYuri Kunde Schlesner5-17/+29
2017-02-04VideoCore: Move Regs to its own fileYuri Kunde Schlesner5-5/+5
2017-02-04VideoCore: Split lighting regs from Regs structYuri Kunde Schlesner3-37/+45
2017-02-04VideoCore: Split framebuffer regs from Regs structYuri Kunde Schlesner6-70/+84
2017-02-04VideoCore: Split texturing regs from Regs structYuri Kunde Schlesner6-85/+91
2017-02-04VideoCore: Split rasterizer regs from Regs structYuri Kunde Schlesner3-32/+37
2017-02-04Pica/Texture: Simplify/cleanup texture tile addressingYuri Kunde Schlesner1-2/+1
2017-02-04VideoCore: Move LookupTexture out of debug_utils.hYuri Kunde Schlesner1-5/+6
2017-01-30VideoCore: Change misleading register namesYuri Kunde Schlesner2-2/+2
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.
2017-01-30video_core: gl_rasterizer_cache.cpp removed unused type aliasKloen1-1/+0
2017-01-30video_core: gl_rasterizer.cpp removed unused type aliasKloen1-2/+0
2017-01-29video_core: silence unused-local-typedef boost related warning on GCCKloen1-0/+7
2017-01-23video_core: gl_rasterizer float to int warningKloen1-1/+2
2017-01-23video_core: fix gl_rasterizer warning on MSVCKloen1-1/+1
2017-01-07config: Add option for specifying screen resolution scale factor.bunnei1-3/+10
2016-12-25Minor cleanup in GLSL codeJannik Vogel1-3/+2
2016-12-25Offset lighting LUT samples correctlyJannik Vogel1-7/+7
2016-12-23core: Move emu_window and key_map into coreMerryMage2-2/+2
* Removes circular dependences (common should not depend on core)
2016-12-19Use GL_TRUE when setting color_maskAlbin Bernhardsson1-4/+4
2016-12-15VideoCore: Make profiling scope more representativeYuri Kunde Schlesner1-0/+12
2016-12-07OpenGL: Drop framebuffer completeness check.Markus Wick5-47/+8
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
2016-12-05ASSERT that shader was linked successfullyJannik Vogel1-0/+2
2016-12-05Report shader uniform block size in case of mismatchJannik Vogel1-1/+3
2016-12-05Print broken shader code to logJannik Vogel1-3/+9
2016-12-04OpenGL: Non-zero stride only makes sense for linear buffersYuri Kunde Schlesner3-7/+11
2016-12-04OpenGL: Ensure framebuffer binding is restored if completion check failsYuri Kunde Schlesner1-10/+7
2016-12-04OpenGL: Fix DisplayTransfer accel when input width != output widthYuri Kunde Schlesner1-1/+10
Fixes #2246, #2261
2016-11-30ClangFormat: Fixed the clang-format errorsSubv1-4/+8
2016-11-29Build: Fixed a few warnings.Subv1-4/+4
2016-11-27RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1Subv2-4/+4
2016-11-27Rasterizer/Memfill: Set the correct stencil write mask when clearing the stencil buffer.Subv1-1/+1
2016-11-05Add default hotkey to swap primary screens.James Rowe1-3/+2
Also minor style changes
2016-11-05Support additional screen layouts.James Rowe1-6/+12
Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
2016-09-30OpenGL: Take cached viewport sub-rect into account for scissorYuri Kunde Schlesner3-29/+25
Fixes #1938
2016-09-29rasterizer: separate TextureCopy from DisplayTransferwwylele2-5/+6
2016-09-21Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner6-6/+6
2016-09-21Remove empty newlines in #include blocks.Emmanuel Gil Peyrot11-42/+6
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
2016-09-19Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner8-46/+40
2016-09-18Sources: Run clang-format on everything.Emmanuel Gil Peyrot12-486/+789
2016-08-30OpenGL: Avoid error on unsupported lighting LUTJannik Vogel1-0/+1
2016-06-28OpenGL: Add scaled resolution support to scissorYuri Kunde Schlesner4-3/+16
2016-06-28PICA: Scissor fixes and cleanupsYuri Kunde Schlesner3-21/+22
2016-06-28PICA: Implement scissor testSubv3-1/+53
2016-06-07OpenGL: Implement fogJannik Vogel5-7/+124
2016-06-07OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZEJannik Vogel2-6/+8
2016-06-01gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueuemailwl1-1/+1
2016-05-23OpenGL: Set shader_dirty on lighting changesJannik Vogel1-0/+23
2016-05-23Pica: Name LightSrc.config registerJannik Vogel1-2/+2
2016-05-23Pica: Name lighting.config0 and .config1 registersJannik Vogel1-12/+12
2016-05-23OpenGL: Use uniforms for dist_atten_bias and dist_atten_scaleJannik Vogel3-8/+84
2016-05-14OpenGL: Only update depth uniforms if the depth changedJannik Vogel2-9/+22
2016-05-14OpenGL: value-initialize variables which cause uninitialised access otherwiseJannik Vogel1-2/+2
2016-05-12OpenGL: Support blend equationJannik Vogel4-0/+31
2016-05-11OpenGL: Implement texture type 3Jannik Vogel4-35/+67
2016-05-10gl_rasterizer: Fix compilation for debug buildsLioncash1-1/+1
2016-05-10OpenGL: Implement W-Buffers and fix depth-mappingJannik Vogel3-4/+23
2016-05-10Pica: Implement W-Buffer in SW rasterizerJannik Vogel1-2/+2
2016-05-07fixup simple type conversions where possibleAlexander Laties2-2/+2
2016-05-06Frontends, VideoCore: Move glad initialisation to the frontendEmmanuel Gil Peyrot1-6/+0
On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the default function loader, and fixes a crash when using apitrace with an EGL context. On Qt we will need to migrate from QGLWidget to QOpenGLWidget and QOpenGLContext before we can use gladLoadGLLoader() instead of gladLoadGL(), since the former doesn’t expose a function loader.
2016-05-03Pica: Use a union for PicaShaderConfigJannik Vogel3-125/+139
2016-05-03Pica: Add TevStageConfigRaw to PicaShaderConfig (MSVC workaround)Jannik Vogel2-2/+23
2016-05-03Pica: Make PicaShaderConfig trivially_copyable and clear it before useJannik Vogel1-21/+28
2016-05-03OpenGL: Don't copy const_color (Reverts #1745)Jannik Vogel1-2/+3
2016-05-01OpenGL: Copy TevStageConfig using a loop. Fixes bug: const_color not copiedJannik Vogel1-30/+11
2016-04-30OpenGL: border_color was never set. Fixed. (#1740)Jannik Vogel1-0/+1
2016-04-30VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot12-24/+76
2016-04-29Common: Remove section measurement from profiler (#1731)Yuri Kunde Schlesner1-1/+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.
2016-04-22HWRasterizer: reorder declarations to match defstfarley1-9/+9
2016-04-22HWRasterizer: sync specular uniform for new shaderstfarley1-0/+2
2016-04-21HWRasterizer: Texture forwardingtfarley8-738/+1347
2016-04-10OpenGL: Implement color combiner Operation::Dot3_RGBJannik Vogel1-0/+3
2016-04-08OpenGL: Respect buffer-write allow registersJannik Vogel1-6/+28
2016-04-08OpenGL: Split buffer-write mask sync into seperate functionsJannik Vogel2-8/+39
2016-04-08OpenGL: Keep stencil-test and framebuffer.depth_format in syncJannik Vogel1-0/+1
2016-04-05Common: Remove Common::make_unique, use std::make_uniqueMerryMage2-4/+4
2016-04-03OpenGL: Fix a double framebuffer completeness checks.Emmanuel Gil Peyrot1-4/+6
2016-04-03OpenGL: Check for framebuffer completenessJannik Vogel1-0/+3
2016-04-01Avoid warnings by casting to size_t for ARRAY_SIZE() comparisonsJannik Vogel1-6/+6
2016-03-24OpenGL: Don't attempt to draw empty triangle batchesYuri Kunde Schlesner1-0/+3
Our code did not handle this well, causing random crashes in some situations.
2016-03-08Improve error report from Init() functionsLittleWhite2-2/+8
Add error popup when citra initialization failed
2016-03-06Pica: Write depth value even when depth test is disabledYuri Kunde Schlesner1-2/+4
This has been confirmed on hardware. Fixes Etrian Odyssey IV.
2016-03-03Add immediate mode vertex submissionDwayne Slater2-0/+2
2016-02-26renderer_opengl: Initalise fragment shader LUT texturesMerryMage1-0/+4
2016-02-05pica: Cleanup lighting register definitions and documentation.bunnei1-15/+15
2016-02-05gl_rasterizer: Use alignas(16) instead of explicit padding.bunnei1-13/+6
2016-02-05renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei4-14/+18
2016-02-05gl_rasterizer: Fix issue with interpolation of opposite quaternions.bunnei2-4/+32
2016-02-05pica_types: Replace float24/20/16 with a template class.bunnei2-9/+9
2016-02-05gl_rasterizer: Remove unnecessary casts.bunnei1-6/+6
2016-02-05gl_rasterizer: Fix PicaShaderConfig on GCC.bunnei1-29/+27
2016-02-05gl_rasterizer: Initial implementation of bump mapping.bunnei2-5/+33
2016-02-05gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).bunnei1-3/+3
2016-02-05gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2-18/+62
2016-02-05gl_shader_gen: View should be normalized.bunnei1-2/+2
2016-02-05gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2-9/+33
2016-02-05gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2-3/+22
2016-02-05gl_shader_gen: Add support for D0 LUT scaling.bunnei2-2/+4
2016-02-05gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2-42/+48
- Also implement D0 LUT enable.
2016-02-05pica: Cleanup and add some comments to lighting registers.bunnei1-1/+1
2016-02-05gl_rasterizer: Minor naming refactor on Pica register naming.bunnei1-5/+5
2016-02-05gl_shader_gen: Reorganize and cleanup lighting code.bunnei1-100/+107
- No functional difference.
2016-02-05gl_shader_gen: Fix directional lights.bunnei1-1/+1
2016-02-05gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.bunnei1-6/+6
2016-02-05gl_shader_gen: View vector needs to be normalized when computing half angle vector.bunnei1-3/+4
2016-02-05renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei5-27/+64
- Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
2016-02-05renderer_opengl: Initial implementation of basic specular lighting.bunnei3-12/+158
2016-02-05renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2-17/+38
2016-02-05renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei3-15/+66
2016-02-05renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei5-5/+259
2016-02-03hwrasterizer: Use proper cached fb addr/sizetfarley2-42/+34
2016-02-03OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging levelYuri Kunde Schlesner1-2/+0
The nVidia driver is *extremely* spammy on this category, sending a message on every buffer or texture upload, slowing down the emulator and making the log useless.
2016-01-21hwrasterizer: Use depth offsettfarley3-2/+24
2015-12-08VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner3-38/+5
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.
2015-12-07VideoCore: Rename HWRasterizer methods to be less confusingYuri Kunde Schlesner2-6/+6
2015-12-07OpenGL: Rename cache functions to better match what they actually doYuri Kunde Schlesner3-12/+11
2015-12-05OpenGL: Flip framebuffers during transfer rather than when renderingYuri Kunde Schlesner2-12/+11
2015-12-05OpenGL: Add support for glFrontFace in the state trackerYuri Kunde Schlesner2-0/+6
2015-12-01PICA: Properly emulate 1-stage delay in the combiner bufferYuri Kunde Schlesner1-7/+11
This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
2015-11-26renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location.bunnei2-6/+8
2015-11-25Use regular uniform locationPierre de La Morinerie3-15/+5
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).
2015-11-19FragShader: Use an UBO instead of several individual uniformsSubv6-13/+67
2015-10-24OpenGL: Log GL_KHR_debug messages we receiveEmmanuel Gil Peyrot1-0/+57
This allows the driver to communicate errors, warnings and improvement suggestions about our usage of the API.
2015-10-22gl_shader_gen: Use explicit locations for vertex shader attributes.bunnei2-15/+9
2015-10-22gl_shader_gen: Optimize code for AppendAlphaTestCondition.bunnei1-16/+11
- Also add a comment to AppendColorCombiner.
2015-10-22gl_rasterizer: Define enum types for each vertex texcoord attribute.bunnei3-12/+14
2015-10-22gl_shader_gen: Various cleanups to shader generation.bunnei3-48/+52
2015-10-22gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei4-83/+63
- Includes a check to confirm no hash collisions.
2015-10-22gl_shader_gen: Require explicit uniform locations.bunnei3-56/+34
- Fixes uniform issue on AMD.
2015-10-22gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.bunnei1-11/+11
2015-10-22gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0).bunnei1-1/+1
2015-10-22gl_shader_gen: Fix bug where TEV stage outputs should be clamped.bunnei1-3/+3
2015-10-22gl_rasterizer: Add documentation to ShaderCacheKey.bunnei1-0/+16
2015-10-22gl_shader_gen: Add additional function documentation.bunnei2-0/+18
2015-10-22gl_shader_util: Cleanup header file + add docstring.bunnei1-1/+7
2015-10-22gl_shader_gen: Various cleanups + moved TEV stage generation to its own function.bunnei1-161/+170
2015-10-22renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei9-787/+507
2015-10-22gl_rasterizer: Move logic for creating ShaderCacheKey to a static function.bunnei2-18/+46
2015-10-22gl_shader_util: Use vec3 constants for AppendColorCombiner.bunnei1-6/+6
2015-10-22gl_rasterizer: Fix typo in uploading TEV const color uniforms.bunnei1-5/+5
2015-10-22gl_shader_util: Fix precision bug with alpha testing.bunnei2-9/+9
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
2015-10-22Initial implementation of fragment shader generation with caching.Subv6-261/+564
2015-10-07Silence -Wsign-compare warnings.Rohit Nirmal1-3/+3
2015-09-29fix some xcode 7.0 warningsMartin Lindhe1-1/+0
2015-09-16general: Silence some warnings when using clangLioncash1-2/+2
2015-09-11video_core: Reorganize headersLioncash7-18/+17
2015-09-11video_core: Remove unnecessary includes from headersLioncash2-6/+3
2015-09-10renderer_opengl: Remove unimplemented function declarationLioncash1-3/+0
2015-09-10gl_rasterizer: Replace push_back calls with emplace_back in AddTriangleLioncash1-3/+3
2015-09-03OpenGL: Use Sampler Objects to decouple sampler config from texturesYuri Kunde Schlesner4-21/+76
Fixes #978
2015-09-03OpenGL: Remove ugly and endian-unsafe color pointer castsYuri Kunde Schlesner3-9/+9
2015-09-03OpenGL: Add support for Sampler Objects to state trackerYuri Kunde Schlesner3-4/+42
2015-08-30Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner10-2810/+11
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.
2015-08-28gl_rasterizer_cache: Detect and ignore unnecessary texture flushes.bunnei3-8/+18
2015-08-25Integrate the MicroProfile profiling libraryYuri Kunde Schlesner2-0/+15
This brings goodies such as a configurable user interface and multi-threaded timeline view.
2015-08-24HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer.Subv1-2/+9
Reported here https://communities.intel.com/message/324464
2015-08-21HWRasterizer: Implemented stencil ops 6 and 7.Subv1-1/+3
2015-08-21HWRasterizer: Implemented stencil op 1 (GL_ZERO)Subv1-1/+1
2015-08-20GLRasterizer: Implemented stencil testing in the hw renderer.Subv4-2/+44
2015-08-15Shader: Move shader code to its own subdirectory, "shader".bunnei1-1/+1
2015-08-15GPU: Refactor "VertexShader" namespace to "Shader".bunnei2-8/+8
- Also renames "vertex_shader.*" to "shader_interpreter.*"
2015-08-06OpenGL: Fix state tracking in situations with reused object handlesYuri Kunde Schlesner4-0/+45
If an OpenGL object is created, bound to a binding using the state tracker, and then destroyed, a newly created object can be assigned the same numeric handle by OpenGL. However, even though it is a new object, and thus needs to be bound to the binding again, the state tracker compared the current and previous handles and concluded that no change needed to be made, leading to failure to bind objects in certain cases. This manifested as broken text in VVVVVV, which this commit fixes along with similar texturing problems in other games.
2015-08-06OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner4-26/+3
All uses of this field where it's false can just set the texture id to 0 instead.
2015-07-28OpenGL: Add a profiler category measuring framebuffer readbackYuri Kunde Schlesner1-0/+7
2015-07-26OpenGL: Make OpenGL object resource wrappers fully inlineYuri Kunde Schlesner2-142/+79
The functions are so simple that having them separate only bloats the code and hinders optimization.
2015-07-23Rasterizer/GL: Set the border color when binding a texture.Subv1-2/+9
2015-07-22GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) callsYuri Kunde Schlesner1-8/+5
In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit.
2015-07-21GPU: Added registers for min and mag texture filters and implemented them in the hw renderer.Subv2-3/+29
2015-07-19GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist.Subv1-3/+7
2015-07-13Add CiTrace recording support.Tony Wasserka1-0/+6
This is exposed in the GUI as a new "CiTrace Recording" widget. Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still).
2015-07-09Added GL_CLAMP_TO_BORDER supportLectem1-1/+1
2015-06-28Core: Cleanup hw includes.Emmanuel Gil Peyrot2-0/+2
2015-06-28Core, VideoCore: Replace or fix exit() calls.Emmanuel Gil Peyrot1-6/+9
2015-06-28Common: Cleanup key_map includes.Emmanuel Gil Peyrot2-3/+9
2015-06-16VideoCore: Log the GL driver’s vendor and renderer.Emmanuel Gil Peyrot1-0/+2
2015-06-09Renderer formatting editstfarley2-26/+29
2015-06-09Render-to-texture flush, interval math fixtfarley1-1/+13
2015-06-09Liberal texture unbind (clout menu)tfarley2-4/+40
2015-06-09Depth format fix (crush3d intro/black screens)tfarley1-46/+46
2015-06-09Implemented glColorMasktfarley3-0/+24
2015-05-31Pica: Use zero for the SecondaryFragmentColor source.bunnei1-10/+14
- This is a workaround until we support fragment lighting.
2015-05-31Pica: Implement LogicOp function.bunnei5-0/+57
2015-05-30Move video_core/color.h to common/color.harchshift1-1/+2
2015-05-30Move video_core/math.h to common/vector_math.harchshift1-1/+1
The file only contained vector manipulation code, and such widely-useable code doesn't belong in video_core.
2015-05-29Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot5-12/+12
2015-05-23gl_state: Remove unnecessary const specifier on ApplyLioncash2-2/+2
2015-05-23Pica: Create 'State' structure and move state memory there.bunnei2-114/+132
2015-05-23gl_state: Fix a condition typo in ApplyLioncash1-1/+1
2015-05-23OpenGL renderertfarley12-20/+2069
2015-05-15Memmap: Re-organize memory function in two filesYuri Kunde Schlesner1-1/+1
memory.cpp/h contains definitions related to acessing memory and configuring the address space mem_map.cpp/h contains higher-level definitions related to configuring the address space accoording to the kernel and allocating memory.
2015-05-09Memory: Add GetPhysicalPointer helper functionYuri Kunde Schlesner1-4/+4
2015-05-07Common: Remove common.hYuri Kunde Schlesner1-0/+1
2015-04-04Allow the user to set the background clear color during emulationarchshift1-1/+2
The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
2015-03-09Added LCD registers, and implementation for color filling in OGL code.archshift2-11/+48
2015-03-07Set framebuffer layout from EmuWindow.bunnei1-39/+9
2015-03-02Add profiling infrastructure and widgetYuri Kunde Schlesner1-0/+12
2015-02-15video_core: Implement the remaining framebuffer formats in the OpenGL renderer.Emmanuel Gil Peyrot2-12/+67
2015-02-11Asserts: break/crash program, fit to style guide; log.h->assert.harchshift2-4/+4
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
2015-01-14GSP: Update framebuffer info on all interruptsYuri Kunde Schlesner1-3/+1
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
2015-01-08GSP: Toggle active framebuffer each framebunnei1-1/+4
2014-12-21License changepurpasmart965-5/+5
2014-12-20Clean up some warningsChin1-2/+2
2014-12-13Convert old logging calls to new logging macrosYuri Kunde Schlesner2-12/+24
2014-12-03Change NULLs to nullptrs.Rohit Nirmal1-5/+5
2014-12-01Silence a few -Wsign-compare warnings.Rohit Nirmal1-1/+1
2014-11-30Fixed viewport error caused by roundingvaguilar1-2/+2
2014-11-19Remove tabs in all files except in skyeye imports and in generated GL codeEmmanuel Gil Peyrot1-1/+1
2014-11-18OpenGL Renderer: Cleanup viewport extent calculation.Tony Wasserka2-44/+29
2014-11-18Fixup EmuWindow interface and implementations thereof.Tony Wasserka1-3/+3
2014-11-18Viewport scaling and display density independenceKevin Hartman2-1/+50
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
2014-10-26Add `override` keyword through the code.Yuri Kunde Schlesner1-4/+4
This was automated using `clang-modernize`.
2014-10-21Only check OpenGL shader log if size is >1.Yuri Kunde Schlesner1-9/+6
This prevents a crash when the buffer size returned by the driver is 0, in which case no space is allocated to store even the NULL byte and glGetShaderInfoLog errors out. Thanks to @Relys for the bug report.
2014-10-12Rework OpenGL renderer.Yuri Kunde Schlesner3-233/+189
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore.
2014-10-12OpenGL renderer: Shuffle initialization code around and rename functions.Yuri Kunde Schlesner2-25/+18
2014-10-12Remove virtual inheritance from RendererOpenGLYuri Kunde Schlesner1-2/+2
Also make destructor virtual so that instances are properly destructed.
2014-09-09Moved common_types::Rect from common to Common namespacearchshift2-3/+3
2014-09-07renderer_opengl.cpp: improved alignment for readabilityarchshift1-16/+16
2014-09-01Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner6-7/+2805
This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows.
2014-08-28Downgrade GLSL version to 1.50 (compatible with GL 3.2)Yuri Kunde Schlesner3-10/+15
2014-08-26VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.bunnei2-4/+11
2014-08-26Rewrite of OpenGL renderer, including OS X supportKevin Hartman5-203/+315
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads. Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk.
2014-08-12Pica/GPU: Change hardware registers to use physical addresses rather than virtual ones.Tony Wasserka1-7/+7
This cleans up the mess that address reading/writing had become and makes the code a *lot* more sensible. This adds a physical<->virtual address converter to mem_map.h. For further accuracy, we will want to properly extend this to support a wider range of address regions. For now, this makes simply homebrew applications work in a good manner though.
2014-08-12Remove the fancy RegisterSet class introduced in 4c2bff61e.Tony Wasserka1-2/+2
While it was some nice and fancy template usage, it ultimately had many practical issues regarding length of involved expressions under regular usage as well as common code completion tools not being able to handle the structures. Instead, we now use a more conventional approach which is a lot more clean to use.
2014-07-23Use uniform formatting when printing hexadecimal numbers.Tony Wasserka1-1/+1
2014-07-23RegisterSet: Simplify code by using structs for register definition instead of unions.Tony Wasserka1-9/+9
2014-07-23GPU: Make use of RegisterSet.Tony Wasserka1-26/+28
2014-07-23Renderer: Fix component order in bottom framebuffer.Tony Wasserka2-5/+4
2014-07-23Renderer: Respect the active_fb GPU register.Tony Wasserka1-2/+9
2014-07-23Renderer: Add a few TODOs.Tony Wasserka1-3/+10
2014-06-12Rename LCD to GPU.Tony Wasserka1-3/+3
2014-05-20common_types: Changed BasicRect back to Rect, in the common namespacearchshift2-3/+3
Only Rect is in the namespace for now; the rest of common should be added in the future
2014-05-08Update FlipFramebufferSethpaien1-7/+6
Less calculations + fix
2014-05-01Reverse debugging changesarchshift1-2/+0
2014-05-01TGA dumps work, courtesy of @bunneiarchshift1-0/+2
2014-04-28Xcode complains that the class name is redundant.archshift1-1/+1
2014-04-28Rect to BasicRectarchshift2-3/+3
Somewhere along the line an OSX header had already taken the name Rect.
2014-04-28removed DISALLOW_COPY_AND_ASSIGN in favor of NonCopyable classbunnei1-1/+0
2014-04-27fixed renderer to use correct framebuffer locationbunnei2-8/+7
2014-04-22fixed GL context acquire (applies to Qt GUI only)bunnei1-0/+2
2014-04-18renamed hw_lcd module to just lcdbunnei1-1/+1
2014-04-17fixed framebuffer color orderbunnei1-1/+1
2014-04-17removed hard-coded framebuffer addresses from renderer_opengl.cppbunnei1-2/+4
2014-04-09fixed project includes to use new directory structurebunnei2-6/+7
2014-04-09got rid of 'src' folders in each sub-projectbunnei2-0/+370