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* Merge pull request #9406 from vonchenplus/topologybunnei2022-12-121-3/+0
|\ | | | | video_core: Adjust topology update logic and Adjust Clear Manage
| * video_core: The draw manager manages whether Clear is required.FengChen2022-12-081-3/+0
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* | video_core: Integrate SMAALiam2022-12-082-20/+119
|/ | | | | Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
* video_core: Implement maxwell3d draw manager and split draw logicFeng Chen2022-12-082-9/+13
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* Merge pull request #9289 from liamwhite/fruit-companyliamwhite2022-12-032-1/+1
|\ | | | | general: fix compile for Apple Clang
| * general: fix compile for Apple ClangLiam2022-11-232-1/+1
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* | shader_recompiler: add gl_Layer translation GS for older hardwareLiam2022-12-011-4/+33
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* | GPU: Implement additional render target formats.Fernando Sahmkow2022-11-241-0/+1
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* | Fermi2D: Rework blit engine and add a software blitter.Fernando Sahmkow2022-11-241-2/+1
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* Merge pull request #9216 from vonchenplus/reimp_inline_index_bufferliamwhite2022-11-202-14/+0
|\ | | | | video_core: Reimplement inline index buffer binding
| * video_core: Reimplement inline index buffer bindingFeng Chen2022-11-152-14/+0
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* | Merge pull request #9252 from liamwhite/radv-superioritybunnei2022-11-192-2/+2
|\ \ | | | | | | maxwell3d: HLE multi-layer clear macro
| * | maxwell3d: full HLE for multi-layer clearsLiam2022-11-172-2/+2
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* | | Merge pull request #9229 from Docteh/achy_breaky_heartMorph2022-11-182-0/+3
|\ \ \ | |/ / |/| | Add break for default cases
| * | Add break for default casesKyle Kienapfel2022-11-142-0/+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
* | | Merge pull request #9226 from Kelebek1/regs_regressionbunnei2022-11-121-1/+1
|\ \ \ | | | | | | | | [video_core] Fix a couple regs regressions
| * | | Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation regKelebek12022-11-111-1/+1
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* | | Merge pull request #9167 from vonchenplus/tessliamwhite2022-11-111-1/+2
|\ \ \ | |/ / |/| | video_core: Fix few issues in Tess stage
| * | video_core: Fix few issues in Tess stageFengChen2022-11-071-1/+2
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* / ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph2022-11-113-3/+4
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* video_core: Fix SNORM texture buffer emulating error (#9001)Feng Chen2022-11-043-16/+13
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* Merge pull request #8858 from vonchenplus/mipmapbunnei2022-11-043-1/+22
|\ | | | | video_core: Generate mipmap texture by drawing
| * video_core: Generate mipmap texture by drawingFengChen2022-09-203-1/+22
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* | Merge pull request #9112 from vonchenplus/deferred_drawliamwhite2022-10-252-4/+17
|\ \ | | | | | | video_core: Reimplementing the maxwell drawing trigger mechanism
| * | video_core: Implement maxwell inline_index methodFengChen2022-10-222-0/+14
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| * | video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen2022-10-212-4/+3
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* | | Merge pull request #8873 from vonchenplus/fix_legacy_location_errorbunnei2022-10-241-0/+1
|\ \ \ | |/ / |/| | video_core: Fix legacy to generic location unpaired
| * | video_core: Fix legacy to generic location unpairedFengChen2022-09-201-0/+1
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* | | renderer_(opengl/vulkan): Fix tessellation clockwise parameterMorph2022-10-131-2/+2
| | | | | | | | | | | | This should be assigned CW only on Triangles_CW rather than not Triangles_CCW, making CCW the default winding order rather than CW.
* | | Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong.Kelebek12022-10-102-14/+17
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* | | Update 3D regsKelebek12022-10-076-264/+296
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* | | state_tracker: workaround channel setup for homebrewLiam2022-10-062-1/+2
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* | | VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow2022-10-061-1/+1
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* | | DMA & InlineToMemory Engines Rework.bunnei2022-10-062-2/+2
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* | | Shader Decompiler: Check for shift when deriving composite samplers.Fernando Sahmkow2022-10-062-4/+6
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* | | OpenGL: Fix TickWorkFernando Sahmkow2022-10-061-0/+4
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* | | VideoCore: Refactor fencing system.Fernando Sahmkow2022-10-064-30/+16
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* | | NVDRV: Further refactors and eliminate old code.Fernando Sahmkow2022-10-061-4/+0
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* | | Texture cache: Fix the remaining issues with memory mnagement and unmapping.Fernando Sahmkow2022-10-062-3/+3
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* | | VideoCore: Fix channels with disk pipeline/shader cache.Fernando Sahmkow2022-10-066-42/+49
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* | | OpenGl: Implement Channels.Fernando Sahmkow2022-10-065-112/+176
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* | | VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-067-43/+35
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* | | Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow2022-10-061-0/+2
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* | | common: remove "yuzu:" prefix from thread namesLiam2022-10-041-1/+1
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* | | Align index buffe size when vertex_buffer_unified_memory enableFengChen2022-09-101-1/+1
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* / (shader/pipeline)_cache: Raise shader/pipeline cache versionMorph2022-08-311-1/+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.
* Merge pull request #8752 from vonchenplus/rectangle_textureFernando S2022-08-311-4/+5
|\ | | | | video_code: support rectangle texture
| * video_code: support rectangle textureFengChen2022-08-251-4/+5
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* | video_core: support framebuffer crop rect top not zerovonchenplus2022-08-201-6/+13
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* Merge pull request #8678 from liamwhite/stop-waitingbunnei2022-07-311-1/+1
|\ | | | | video_core: stop waiting for shader compilation on user cancel
| * video_core: stop waiting for shader compilation on user cancelLiam2022-07-301-1/+1
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* | renderer_opengl: delete shader source after linkingLiam2022-07-301-0/+1
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-278-24/+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
* renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph2022-07-061-0/+1
| | | | - Used by Monster Hunter Rise Update 10.0.2
* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-146-32/+32
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* OpenGL: implement face flips according to NDCLiam2022-05-071-4/+3
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* general: Convert source file copyright comments over to SPDXMorph2022-04-2327-81/+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.
* video_core: implement formats for N64 emulationFernando Sahmkow2022-04-142-0/+28
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* Merge pull request #8149 from liamwhite/front-facebunnei2022-04-091-1/+8
|\ | | | | OpenGL: flip front faces if Z scale is inverted
| * OpenGL: propagate face flip conditionLiam2022-04-041-4/+10
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| * OpenGL: flip front faces if Z scale is invertedLiam2022-04-041-2/+3
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* | video_core: Replace lock_guard with scoped_lockMerry2022-04-072-3/+3
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* | Merge pull request #8161 from liamwhite/gl-s8d24Fernando S2022-04-074-4/+39
|\ \ | | | | | | OpenGL: fix S8D24 to ABGR8 conversions
| * | OpenGL: fix S8D24 to ABGR8 conversionsLiam2022-04-074-4/+39
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* / OpenGL: fix croppingLiam2022-04-043-1/+10
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* GPU Garbage Collection: Fix regressions.Fernando Sahmkow2022-04-011-1/+1
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* gl_rasterizer: Avoid scenario locking already owned mutexameerj2022-03-291-3/+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.
* Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding CPU Cached memory."bunnei2022-03-261-5/+1
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* Texture Cache: Add Cached CPU system.Fernando Sahmkow2022-03-251-1/+5
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* Merge pull request #7720 from FernandoS27/yfc-gcbunnei2022-03-256-8/+66
|\ | | | | First Nugget: Reworked Garbage Collection to be smarter [originally from Project YFC]
| * GC: Address Feedback.Fernando Sahmkow2022-03-256-23/+32
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| * Garbage Collection: Final tuning.Fernando Sahmkow2022-03-252-3/+3
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| * Buffer Cache: Tune to the levels of the new GC.Fernando Sahmkow2022-03-252-0/+30
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| * Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow2022-03-252-3/+22
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* | hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-252-6/+6
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* | hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-252-6/+6
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* video_core: Reduce unused includesameerj2022-03-1915-41/+2
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* general: Reduce core.h includesameerj2022-03-181-1/+0
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* gl_graphics_pipeline: Improve shader builder synchronization using fences (#7969)Ameer J2022-03-062-21/+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
* gl_fence_manager: Minor optimization to signal queryingameerj2022-02-271-2/+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.
* maxwell_to_(gl/vk): Add 11_11_10 float vertex formatMorph2022-02-251-0/+2
| | | | - Used by パワプロクンポケットR
* general: Replace NonCopyable struct with equivalentsLioncash2022-02-021-13/+37
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* Rasterizer: Refactor inlineToMemory.Fernando Sahmkow2022-02-012-3/+4
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* Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow2022-01-292-0/+23
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* ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow2022-01-041-1/+10
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* Merge pull request #7629 from ameerj/nv-driver-fixesFernando S2022-01-033-7/+15
|\ | | | | shaders: Add fixes for NVIDIA drivers 495+
| * glsl: Add boolean reference workaroundameerj2021-12-303-0/+7
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| * glsl_context_get_set: Add alternative cbuf type for broken driversameerj2021-12-303-7/+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.
* | vk_texture_cache: Fix invalidated pointer accessameerj2021-12-242-2/+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.
* Merge pull request #7375 from vonchenplus/convert_legacyFernando S2021-12-221-0/+3
|\ | | | | Convert all legacy attributes to generic attributes
| * Address format clangvonchenplus2021-12-181-1/+1
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| * Merge branch 'yuzu-emu:master' into convert_legacyFeng Chen2021-12-183-24/+52
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| * | Implement convert legacy to genericFeng Chen2021-11-191-0/+3
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* | | renderer_opengl: Minor refactoring of filter selectionameerj2021-12-051-30/+20
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* | | blit_image: Refactor upscale factors usageameerj2021-12-051-1/+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.
* | Merge pull request #7368 from FernandoS27/vulkan-convbunnei2021-11-212-8/+9
|\ \ | | | | | | Fix ART Blit detection regression and add D24S8 <-> RGBA8 conv to Vulkan
| * | TextureCache: Refactor and fix linux compiling.Fernando Sahmkow2021-11-201-4/+2
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| * | TextureCache: Implement buffer copies on Vulkan.Fernando Sahmkow2021-11-202-4/+7
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* | Merge pull request #7294 from vonchenplus/fix_image_update_error_when_width_too_smallbunnei2021-11-202-10/+18
|\ \ | | | | | | Fix image update/download error when width too small
| * | Fix image update/download error when width too smallFeng Chen2021-11-172-10/+18
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* | | Merge pull request #7357 from Morph1984/s8_uintbunnei2021-11-193-6/+25
|\ \ \ | |_|/ |/| | video_core: Implement S8_UINT format
| * | renderer_opengl: Implement S8_UINT stencil formatMorph2021-11-173-6/+25
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* | gl_texture_cache: Round format conversion PBO to next power of 2ameerj2021-11-181-1/+5
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* | texture_cache: Use pixel format conversion when supported by the runtimeameerj2021-11-172-0/+9
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* | gl_texture_cache: Make FormatConversionPass more genericameerj2021-11-171-7/+12
| | | | | | | | This allows the usage of the FormatConversionPass to be applied to more than the previously used BGR conversion scenarios.
* | gl_texture_cache: Rename BGRCopyPass to FormatConversionPassameerj2021-11-172-21/+18
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* TextureCache: OGL query device memory if possible.FernandoS272021-11-172-2/+14
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* TextureCache: Fix OGL cleaningFernando Sahmkow2021-11-172-0/+20
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* TextureCache: Add automatic anisotropic filtering and refactor code.Fernando Sahmkow2021-11-161-7/+1
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* TextureCache: Make a better Anisotropic setter.Fernando Sahmkow2021-11-161-1/+8
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* Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs.FernandoS272021-11-161-2/+3
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* gl_resource_manager: Ensure non EXT_framebuffer objects are createdameerj2021-11-162-13/+8
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* OpenGL: Fix viewport/Scissor scaling on downscaling.FernandoS272021-11-161-6/+28
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* Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror2021-11-161-2/+3
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* gl_rasterizer: Fix ScissorTest and Clear when scalingameerj2021-11-161-10/+6
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* gl_texture_cache: Simplify scaling proceduresameerj2021-11-162-57/+28
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* OpenGlTextureCache: Fix state invalidation on rescaling.Fernando Sahmkow2021-11-162-0/+15
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* OpenGL: fix FXAA with scalingMarshall Mohror2021-11-162-9/+31
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* OpenGL: Implement FXAAMarshall Mohror2021-11-163-35/+80
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* QtGUI: Add buttton to toggle the filter.FernandoS272021-11-161-0/+1
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* VideoCore: Add gaussian filtering.FernandoS272021-11-162-0/+6
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* Texture Cache: fix memory managment and optimize scaled downloads, uploads.Fernando Sahmkow2021-11-162-7/+21
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* Texture Cache: Fix downscaling and correct memory comsumption.Fernando Sahmkow2021-11-162-12/+33
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* Presentation: add Nearest Neighbor filter.Fernando Sahmkow2021-11-162-1/+19
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* Texture Cache: Rescale conversions between depth and colorFernandoS272021-11-161-1/+1
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* Texture cache: Fix memory consumption and ignore rating when a depth texture is rendered.Fernando Sahmkow2021-11-161-2/+8
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* video_core: Refactor resolution scale functionameerj2021-11-161-6/+2
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* gl_texture_cache: Disable scissor test when scaling texturesameerj2021-11-161-0/+8
| | | | Fixes a bug on BOTW where some objects were no longer being rendered after blitting
* video_core: Misc resolution scaling related refactoringameerj2021-11-163-25/+21
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* gl_texture_cache: Fix BGR pbo size for scaled texturesameerj2021-11-161-11/+10
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* gl_texture_cache: Fix scaling backup logicameerj2021-11-162-20/+16
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* vk_texture_cache: Use nearest neighbor scaling when availableameerj2021-11-161-27/+0
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* gl_texture_cache: Fix depth and integer format scaling blitsameerj2021-11-162-16/+61
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* gl_texture_cache/rescaling_pass: minor cleanupameerj2021-11-162-4/+2
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* gl_texture_cache: Simplify scalingameerj2021-11-162-31/+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
* Renderers: Unify post processing filter shadersameerj2021-11-161-5/+4
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* gl_texture_cache: fix scaling on uploadameerj2021-11-161-0/+7
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* Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2021-11-162-3/+28
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* shader, video_core: Fix GCC build errorsameerj2021-11-161-3/+0
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* shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp2021-11-163-19/+39
| | | | Thanks for everything!
* shader: Properly blacklist and scale image loadsReinUsesLisp2021-11-162-2/+2
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* texture_cache: Add getter to query if image view is rescaledReinUsesLisp2021-11-162-4/+2
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* gl_texture_cache: Fix scaling blitsReinUsesLisp2021-11-161-20/+12
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* glsl/glasm: Pass and use scaling parameters in shadersReinUsesLisp2021-11-163-21/+40
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* gl_rasterizer: Properly scale viewports and scissorsReinUsesLisp2021-11-161-23/+24
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* gl_texture_cache: Fix multi layered texture Scaleameerj2021-11-161-11/+15
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* gl_compute_pipeline: Add downscale factor to shader uniformsameerj2021-11-161-0/+9
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* gl_rasterizer: Fix rescale dirty state checkingameerj2021-11-161-4/+9
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* gl_graphics_pipeline: Add downscale factor to shader uniformsameerj2021-11-161-1/+14
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* texture_cache: Simplify image view queries and blacklistingReinUsesLisp2021-11-164-43/+50
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* OpenGL: set linear mag filter when blitting a downscaled image.Fernando Sahmkow2021-11-161-0/+1
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* opengl: Use Shader::NumDescriptors when possibleReinUsesLisp2021-11-163-46/+20
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* gl_texture_cache: Simplify rescalingameerj2021-11-162-19/+15
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* gl_texture_cache: Implement ScaleDownameerj2021-11-162-26/+36
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* gl_texture_cache: Rescale fixes for multi-layered texturesameerj2021-11-162-16/+32
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* renderer_gl: Resolution scaling fixesameerj2021-11-163-61/+107
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* Texture Cache: More rescaling fixes.Fernando Sahmkow2021-11-161-2/+2
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* gl_texture_cache: WIP texture rescaleameerj2021-11-162-3/+69
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* Texture Cache: Implement Vulkan UpScaling & DownScalingFernando Sahmkow2021-11-161-4/+6
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* VideoCore: Initial Setup for the Resolution Scaler.Fernando Sahmkow2021-11-162-0/+24
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* gl_rasterizer: Remove unused includesMorph2021-11-011-4/+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.
* gl_device: Force GLASM on NVIDIA drivers 495-496lat9nq2021-10-291-0/+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.
* settings: Remove std::chrono usageameerj2021-10-171-0/+1
| | | | Alleviates the dependency on chrono for all files that include settings.h
* gpu: Migrate implementation to the cpp fileameerj2021-10-032-0/+2
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* Merge pull request #7061 from ameerj/dma-buffer-miscbunnei2021-09-301-2/+1
|\ | | | | buffer_cache, maxwell_dma: Minor refactoring and code fixes
| * buffer_cache: Minor fixesameerj2021-09-201-2/+1
| | | | | | | | Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation.
* | Merge pull request #7036 from ameerj/ogl-bgr-v2bunnei2021-09-305-102/+59
|\ \ | |/ |/| gl_texture_cache: Unify BGR copy passes using PBOs
| * host_shaders: Remove opengl_copy_bgra.compameerj2021-09-172-3/+0
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| * gl_texture_cache: Migrate BGRCopyPass from util_shadersameerj2021-09-174-42/+48
| | | | | | | | The BGR copies no longer use shaders.
| * util_shaders: Unify BGRA copy passesameerj2021-09-165-82/+36
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* | renderers: Log total pipeline countMorph2021-09-141-0/+2
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* structured_control_flow: Conditionally invoke demote reorder passameerj2021-08-302-0/+5
| | | | This is only needed on select drivers when a fragment shader discards/demotes.
* Merge pull request #6820 from yzct12345/split-cacheFernando S2021-08-105-6/+14
|\ | | | | texture_cache: Split out template definitions
| * texture_cache: Address ameerj's reviewyzct123452021-08-071-0/+1
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| * texture_cache: Don't change copyright yearyzct123452021-08-051-1/+1
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| * texture_cache: Address ameerj's reviewyzct123452021-08-054-4/+4
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| * texture_cache: Split templates outyzct123452021-08-052-4/+11
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* | Merge pull request #6791 from ameerj/astc-optbunnei2021-08-072-20/+12
|\ \ | |/ |/| astc_decoder: Various performance and memory optimizations
| * astc_decoder: Reduce workgroup sizeameerj2021-08-011-2/+2
| | | | | | | | This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
| * astc_decoder: Compute offset swizzles in-shaderameerj2021-08-011-9/+7
| | | | | | | | Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
| * astc_decoder: Optimize the use EncodingDataameerj2021-08-012-10/+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.
* | renderers: Add explicit invert_y bool to screenshot callbackameerj2021-07-291-1/+1
|/ | | | OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
* gl_shader_cache: Remove unused variableLioncash2021-07-271-1/+0
|
* Merge pull request #6696 from ameerj/speed-limit-renamebunnei2021-07-271-6/+4
|\ | | | | general: Rename "Frame Limit" references to "Speed Limit"
| * renderer_base: Removed redundant settingsameerj2021-07-241-6/+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.
* | Merge pull request #6585 from ameerj/hadesbunnei2021-07-2533-7755/+2416
|\ \ | | | | | | Shader Decompiler Rewrite
| * | Revert "renderers: Disable async shader compilation"ReinUsesLisp2021-07-231-4/+2
| | | | | | | | | | | | This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
| * | opengl: Fix asynchronous shadersReinUsesLisp2021-07-232-4/+33
| | | | | | | | | | | | | | | Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts.
| * | shader_environment: Receive cache version from outsideReinUsesLisp2021-07-231-3/+7
| | | | | | | | | | | | This allows us invalidating OpenGL and Vulkan separately in the future.
| * | shader: Fix disabled attribute default valuesameerj2021-07-231-1/+1
| | |
| * | gl_device: Simplify GLASM setting logicameerj2021-07-231-15/+8
| | |
| * | renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp2021-07-239-116/+154
| | | | | | | | | | | | | | | Ensures that states set for a particular stage are not attached to other stages which may not need them.
| * | glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZEameerj2021-07-231-0/+1
| | |
| * | gl_shader_cache: Properly implement asynchronous shadersReinUsesLisp2021-07-231-1/+1
| | |
| * | renderers: Fix clang formattingameerj2021-07-231-1/+1
| | |
| * | renderers: Disable async shader compilationameerj2021-07-231-2/+4
| | | | | | | | | | | | The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
| * | shader: Ignore global memory ops on devices lacking int64 supportameerj2021-07-231-0/+1
| | |
| * | gl_shader_cache: Fixes for async shadersameerj2021-07-232-2/+25
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| * | emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp2021-07-231-0/+1
| | | | | | | | | | | | Fix regression on Fire Emblem: Three Houses when using native fp16.
| * | vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp2021-07-231-1/+1
| | | | | | | | | | | | | | | Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
| * | shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp2021-07-231-15/+20
| | |
| * | video_core: Enable GL SPIR-V shaderslat9nq2021-07-237-38/+105
| | |
| * | general: Add setting shader_backendlat9nq2021-07-231-4/+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.
| * | glasm: Add passthrough geometry shader supportReinUsesLisp2021-07-233-1/+7
| | |
| * | shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-3/+4
| | | | | | | | | | | | | | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
| * | shader: Unify shader stage typesReinUsesLisp2021-07-235-17/+16
| | |
| * | shader: Emulate 64-bit integers when not supportedReinUsesLisp2021-07-233-1/+7
| | | | | | | | | | | | Useful for mobile and Intel Xe devices.
| * | gl_graphics_pipeline: Fix assembly shaders check for transform feedbacksReinUsesLisp2021-07-231-1/+1
| | |
| * | gl_graphics_pipeline: Inline hash and operator== key functionsReinUsesLisp2021-07-232-12/+8
| | |
| * | gl_shader_cache: Check previous pipeline before checking hash mapReinUsesLisp2021-07-234-27/+40
| | | | | | | | | | | | Port optimization from Vulkan.
| * | gl_graphics_pipeline: Port optimizations from Vulkan pipelinesReinUsesLisp2021-07-232-57/+141
| | |
| * | shaders: Allow shader notify when async shaders is disabledameerj2021-07-231-4/+4
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| * | shader: Properly manage attributes not written from previous stagesReinUsesLisp2021-07-231-1/+10
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| * | shader: Split profile and runtime info headersReinUsesLisp2021-07-231-0/+1
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| * | shader: Add support for native 16-bit floatsReinUsesLisp2021-07-232-4/+11
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| * | shader: Rename maxwell/program.h to translate_program.hReinUsesLisp2021-07-231-1/+1
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| * | glsl: Address rest of feedbackameerj2021-07-234-17/+22
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| * | glsl: Conditionally use fine/coarse derivatives based on device supportameerj2021-07-231-0/+1
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| * | glsl: Cleanup/Address feedbackameerj2021-07-231-0/+2
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| * | gl_shader_cache: Implement async shadersameerj2021-07-236-107/+153
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| * | glsl: Add stubs for sparse queries and variable aoffi when not supportedameerj2021-07-233-0/+8
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| * | gl_shader_cache: Remove const from pipeline source argumentsameerj2021-07-234-6/+6
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| * | gl_shader_cache: Move OGL shader compilation to the respective Pipeline constructorameerj2021-07-235-76/+79
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| * | glsl: Address more feedback. Implement indexed texture readsameerj2021-07-231-3/+3
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| * | gl_rasterizer: Add texture fetch barrier for fragmentsameerj2021-07-231-1/+1
| | | | | | | | | | | | Fixes flicker seen in XC2
| * | glsl: Implement fswzaddameerj2021-07-231-0/+1
| | | | | | | | | | | | and wip nv thread shuffle impl
| * | glsl: Rebase fixesameerj2021-07-232-3/+5
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| * | glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupportedameerj2021-07-231-0/+1
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| * | glsl: skip gl_ViewportIndex write if device does not support itameerj2021-07-231-0/+1
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| * | glsl: Implement transform feedbackameerj2021-07-231-5/+13
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| * | glsl: Implement VOTE for subgroup size potentially largerameerj2021-07-233-1/+7
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| * | glsl: Implement some attribute getters and settersameerj2021-07-231-1/+0
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| * | glsl: Query GL Device for FP16 extension supportameerj2021-07-233-0/+14
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| * | glsl: Fixup build issuesReinUsesLisp2021-07-231-1/+1
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| * | glsl: Initial backendameerj2021-07-231-2/+5
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| * | shader: Reorder shader cache directoriesReinUsesLisp2021-07-231-8/+5
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| * | gl_buffer_cache: Use unorm internal formats for snorm texture buffer viewsameerj2021-07-231-1/+24
| | | | | | | | | | | | Fixes black textures in UE4 games
| * | buffer_cache: Fix copy based uniform bindings trackingReinUsesLisp2021-07-231-5/+7
| | |
| * | gl_texture_cache: Create image storage viewsReinUsesLisp2021-07-234-38/+126
| | | | | | | | | | | | Fixes SULD.D tests.
| * | gl_shader_util: Move shader utility code to a separate fileReinUsesLisp2021-07-237-245/+106
| | |
| * | gl_shader_cache: Store workers in shader cache objectReinUsesLisp2021-07-232-58/+78
| | |
| * | shader: Fix VertexA Shaders.FernandoS272021-07-231-5/+21
| | |
| * | glasm: Use ARB_derivative_control conditionallyReinUsesLisp2021-07-233-0/+7
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| * | buffer_cache: Reduce uniform buffer size from shader usageReinUsesLisp2021-07-234-12/+17
| | | | | | | | | | | | Increases performance significantly on certain titles.
| * | opengl: Declare fragment outputs even if they are not usedReinUsesLisp2021-07-231-0/+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.
| * | buffer_cache: Mark uniform buffers as dirty if any enable bit changesReinUsesLisp2021-07-232-1/+4
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| * | shader: Handle host exceptionsReinUsesLisp2021-07-233-21/+31
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| * | glasm: Prepare XFB from state instead of global registersReinUsesLisp2021-07-231-4/+2
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| * | glasm: Use storage buffers instead of global memory when possibleReinUsesLisp2021-07-2311-67/+120
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| * | gl_shader_cache: Add disk shader cacheReinUsesLisp2021-07-233-11/+116
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| * | gl_shader_cache: Rename Program abstractions into PipelineReinUsesLisp2021-07-239-100/+100
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| * | gl_shader_cache: Do not flip tessellation on OpenGLReinUsesLisp2021-07-231-2/+1
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| * | gl_graphics_program: Fix texture buffer bindingsReinUsesLisp2021-07-231-24/+35
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| * | gl_shader_cache: Conditionally use viewport maskReinUsesLisp2021-07-231-1/+1
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| * | gl_shader_cache,glasm: Conditionally use typeless image reads extensionReinUsesLisp2021-07-232-37/+39
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| * | gl_shader_cache: Improve GLASM error print logicReinUsesLisp2021-07-231-7/+10
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| * | glasm: Implement forced early ZReinUsesLisp2021-07-231-2/+2
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| * | glasm: Set transform feedback stateReinUsesLisp2021-07-235-113/+132
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| * | gl_shader_cache: Pass shader runtime informationReinUsesLisp2021-07-231-2/+74
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| * | shader: Split profile and runtime information in separate structsReinUsesLisp2021-07-231-22/+4
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| * | gl_shader_manager: Zero initialize current assembly programsReinUsesLisp2021-07-231-1/+1
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| * | gl_shader_manager: Remove unintentionally committed #pragmaReinUsesLisp2021-07-231-2/+0
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| * | renderer_opengl: State track compute assembly programsReinUsesLisp2021-07-233-4/+21
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| * | renderer_opengl: State track assembly programsReinUsesLisp2021-07-233-23/+56
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| * | HACK: Bind stages before and after bindingsReinUsesLisp2021-07-231-0/+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.
| * | glasm: Support textures used in more than one stageReinUsesLisp2021-07-231-1/+1
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| * | opengl: Initial (broken) support to GLASM shadersReinUsesLisp2021-07-233-14/+53
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| * | gl_rasterizer: Flush L2 caches before glFlush on GLASMReinUsesLisp2021-07-231-0/+8
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| * | glasm: Initial GLASM compute implementation for testingReinUsesLisp2021-07-233-14/+47
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| * | gl_shader_cache: Remove code unintentionally committedReinUsesLisp2021-07-231-3/+0
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| * | Move SPIR-V emission functions to their own headerReinUsesLisp2021-07-231-3/+2
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| * | shader: Initial OpenGL implementationReinUsesLisp2021-07-2319-595/+1293
| | |
| * | shader: Move pipeline cache logic to separate filesReinUsesLisp2021-07-233-27/+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.
| * | shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp2021-07-233-8/+1
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| * | shader: Interact texture buffers with buffer cacheReinUsesLisp2021-07-233-0/+7
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| * | shader: Remove old shader managementReinUsesLisp2021-07-2310-6871/+8
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* / gl_buffer_cache: Use glClearNamedBufferSubData:GL_RED instead of GL_RGBAReinUsesLisp2021-07-201-1/+1
|/ | | | Avoids reading out of bounds from the stack.
* Merge pull request #6629 from FernandoS27/accel-dma-2bunnei2021-07-204-0/+15
|\ | | | | DMAEngine: Accelerate BufferClear [accelerateDMA Part 2]
| * DMAEngine: Accelerate BufferClearFernando Sahmkow2021-07-134-0/+15
| |
* | gl_texture_cache: Workaround slow PBO downloads on radeonsiReinUsesLisp2021-07-201-1/+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.
* | Merge pull request #6579 from ameerj/float-settingsbunnei2021-07-161-5/+3
|\ \ | |/ |/| settings: Eliminate usage of float-point setting values
| * configure_graphics: Use u8 for bg_color valuesameerj2021-07-091-5/+3
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* | accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow2021-07-112-1/+25
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* | Fence Manager: remove reference fencing.Fernando Sahmkow2021-07-091-5/+2
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* | Fence Manager: Force ordering on WFI.Fernando Sahmkow2021-07-091-0/+4
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* | Fence Manager: Add fences on Reference Count.Fernando Sahmkow2021-07-092-0/+8
|/
* util_shaders: Fix BindImageTexturelat9nq2021-07-071-2/+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.
* Merge pull request #6497 from FernandoS27/scotty-doesnt-knowbunnei2021-07-072-0/+8
|\ | | | | GPU Memory Manager - Correct handling of non continuous backing memory.
| * Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow2021-07-042-0/+8
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* | Merge pull request #6537 from Morph1984/warningsbunnei2021-07-061-1/+2
|\ \ | |/ |/| general: Enforce multiple warnings in MSVC
| * video_core: Silence signed/unsigned mismatch warningsMorph2021-06-281-1/+2
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* | TextureCacheOGL: Implement Image Copies for 1D and 1D Array.Fernando Sahmkow2021-07-031-0/+26
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* | Merge pull request #6502 from ameerj/vendor-titleMorph2021-06-283-4/+61
|\ \ | |/ |/| main: Add GPU Vendor name to running title bar
| * gl_device: Expand on Mesa driver nameslat9nq2021-06-211-3/+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.
| * video_core: Add GPU vendor name to window title barameerj2021-06-213-4/+36
| |
* | Merge pull request #6496 from ameerj/astc-fixesbunnei2021-06-251-22/+9
|\ \ | | | | | | astc: Various robustness enhancements for the gpu decoder
| * | util_shaders: Specify ASTC decoder memory barrier bitsameerj2021-06-191-1/+6
| | |
| * | astc_decoder.comp: Remove unnecessary LUT SSBOsameerj2021-06-191-18/+3
| | | | | | | | | | | | We can move them to instead be compile time constants within the shader.
| * | astc: Various robustness enhancements for the gpu decoderameerj2021-06-191-4/+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.
* | Merge pull request #6519 from Wunkolo/mem-size-literalbunnei2021-06-251-1/+4
|\ \ | | | | | | common: Replace common_sizes into user-literals
| * | common: Replace common_sizes into user-literalsWunkolo2021-06-241-1/+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.
* | | Merge pull request #6517 from lioncash/fmtlibbunnei2021-06-242-2/+2
|\ \ \ | |/ / |/| | externals: Update fmt to 8.0.0
| * | General: Resolve fmt specifiers to adhere to 8.0.0 API where applicableLioncash2021-06-232-2/+2
| | | | | | | | | | | | Also removes some deprecated API usages.
* | | Merge pull request #6465 from FernandoS27/sex-on-the-beachMai M2021-06-232-0/+11
|\ \ \ | |/ / |/| | GPU: Implement a garbage collector for GPU Caches (project Reaper+)
| * | Reaper: Guarantee correct deletion.Fernando Sahmkow2021-06-202-0/+10
| | |
| * | Reaper: Change memory restrictions on TC depending on host memory on VK.Fernando Sahmkow2021-06-171-0/+1
| |/
* / bootmanager: Use std::stop_source for stopping emulationReinUsesLisp2021-06-224-6/+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.
* configure_graphics: Add Accelerate ASTC decoding settingameerj2021-06-161-1/+5
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* buffer_cache: Simplify uniform disabling logicameerj2021-06-012-0/+5
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* common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270)Morph2021-05-262-82/+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
* Merge pull request #6248 from A-w-x/intelmesabunnei2021-05-211-1/+1
|\ | | | | gl_device: Intel: Disable texture view formats workaround on mesa
| * gl_device: Intel: Disable texture view formats workaround on mesaA-w-x2021-04-261-1/+1
| |
* | Merge pull request #6317 from ameerj/fps-fixbunnei2021-05-191-0/+1
|\ \ | | | | | | perf_stats: Rework FPS counter to be more accurate
| * | perf_stats: Rework FPS counter to be more accurateameerj2021-05-161-0/+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.
* | | Merge pull request #6289 from ameerj/oob-blitbunnei2021-05-162-10/+7
|\ \ \ | |/ / |/| | texture_cache: Handle out of bound texture blits
| * | texture_cache: Handle out of bound texture blitsameerj2021-05-082-10/+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.
* / hle: kernel: Rename Process to KProcess.bunnei2021-05-062-2/+2
|/
* common: Move settings to common from core.bunnei2021-04-154-4/+4
| | | | - Removes a dependency on core and input_common from common.
* Merge pull request #5927 from ameerj/astc-computeRodrigo Locatti2021-03-314-5/+91
|\ | | | | video_core: Accelerate ASTC texture decoding using compute shaders
| * astc_decoder: Refactor for style and more efficient memory useameerj2021-03-253-69/+46
| |
| * astc_decoder: Reimplement LayersRodrigo Locatti2021-03-131-29/+24
| | | | | | | | Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
| * host_shaders: Modify shader cmake integration to allow for larger shadersameerj2021-03-131-6/+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.
| * renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj2021-03-134-2/+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.
* | gl_device: unblock async shaders on other Unix systemsJan Beich2021-03-241-1/+1
| | | | | | | | | | Mesa is the primary OpenGL provider on all FreeDesktop systems. For example, iris is used on Intel GPU + FreeBSD by default.
* | gl_device: Block async shaders on AMD and Intellat9nq2021-03-211-1/+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.
* Merge pull request #5891 from ameerj/bgra-oglRodrigo Locatti2021-03-094-2/+121
|\ | | | | renderer_opengl: Use compute shaders to swizzle BGR textures on copy
| * texture_cache: Blacklist BGRA8 copies and views on OpenGLameerj2021-03-041-0/+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.
| * renderer_opengl: Swizzle BGR textures on copyameerj2021-03-043-2/+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.
* | buffer_cache: Heuristically decide to skip cache on uniform buffersReinUsesLisp2021-03-021-1/+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.
* Implement glDepthRangeIndexeddNVKelebek12021-02-243-1/+12
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* gl_disk_shader_cache: Log total shader entries count on game loadMorph2021-02-201-0/+4
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* gl_texture_cache: Lazily create non-sRGB texture views for sRGB formatsameerj2021-02-133-7/+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>
* Merge pull request #5919 from ReinUsesLisp/stream-buffer-tragicMorph2021-02-131-1/+1
|\ | | | | gl_stream_buffer/vk_staging_buffer_pool: Fix size check
| * gl_stream_buffer/vk_staging_buffer_pool: Fix size checkReinUsesLisp2021-02-131-1/+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.
* | Merge pull request #5916 from ameerj/maxwell-gl-unusedLC2021-02-132-36/+3
|\ \ | |/ |/| maxwell_to_gl: Remove unused code
| * maxwell_to_gl: Remove unused codeameerj2021-02-132-36/+3
| | | | | | | | Removes unused declarations in maxwell_to_gl.h
* | video_core: Fix clang build issuesReinUsesLisp2021-02-131-7/+0
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* | renderer_opengl: Remove interopReinUsesLisp2021-02-138-122/+10
| | | | | | | | Remove unused interop code from the OpenGL backend.
* | gl_buffer_cache: Drop interop based parameter buffer workaroundsReinUsesLisp2021-02-132-63/+43
| | | | | | | | | | Sacrify runtime performance to avoid generating kernel exceptions on Windows due to our abusive aliasing of interop buffer objects.
* | vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp2021-02-134-29/+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.
* | video_core: Reimplement the buffer cacheReinUsesLisp2021-02-1322-843/+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.
* | gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-132-36/+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.
* | gl_rasterizer: Remove unused variablesLioncash2021-02-091-3/+0
|/ | | | Resolves warnings on clang 12
* renderer_opengl: Update OpenGL backend version requirement to 4.6Morph2021-02-071-1/+1
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* Merge pull request #5786 from ReinUsesLisp/glsl-cbufbunnei2021-01-281-1/+2
|\ | | | | gl_shader_decompiler: Fix constant buffer size calculation
| * gl_shader_decompiler: Fix constant buffer size calculationReinUsesLisp2021-01-211-1/+2
| | | | | | | | | | The divide logic was wrong and can cause an uniform buffer size overflow.
* | renderer_opengl: Avoid precompiled cache and force NV GL cache directoryReinUsesLisp2021-01-213-5/+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.
* gl_texture_cache: Avoid format views on Intel and AMDReinUsesLisp2021-01-043-0/+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.
* gl_texture_cache: Create base images with sRGBReinUsesLisp2021-01-042-99/+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.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-3031-1325/+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.
* Merge pull request #5162 from lioncash/copy-shaderbunnei2020-12-101-1/+1
|\ | | | | gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers()
| * gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers()Lioncash2020-12-071-1/+1
| | | | | | | | Resolves a -Wrange-loop-analysis warning.
* | video_core: Make use of ordered container contains() where applicableLioncash2020-12-073-5/+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.
* video_core: Remove unnecessary enum class casting in logging messagesLioncash2020-12-076-28/+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.
* Merge pull request #5136 from lioncash/video-shadow3LC2020-12-0713-78/+77
|\ | | | | video_core: Resolve more variable shadowing scenarios pt.3
| * video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-0513-78/+77
| | | | | | | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* | video_core: Adjust `NUM` macro to avoid Clang warningcomex2020-12-071-1/+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.
* Merge pull request #5124 from lioncash/video-shadowbunnei2020-12-0511-85/+88
|\ | | | | video_core: Resolve more variable shadowing scenarios
| * video_core: Resolve more variable shadowing scenariosLioncash2020-12-0411-85/+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.
* | Fix telemetry-related exit crash from use-after-freeFearlessTobi2020-12-051-3/+3
|/ | | | Co-Authored-By: xperia64 <xperia64@users.noreply.github.com>
* Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex2020-11-231-1/+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.
* Merge pull request #4954 from lioncash/compareMorph2020-11-221-1/+1
|\ | | | | gl_rasterizer: Make floating-point literal a float
| * gl_rasterizer: Make floating-point literal a floatLioncash2020-11-201-1/+1
| | | | | | | | Gets rid of an unnecessary expansion from float to double.
* | gl_rasterizer: Remove warning of untested alpha testReinUsesLisp2020-11-211-4/+0
|/ | | | Alpha test has been proven to only affect the first render target.
* shader: Partially implement texture cube array shadowReinUsesLisp2020-10-282-24/+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[].
* video_core: Enforce -Wredundant-move and -Wpessimizing-moveReinUsesLisp2020-10-281-2/+1
| | | | Silence three warnings and make them errors to avoid introducing more in the future.
* gl_arb_decompiler: Implement robust buffer operationsReinUsesLisp2020-10-203-33/+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.
* video_core: Enforce -Wunused-variable and -Wunused-but-set-variableReinUsesLisp2020-10-031-1/+0
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* Merge pull request #4674 from ReinUsesLisp/timeline-semaphoresbunnei2020-09-242-8/+11
|\ | | | | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
| * renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-192-8/+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.
* | General: Make use of std::nullopt where applicableLioncash2020-09-221-6/+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.
* | renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2020-09-202-282/+22
|/ | | | | Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
* video_core: Enforce -Werror=switchReinUsesLisp2020-09-162-1/+9
| | | | This forces us to fix all -Wswitch warnings in video_core.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-0618-275/+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.
* Merge pull request #4569 from ReinUsesLisp/glsl-cmakebunnei2020-08-276-51/+25
|\ | | | | video_core/host_shaders: Add CMake integration for string shaders
| * video_core/host_shaders: Add CMake integration for string shadersReinUsesLisp2020-08-241-42/+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.
| * gl_shader_util: Use std::string_view instead of star pointerReinUsesLisp2020-08-245-9/+21
| | | | | | | | | | This allows us passing any type of string and hinting the length of the string to the OpenGL driver.
* | Merge pull request #4542 from ReinUsesLisp/gpu-init-basebunnei2020-08-252-10/+12
|\ \ | | | | | | video_core: Initialize renderer with a GPU
| * | video_core: Initialize renderer with a GPUReinUsesLisp2020-08-222-10/+12
| | | | | | | | | | | | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* | | gl_texture_cache: Take std::string by reference in DecorateViewName()Lioncash2020-08-242-2/+2
| | | | | | | | | | | | | | | LabelGLObject takes a string_view, so we don't need to make copies of the std::string.
* | | video_core/fence_manager: Remove unnecessary includesLioncash2020-08-242-4/+4
| |/ |/| | | | | | | Avoids pulling in unnecessary things that can cause rebuilds when they aren't required.
* | Merge pull request #4521 from lioncash/optionalcachebunnei2020-08-221-11/+12
|\ \ | | | | | | gl_shader_disk_cache: Make use of std::nullopt where applicable
| * | gl_shader_disk_cache: Make use of std::nullopt where applicableLioncash2020-08-141-11/+12
| | | | | | | | | | | | | | | Allows the compiler to avoid unnecessarily zeroing out the internal buffer of std::optional on some implementations.
* | | common/telemetry: Migrate namespace into the Common namespaceLioncash2020-08-181-3/+4
| | | | | | | | | | | | | | | Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code.
* | | Merge pull request #4535 from lioncash/fileutilbunnei2020-08-182-22/+22
|\ \ \ | | | | | | | | common/fileutil: Convert namespace to Common::FS
| * | | common/fileutil: Convert namespace to Common::FSLioncash2020-08-162-22/+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.
* / | move thread 1/4 count computation into allocate workers methodameerj2020-08-161-9/+1
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* | common/compression: Roll back std::span changesLioncash2020-08-151-1/+2
| | | | | | | | Seems like all compilers don't support std::span yet.
* | Merge pull request #4416 from lioncash/spanbunnei2020-08-151-2/+1
|\ \ | |/ |/| lz4_compression/zstd_compression: Make use of std::span in interfaces
| * zstd_compression: Make use of std::span in interfacesLioncash2020-07-251-2/+1
| | | | | | | | Allows condensing the data and size parameters into a single argument.
* | gl_shader_cache: Use std::max() for determining num_workersMorph2020-08-121-1/+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.
* | renderer_opengl: Use 1/4 of all threads for async shader compilationMorph2020-07-281-9/+4
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* Merge pull request #4391 from lioncash/nrvobunnei2020-07-243-4/+4
|\ | | | | video_core: Allow copy elision to take place where applicable
| * video_core: Allow copy elision to take place where applicableLioncash2020-07-213-4/+4
| | | | | | | | | | Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
* | Merge pull request #4394 from lioncash/unused6bunnei2020-07-243-24/+1
|\ \ | | | | | | video_core: Remove unused variables
| * | video_core: Remove unused variablesLioncash2020-07-213-24/+1
| |/ | | | | | | Silences several compiler warnings about unused variables.
* | Merge pull request #4359 from ReinUsesLisp/clamp-sharedRodrigo Locatti2020-07-214-6/+28
|\ \ | | | | | | renderer_{opengl,vulkan}: Clamp shared memory to host's limit
| * | renderer_{opengl,vulkan}: Clamp shared memory to host's limitReinUsesLisp2020-07-164-6/+28
| | | | | | | | | | | | | | | This stops shaders from failing to build when the exceed host's shared memory size limit. An error is logged.
* | | Merge pull request #4360 from ReinUsesLisp/glasm-barRodrigo Locatti2020-07-211-4/+0
|\ \ \ | | | | | | | | gl_arb_decompiler: Execute BAR even when inside control flow
| * | | gl_arb_decompiler: Execute BAR even when inside control flowReinUsesLisp2020-07-161-4/+0
| |/ / | | | | | | | | | | | | | | | Unlike GLSL, GLASM allows us to call BAR inside control flow. - Fixes graphical artifacts in Paper Mario.
* | | Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-212-77/+89
|\ \ \ | | | | | | | | video_core: Fix, add and rename pixel formats
| * | | video_core: Rearrange pixel format namesReinUsesLisp2020-07-132-88/+89
| | | | | | | | | | | | | | | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
| * | | video_core: Fix DXT4 and RGB565ReinUsesLisp2020-07-131-1/+3
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| * | | video_core: Fix B5G6R5_UNORM render target formatReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Fix B5G6R5UReinUsesLisp2020-07-131-1/+1
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| * | | video_core: Implement RGBA32_SINT render targetReinUsesLisp2020-07-131-58/+59
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| * | | video_core: Implement RGBA32_SINT render targetReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Implement RGBA16_SINT render targetReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Implement RGBA8_SINT render targetReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Implement RG32_SINT render targetReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Implement RG8_SINT render target and fix RG8_UINTReinUsesLisp2020-07-131-1/+2
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| * | | video_core: Implement R8_SINT render targetReinUsesLisp2020-07-131-0/+1
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| * | | video_core: Implement R8_SNORM render targetReinUsesLisp2020-07-131-0/+1
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* | / gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shadersReinUsesLisp2020-07-187-110/+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.
* | Drop max workers from 8->2 for testingDavid Marcec2020-07-171-1/+1
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* | Rebase for per game settingsDavid Marcec2020-07-171-1/+1
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* | async shadersDavid Marcec2020-07-177-58/+206
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-103-9/+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>
* Merge pull request #4175 from ReinUsesLisp/read-bufferbunnei2020-07-032-8/+16
|\ | | | | gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
| * gl_buffer_cache: Copy to buffers created as STREAM_READ before downloadingReinUsesLisp2020-06-262-8/+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.
* | Merge pull request #4082 from Morph1984/mirror-once-clampRodrigo Locatti2020-07-021-0/+6
|\ \ | | | | | | maxwell_to_gl: Implement MirrorOnceClampOGL wrap mode using GL_MIRROR_CLAMP_EXT
| * | maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXTMorph2020-06-301-0/+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.
* | | Merge pull request #4157 from ReinUsesLisp/unified-turingFernando Sahmkow2020-06-301-19/+1
|\ \ \ | |/ / |/| | gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices
| * | gl_device: Enable NV_vertex_buffer_unified_memory on Turing devicesReinUsesLisp2020-06-251-19/+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
* | | maxwell_to_gl: Rename VertexType() to VertexFormat()Morph2020-06-292-4/+5
| | |
* | | maxwell_to_gl: Add 32 bit component sizes to (un)signed scaled formatsMorph2020-06-281-30/+4
| |/ |/| | | | | Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together.
* | Merge pull request #4151 from ReinUsesLisp/gl-invalidationsRodrigo Locatti2020-06-262-6/+7
|\ \ | | | | | | gl_shader_cache: Avoid use after move for program size
| * | gl_shader_cache: Avoid use after move for program sizeReinUsesLisp2020-06-242-6/+7
| | | | | | | | | | | | | | | | | | All programs had a size of zero due to this bug, skipping invalidations. While we are at it, remove some unused forward declarations.
* | | gl_device: Fix IsASTCSupportedDavid Marcec2020-06-251-1/+1
| |/ |/| | | | | Other targets were never actually checked
* | buffer_cache: Use buffer methods instead of cache virtual methodsReinUsesLisp2020-06-242-29/+25
| |
* | gl_stream_buffer: Use InvalidateBufferData instead unmap and mapReinUsesLisp2020-06-242-15/+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).
* | gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustnessReinUsesLisp2020-06-243-9/+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.
* | gl_buffer_cache: Mark buffers as residentReinUsesLisp2020-06-245-40/+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.
* | gl_device: Expose NV_vertex_buffer_unified_memory except on TuringReinUsesLisp2020-06-242-1/+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.
* | gl_stream_buffer: Always use a non-coherent bufferReinUsesLisp2020-06-242-14/+10
| |
* | gl_stream_buffer: Always use persistent memory mapsReinUsesLisp2020-06-242-30/+14
| | | | | | | | yuzu no longer supports platforms without persistent maps.
* | Merge pull request #4129 from Morph1984/texture-shadow-lod-workaroundRodrigo Locatti2020-06-243-7/+50
|\ \ | |/ |/| gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
| * gl_shader_decompiler: Enable GL_EXT_texture_shadow_lod if availableMorph2020-06-211-7/+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.
| * gl_device: Check for GL_EXT_texture_shadow_lodMorph2020-06-212-0/+7
| |
* | gl_arb_decompiler: Avoid several string copiesLioncash2020-06-201-32/+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.
* maxwell_to_gl: Miscellaneous changesMorph2020-06-181-48/+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.
* Merge pull request #4092 from Morph1984/image-bindingsRodrigo Locatti2020-06-181-6/+14
|\ | | | | gl_device: Reserve 4 image bindings for fragment stage
| * gl_device: Reserve at least 4 image bindings for fragment stageMorph2020-06-161-6/+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)
* | Merge pull request #4041 from ReinUsesLisp/arb-decompbunnei2020-06-165-1/+2112
|\ \ | |/ |/| gl_arb_decompiler: Implement an assembly shader decompiler
| * gl_arb_decompiler: Implement FSwizzleAddReinUsesLisp2020-06-121-4/+27
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| * gl_arb_decompiler: Implement an assembly shader decompilerReinUsesLisp2020-06-125-1/+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.
* | Merge pull request #4066 from ReinUsesLisp/shared-ptr-bufRodrigo Locatti2020-06-164-36/+22
|\ \ | | | | | | buffer_cache: Avoid passing references of shared pointers and misc style changes
| * | buffer_cache: Avoid passing references of shared pointers and misc style changesReinUsesLisp2020-06-094-36/+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=).
* | | Merge pull request #4064 from ReinUsesLisp/invalidate-buffersbunnei2020-06-141-1/+10
|\ \ \ | | | | | | | | gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation
| * | | gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidationReinUsesLisp2020-06-091-1/+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.
* | | | Merge pull request #4049 from ReinUsesLisp/separate-samplersbunnei2020-06-133-17/+64
|\ \ \ \ | | | | | | | | | | shader/texture: Join separate image and sampler pairs offline
| * | | | shader/texture: Join separate image and sampler pairs offlineReinUsesLisp2020-06-053-17/+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
* | | | | Merge pull request #3986 from ReinUsesLisp/shader-cachebunnei2020-06-135-95/+80
|\ \ \ \ \ | |_|_|_|/ |/| | | | shader_cache: Implement a generic runtime shader cache
| * | | | rasterizer_cache: Remove files and includesReinUsesLisp2020-06-072-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data.
| * | | | vk_pipeline_cache: Use generic shader cacheReinUsesLisp2020-06-071-3/+3
| | | | | | | | | | | | | | | | | | | | Trivial port the generic shader cache to Vulkan.
| * | | | gl_shader_cache: Use generic shader cacheReinUsesLisp2020-06-074-93/+80
| | |/ / | |/| | | | | | | | | | Trivially port the generic shader cache to OpenGL.
* | | | Merge pull request #4027 from ReinUsesLisp/3d-slicesbunnei2020-06-102-22/+37
|\ \ \ \ | |_|_|/ |/| | | texture_cache: Implement rendering to 3D textures
| * | | texture_cache: Handle 3D texture blits with one layerReinUsesLisp2020-06-081-2/+2
| | | |
| * | | texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-082-20/+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.
* | | Merge pull request #4040 from ReinUsesLisp/nv-transform-feedbackbunnei2020-06-083-1/+96
|\ \ \ | | | | | | | | gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
| * | | gl_rasterizer: Use NV_transform_feedback for XFB on assembly shadersReinUsesLisp2020-06-043-1/+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.
* | | | Merge pull request #4052 from ReinUsesLisp/debug-outputbunnei2020-06-081-4/+2
|\ \ \ \ | |_|/ / |/| | | renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
| * | | renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabledReinUsesLisp2020-06-061-4/+2
| | | | | | | | | | | | | | | | | | | | Avoids logging when it's not relevant. This can potentially reduce driver's internal thread overhead.
* | | | gl_device: Black list NVIDIA 443.24 for fast buffer uploadsReinUsesLisp2020-06-061-2/+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.
* | | Merge pull request #4031 from Morph1984/fix-gs-outputsbunnei2020-06-041-1/+13
|\ \ \ | |/ / |/| | gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
| * | gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shadersMorph2020-06-011-6/+16
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| * | gl_shader_decompiler: Fix geometry shader outputs for Intel driversMorph2020-06-011-13/+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.
* | | Merge pull request #4014 from ReinUsesLisp/astc-nvidiabunnei2020-06-022-8/+19
|\ \ \ | |_|/ |/| | gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
| * | gl_device: Avoid devices with CAVEAT_SUPPORT on ASTCReinUsesLisp2020-06-012-8/+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.
* | | Merge pull request #4006 from ReinUsesLisp/squash-ubosbunnei2020-06-027-79/+173
|\ \ \ | | | | | | | | glsl: Squash constant buffers into a single SSBO when we hit the limit
| * | | glsl: Squash constant buffers into a single SSBO when we hit the limitReinUsesLisp2020-06-017-79/+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.
* | | Merge pull request #3996 from ReinUsesLisp/front-facesbunnei2020-06-011-5/+20
|\ \ \ | |/ / |/| | fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
| * | gl_rasterizer: Port front face flip check from VulkanReinUsesLisp2020-05-261-5/+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.
* | | Merge pull request #3958 from FernandoS27/gl-debugbunnei2020-05-311-0/+3
|\ \ \ | | | | | | | | OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
| * | | OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.Fernando Sahmkow2020-05-181-0/+3
| | | | | | | | | | | | | | | | | | | | This commit aims to help easing debugging of driver crashes without having to modify existing code.
* | | | gl_device: Enable compute shaders for Intel proprietary driversMorph2020-05-313-13/+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.
* | | | Merge pull request #3982 from ReinUsesLisp/membar-ctsbunnei2020-05-301-2/+8
|\ \ \ \ | |_|_|/ |/| | | shader/other: Implement MEMBAR.CTS
| * | | shader/other: Implement MEMBAR.CTSReinUsesLisp2020-05-271-2/+8
| | | | | | | | | | | | | | | | | | | | This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it.
* | | | Merge pull request #3991 from ReinUsesLisp/depth-samplingbunnei2020-05-293-51/+67
|\ \ \ \ | | | | | | | | | | texture_cache: Implement depth stencil texture swizzles
| * | | | gl_texture_cache: Implement small texture view cache for swizzlesReinUsesLisp2020-05-263-37/+44
| | | | | | | | | | | | | | | | | | | | | | | | | This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
| * | | | texture_cache: Implement depth stencil texture swizzlesReinUsesLisp2020-05-262-20/+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.
* | | | Merge pull request #3993 from ReinUsesLisp/fix-zlabunnei2020-05-281-0/+4
|\ \ \ \ | |_|/ / |/| | | gl_shader_manager: Unbind GLSL program when binding a host pipeline
| * | | gl_shader_manager: Unbind GLSL program when binding a host pipelineReinUsesLisp2020-05-261-0/+4
| |/ / | | | | | | | | | Fixes regression in Link's Awakening caused by 420cc13248350ef5c2d19e0b961cb4185cd16a8a
* | | Merge pull request #3981 from ReinUsesLisp/barbunnei2020-05-261-0/+10
|\ \ \ | |/ / |/| | shader/other: Implement BAR.SYNC 0x0
| * | shader/other: Implement BAR.SYNC 0x0ReinUsesLisp2020-05-221-0/+10
| |/ | | | | | | | | Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
* | Merge pull request #3978 from ReinUsesLisp/write-rzbunnei2020-05-261-1/+3
|\ \ | | | | | | shader_decompiler: Visit source nodes even when they assign to RZ
| * | shader_decompiler: Visit source nodes even when they assign to RZReinUsesLisp2020-05-221-1/+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.
* | Merge pull request #3905 from FernandoS27/vulkan-fixbunnei2020-05-241-2/+2
|\ \ | | | | | | Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
| * | VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation.Fernando Sahmkow2020-05-101-2/+2
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* | | Merge pull request #3964 from ReinUsesLisp/arb-integrationbunnei2020-05-2412-109/+339
|\ \ \ | | | | | | | | renderer_opengl: Add assembly program code paths
| * | | renderer_opengl: Add assembly program code pathsReinUsesLisp2020-05-1912-109/+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.
* | | Merge pull request #3979 from ReinUsesLisp/thread-groupbunnei2020-05-241-0/+23
|\ \ \ | | | | | | | | shader/other: Implement thread comparisons (NV_shader_thread_group)
| * | | shader/other: Implement thread comparisons (NV_shader_thread_group)ReinUsesLisp2020-05-221-0/+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
* / / buffer_cache: Use boost::intrusive::set for cachingReinUsesLisp2020-05-212-0/+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.
* | Merge pull request #3899 from ReinUsesLisp/float-comparisonsbunnei2020-05-131-45/+65
|\ \ | |/ |/| shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
| * gl_shader_decompiler: Properly emulate NaN behaviour on NEReinUsesLisp2020-05-101-0/+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).
| * shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp2020-05-091-44/+55
| | | | | | | | | | This allows us to use native SPIR-V instructions without having to manually check for NAN.
* | Merge pull request #3839 from Morph1984/r8g8uiRodrigo Locatti2020-05-091-0/+1
|\ \ | | | | | | texture: Implement R8G8UI
| * | texture: Implement R8G8UIMorph2020-04-301-0/+1
| | | | | | | | | | | | - Used by The Walking Dead: The Final Season
* | | gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzleReinUsesLisp2020-05-042-0/+13
| |/ |/|
* | Merge pull request #3808 from ReinUsesLisp/wait-for-idlebunnei2020-05-034-6/+12
|\ \ | | | | | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
| * | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp2020-04-284-6/+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).
* | | Merge pull request #3693 from ReinUsesLisp/clean-samplersbunnei2020-05-023-65/+44
|\ \ \ | | | | | | | | shader/texture: Support multiple unknown sampler properties
| * | | shader_ir: Turn classes into data structuresReinUsesLisp2020-04-233-65/+44
| | | |
* | | | Merge pull request #3807 from ReinUsesLisp/fix-depth-clampbunnei2020-04-301-5/+1
|\ \ \ \ | | | | | | | | | | maxwell_3d: Fix depth clamping register
| * | | | maxwell_3d: Fix depth clamping registerReinUsesLisp2020-04-281-5/+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.
* | | | Merge pull request #3799 from ReinUsesLisp/iadd-ccbunnei2020-04-301-0/+10
|\ \ \ \ | | | | | | | | | | shader: Implement P2R CC, IADD Rd.CC and IADD.X
| * | | | shader/arithmetic_integer: Implement CC for IADDReinUsesLisp2020-04-261-0/+10
| | |/ / | |/| |
* | | | Merge pull request #3805 from ReinUsesLisp/preserve-contentsbunnei2020-04-302-14/+38
|\ \ \ \ | |_|_|/ |/| | | texture_cache: Reintroduce preserve_contents accurately
| * | | texture_cache: Reintroduce preserve_contents accuratelyReinUsesLisp2020-04-272-14/+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.
* | | Merge pull request #3784 from ReinUsesLisp/shader-memory-utilbunnei2020-04-281-72/+10
|\ \ \ | |/ / |/| | shader/memory_util: Deduplicate code
| * | shader/memory_util: Deduplicate codeReinUsesLisp2020-04-261-72/+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.
* | Merge pull request #3753 from ReinUsesLisp/ac-vulkanRodrigo Locatti2020-04-261-4/+8
|\ \ | |/ |/| {gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
| * gl_rasterizer: Fix buffers without sizeReinUsesLisp2020-04-221-4/+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
* | GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,Fernando Sahmkow2020-04-231-2/+1
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* | Async GPU: Correct flushing behavior to be similar to old async GPU behavior.Fernando Sahmkow2020-04-221-0/+3
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* | ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow2020-04-222-4/+16
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* | Address Feedback.Fernando Sahmkow2020-04-223-6/+3
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* | Fix GCC error.Fernando Sahmkow2020-04-222-6/+5
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* | QueryCache: Implement Async Flushes.Fernando Sahmkow2020-04-223-8/+13
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* | OpenGL: Guarantee writes to Buffers.Fernando Sahmkow2020-04-222-2/+2
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* | GPU: Implement Flush Requests for Async mode.Fernando Sahmkow2020-04-221-0/+6
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* | FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow2020-04-224-9/+37
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* | FenceManager: Implement async buffer cache flushes on High settingsFernando Sahmkow2020-04-223-5/+7
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* | GPU: Fix rebase errors.Fernando Sahmkow2020-04-221-0/+1
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* | Rasterizer: Disable fence managing in synchronous gpu.Fernando Sahmkow2020-04-221-0/+10
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* | ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow2020-04-222-0/+5
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* | GPU: Implement a Fence Manager.Fernando Sahmkow2020-04-224-23/+108
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* | OpenGL: Implement Fencing backend.Fernando Sahmkow2020-04-222-0/+30
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* | BufferCache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow2020-04-221-2/+2
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* | GPU: Refactor synchronization on Async GPUFernando Sahmkow2020-04-222-0/+18
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* | UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow2020-04-221-1/+1
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* | Merge pull request #3714 from lioncash/copiesbunnei2020-04-221-3/+3
|\ \ | |/ |/| gl_shader_decompiler: Avoid copies where applicable
| * gl_shader_decompiler: Avoid copies where applicableLioncash2020-04-181-3/+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?
* | Merge pull request #3716 from bunnei/fix-another-impl-fallthroughMat M2020-04-181-0/+1
|\ \ | |/ |/| video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
| * video_core: gl_shader_decompiler: Fix implicit fallthrough errors.bunnei2020-04-181-0/+1
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* | video_code: Fix implicit switch fallthrough.Markus Wick2020-04-171-0/+2
| | | | | | | | | | Since yesterday, this breaks the build on linux. So let's fix it.
* | Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL"Rodrigo Locatti2020-04-171-3/+1
|/
* Merge pull request #3682 from lioncash/uambunnei2020-04-171-1/+1
|\ | | | | gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
| * gl_query_cache: Resolve use-after-move in CachedQuery move assignment operatorLioncash2020-04-161-1/+1
| | | | | | | | Avoids potential invalid junk data from being read.
* | Merge pull request #3673 from lioncash/extrabunnei2020-04-171-1/+2
|\ \ | | | | | | CMakeLists: Specify -Wextra on linux builds
| * | CMakeLists: Specify -Wextra on linux buildsLioncash2020-04-161-1/+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.
* | Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cacheFernando Sahmkow2020-04-176-152/+26
|\ \ | | | | | | buffer_cache: Return handles instead of pointer to handles
| * | buffer_cache: Return handles instead of pointer to handlesReinUsesLisp2020-04-166-152/+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.
* | | gl_device: Mark stage_swizzle as constexprLioncash2020-04-161-1/+1
| |/ |/| | | | | Previously this was mutable even though it shouldn't be.
* | Merge pull request #3612 from ReinUsesLisp/redFernando Sahmkow2020-04-151-2/+22
|\ \ | | | | | | shader/memory: Implement RED.E.ADD and minor changes to ATOM
| * | shader/memory: Implement RED.E.ADDReinUsesLisp2020-04-061-2/+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.
* | | CMakeLists: Make -Wreorder a compile-time errorLioncash2020-04-151-2/+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.
* | | Merge pull request #3662 from ReinUsesLisp/constant-attrsMat M2020-04-151-2/+2
|\ \ \ | | | | | | | | gl_rasterizer: Implement constant vertex attributes
| * | | gl_rasterizer: Implement constant vertex attributesReinUsesLisp2020-04-141-2/+2
| | |/ | |/| | | | | | | | | | Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
* | | Merge pull request #3656 from ReinUsesLisp/glsl-full-decompileMat M2020-04-151-1/+3
|\ \ \ | | | | | | | | gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
| * | | gl_shader_cache: Use CompileDepth::FullDecompile on GLSLReinUsesLisp2020-04-141-1/+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.
* | | Merge pull request #3654 from ReinUsesLisp/fix-fb-attachMat M2020-04-151-1/+1
|\ \ \ | | | | | | | | gl_texture_cache: Fix layered texture attachment base level
| * | | gl_texture_cache: Fix layered texture attachment base levelReinUsesLisp2020-04-131-1/+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.
* / / Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"ReinUsesLisp2020-04-151-2/+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.
* | Merge pull request #3651 from ReinUsesLisp/line-widthsMat M2020-04-134-0/+25
|\ \ | | | | | | gl_rasterizer: Implement line widths and smooth lines
| * | gl_rasterizer: Implement line widths and smooth linesReinUsesLisp2020-04-134-0/+25
| | | | | | | | | | | | | | | Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
* | | Merge pull request #3638 from ReinUsesLisp/remove-preserve-contentsMat M2020-04-131-4/+4
|\ \ \ | | | | | | | | texture_cache: Remove preserve_contents
| * | | texture_cache: Remove preserve_contentsReinUsesLisp2020-04-111-4/+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.
* | | Merge pull request #3627 from ReinUsesLisp/layered-viewMat M2020-04-131-2/+2
|\ \ \ | | | | | | | | gl_texture_cache: Attach view instead of base texture for layered attchments
| * | | gl_texture_cache: Attach view instead of base texture for layered attachmentsReinUsesLisp2020-04-091-2/+2
| | | | | | | | | | | | | | | | This way we are not ignoring the base layer of the current texture.
* | | | gl_shader_decompiler: Implement merges with bitfieldInsertReinUsesLisp2020-04-131-4/+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.
* | | | gl_shader_decompiler: Improve generated code in HMergeH*ReinUsesLisp2020-04-121-6/+8
| |/ / |/| | | | | | | | | | | Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
* | | Memory: Address Feedback.Fernando Sahmkow2020-04-081-2/+2
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* | | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow2020-04-063-31/+26
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* | | Query Cache: Use VAddr instead of physical memory for adressing.Fernando Sahmkow2020-04-061-3/+2
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* | | Buffer Cache: Use vAddr instead of physical memory.Fernando Sahmkow2020-04-063-8/+8
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* | | Texture Cache: Use vAddr instead of physical memory for caching.Fernando Sahmkow2020-04-061-4/+3
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* | | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow2020-04-062-13/+15
|/ /
* | Merge pull request #3513 from ReinUsesLisp/native-astcFernando Sahmkow2020-04-064-106/+142
|\ \ | | | | | | video_core: Use native ASTC when available
| * | gl_texture_cache: Fix software ASTC fallbackReinUsesLisp2020-04-011-7/+12
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| * | video_core: Use native ASTC when availableReinUsesLisp2020-04-012-100/+100
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| * | gl_device: Detect if ASTC is reported and expose itReinUsesLisp2020-04-012-0/+31
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* | | Merge pull request #3592 from ReinUsesLisp/ipaFernando Sahmkow2020-04-061-18/+16
|\ \ \ | | | | | | | | shader_decompiler: Remove FragCoord.w hack and change IPA implementation
| * | | shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp2020-04-021-18/+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
* | | Merge pull request #3589 from ReinUsesLisp/fix-clearsFernando Sahmkow2020-04-061-2/+5
|\ \ \ | |_|/ |/| | gl_rasterizer: Mark cleared textures as dirty
| * | gl_rasterizer: Mark cleared textures as dirtyReinUsesLisp2020-03-311-2/+5
| | | | | | | | | | | | | | | Fixes a potential edge case where cleared textures read from the CPU were not flushed.
* | | Merge pull request #3552 from jroweboy/single-contextRodrigo Locatti2020-04-023-44/+34
|\ \ \ | |_|/ |/| | Refactor Context management (Fixes renderdoc on opengl issues)
| * | Address review and fix broken yuzu-tester buildJames Rowe2020-03-262-3/+5
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| * | Frontend/GPU: Refactor context managementJames Rowe2020-03-253-48/+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
* | | Merge pull request #3506 from namkazt/patch-9Rodrigo Locatti2020-03-311-0/+20
|\ \ \ | |_|/ |/| | shader_decode: Implement partial ATOM/ATOMS instr
| * | gl_decompiler: min/max op not implement yetnamkazy2020-03-301-0/+4
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| * | gl_decompiler: add atomic opNguyen Dac Nam2020-03-301-0/+16
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* | | gl_rasterizer: Update stencil test regardless of it being disabledReinUsesLisp2020-03-261-5/+1
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* | | gl_rasterizer: Synchronize stencil testing on clearsReinUsesLisp2020-03-261-0/+1
|/ /
* | Merge pull request #3520 from ReinUsesLisp/legacy-varyingsbunnei2020-03-261-12/+55
|\ \ | |/ |/| gl_shader_decompiler: Implement legacy varyings
| * gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceIDReinUsesLisp2020-03-181-8/+0
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| * gl_shader_decompiler: Implement legacy varyingsReinUsesLisp2020-03-161-6/+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.
* | gl_rasterizer: Use transformed viewport for depth rangesReinUsesLisp2020-03-221-4/+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.
* | gl_shader_decompiler: Remove deprecated function and its usagesReinUsesLisp2020-03-191-11/+8
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* | gl_rasterizer: Silence misc warningsReinUsesLisp2020-03-191-7/+2
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* | Merge pull request #3510 from FernandoS27/dirty-writeMat M2020-03-171-1/+0
|\ \ | | | | | | DirtyFlags: relax need to set render_targets as dirty
| * | DirtyFlags: relax need to set render_targets as dirty Fernando Sahmkow2020-03-141-1/+0
| | | | | | | | | | | | | | | The texture cache already takes care of setting a render target to dirty when invalidated.
* | | Merge pull request #3498 from ReinUsesLisp/texel-fetch-glslbunnei2020-03-171-6/+9
|\ \ \ | | | | | | | | gl_shader_decompiler: Add layer component to texelFetch
| * | | gl_shader_decompiler: Add layer component to texelFetchReinUsesLisp2020-03-121-6/+9
| | | | | | | | | | | | | | | | TexelFetch was not emitting the array component generating invalid GLSL.
* | | | renderer_opengl: Move some logic to an anonymous namespaceReinUsesLisp2020-03-161-151/+151
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* | | | renderer_opengl: Detect Nvidia Nsight as a debugging toolReinUsesLisp2020-03-163-7/+22
| | | | | | | | | | | | | | | | Use getenv to detect Nsight.
* | | | Merge pull request #3501 from ReinUsesLisp/rgba16-snormRodrigo Locatti2020-03-161-0/+1
|\ \ \ \ | | | | | | | | | | video_core: Implement RGBA16_SNORM
| * | | | video_core: Implement RGBA16_SNORMReinUsesLisp2020-03-131-0/+1
| |/ / / | | | | | | | | | | | | Implement RGBA16_SNORM with the current API. Nothing special here.
* | | | renderer_opengl: Keep presentation frames in lock-step when GPU debugging.bunnei2020-03-141-1/+32
| | | | | | | | | | | | | | | | - Fixes renderdoc with OpenGL renderer.
* | | | gl_device: Add option to check GL_EXT_debug_tool.bunnei2020-03-142-0/+6
| |_|/ |/| |
* | | vk/gl_shader_decompiler: Silence assertion on computeReinUsesLisp2020-03-131-3/+6
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* | | gl_shader_decompiler: Fix implicit conversion errorsReinUsesLisp2020-03-131-3/+3
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* | | shader/transform_feedback: Expose buffer strideReinUsesLisp2020-03-131-1/+2
| | |
* | | gl_rasterizer: Implement transform feedback bindingsReinUsesLisp2020-03-132-10/+74
| | |
* | | gl_shader_decompiler: Decorate output attributes with XFB layoutReinUsesLisp2020-03-131-29/+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).
* | | Merge branch 'master' into shader-purgeRodrigo Locatti2020-03-138-28/+118
|\ \ \ | | |/ | |/|
| * | Merge pull request #3491 from ReinUsesLisp/polygon-modesbunnei2020-03-136-0/+79
| |\ \ | | |/ | |/| gl_rasterizer: Implement polygon modes and fill rectangles
| | * gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp2020-03-106-0/+79
| | |
| * | gl_shader_manager: Fix interaction between graphics and computeReinUsesLisp2020-03-114-29/+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.
* | gl_shader_decompiler: Initialize gl_Position on vertex shadersReinUsesLisp2020-03-131-0/+4
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* | gl_shader_decompiler: Add missing {} on smem GLSL emissionReinUsesLisp2020-03-131-1/+1
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* | gl_shader_decompiler: Fix regression in render target declarationsReinUsesLisp2020-03-121-12/+2
| | | | | | | | | | A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games.
* | engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp2020-03-091-1/+1
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* | shader/registry: Address feedbackReinUsesLisp2020-03-091-1/+1
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* | gl_shader_decompiler: Add identifier to decompiled codeReinUsesLisp2020-03-093-8/+16
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* | gl_shader_decompiler: Roll back to GLSL core 430ReinUsesLisp2020-03-091-1/+1
| | | | | | | | RenderDoc won't build shaders if we use GLSL compatibility.
* | const_buffer_engine_interface: Store component typesReinUsesLisp2020-03-091-1/+1
| | | | | | | | | | This is required for Vulkan. Sampling integer textures with float handles is illegal.
* | gl_shader_cache: Reduce registry consistency to debug assertReinUsesLisp2020-03-091-3/+1
| | | | | | | | | | Registry consistency is something that practically can't happen and it has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
* | shader/registry: Cache tessellation stateReinUsesLisp2020-03-091-1/+1
| |
* | shader/registry: Store graphics and compute metadataReinUsesLisp2020-03-095-39/+95
| | | | | | | | | | Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
* | video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-093-37/+38
| |
* | gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp2020-03-0910-1051/+510
|/ | | | | Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
* Merge pull request #3301 from ReinUsesLisp/state-trackerRodrigo Locatti2020-03-0923-1469/+1124
|\ | | | | video_core: Remove gl_state and use a state tracker based on dirty flags
| * renderer_opengl: Fix edge-case where alpha testing might cull presentationReinUsesLisp2020-02-282-0/+7
| |
| * gl_texture_cache: Remove blending disable on blitsReinUsesLisp2020-02-281-5/+0
| | | | | | | | | | Blending doesn't affect blits. Rasterizer discard does, update the commentaries.
| * gl_rasterizer: Don't disable blending on clearsReinUsesLisp2020-02-281-4/+0
| | | | | | | | Blending doesn't affect clears.
| * dirty_flags: Deduplicate code between OpenGL and VulkanReinUsesLisp2020-02-281-38/+1
| |
| * state_tracker: Remove type traits with named structuresReinUsesLisp2020-02-281-4/+2
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| * gl_rasterizer: Remove num vertex buffers magic numberReinUsesLisp2020-02-281-2/+4
| |
| * gl_rasterizer: Only apply polygon offset clamp if enabledReinUsesLisp2020-02-281-3/+6
| |
| * gl_state_tracker: Implement dirty flags for depth clamp enablingReinUsesLisp2020-02-283-3/+15
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| * gl_rasterizer: Disable scissor 0 when scissor is not used on clearReinUsesLisp2020-02-281-0/+3
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| * gl_rasterizer: Notify depth mask changes on clearReinUsesLisp2020-02-282-1/+6
| |
| * gl_rasterizer: Minor sort changes to clearingReinUsesLisp2020-02-281-11/+9
| |
| * gl_state_tracker: Track state of index buffersReinUsesLisp2020-02-284-5/+23
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| * gl_state_tracker: Implement dirty flags for clip controlReinUsesLisp2020-02-285-15/+31
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| * gl_state_tracker: Implement dirty flags for point sizesReinUsesLisp2020-02-283-4/+25
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| * gl_state_tracker: Implement dirty flags for fragment color clampReinUsesLisp2020-02-283-2/+14
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| * gl_state_tracker: Implement dirty flags for logic opReinUsesLisp2020-02-284-2/+22
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| * gl_state_tracker: Implement dirty flags for sRGBReinUsesLisp2020-02-285-2/+21
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| * gl_state_tracker: Implement dirty flags for rasterize enableReinUsesLisp2020-02-285-2/+21
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| * gl_state_tracker: Implement dirty flags for multisampleReinUsesLisp2020-02-283-0/+13
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| * gl_state_tracker: Implement dirty flags for alpha testingReinUsesLisp2020-02-284-6/+24
| |
| * gl_state_tracker: Implement dirty flags for polygon offsetsReinUsesLisp2020-02-284-2/+24
| |
| * gl_state_tracker: Implement dirty flags for primitive restartReinUsesLisp2020-02-283-5/+19
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| * gl_state_tracker: Implement dirty flags for stencil testingReinUsesLisp2020-02-284-3/+29
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| * gl_state_tracker: Implement depth dirty flagsReinUsesLisp2020-02-284-6/+31
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| * gl_state_tracker: Implement dirty flags for front face and cullingReinUsesLisp2020-02-284-7/+38
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| * gl_state_tracker: Implement dirty flags for blendingReinUsesLisp2020-02-285-14/+67
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| * gl_state_tracker: Implement dirty flags for clip distances and shadersReinUsesLisp2020-02-287-14/+43
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| * gl_state_tracker: Add dirty flags for buffers and divisorsReinUsesLisp2020-02-284-22/+56
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| * maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp2020-02-282-12/+14
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| * gl_state_tracker: Implement dirty flags for vertex formatsReinUsesLisp2020-02-284-9/+44
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| * gl_state_tracker: Implement dirty flags for color masksReinUsesLisp2020-02-284-9/+53
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| * gl_state_tracker: Implement dirty flags for scissorsReinUsesLisp2020-02-285-10/+58
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| * gl_state_tracker: Implement dirty flags for viewportsReinUsesLisp2020-02-284-9/+54
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| * renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp2020-02-288-12/+176
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| * maxwell_3d: Flatten cull and front face registersReinUsesLisp2020-02-282-10/+10
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| * gl_state: Remove completelyReinUsesLisp2020-02-2812-150/+4
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| * gl_state: Remove program trackingReinUsesLisp2020-02-289-94/+62
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| * gl_state: Remove framebuffer trackingReinUsesLisp2020-02-287-82/+23
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| * gl_state: Remove image trackingReinUsesLisp2020-02-285-24/+12
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| * gl_state: Remove texture and sampler trackingReinUsesLisp2020-02-285-60/+8
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| * gl_state: Remove blend state trackingReinUsesLisp2020-02-285-104/+28
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| * gl_state: Remove stencil test trackingReinUsesLisp2020-02-284-92/+18
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| * gl_state: Remove clip control trackingReinUsesLisp2020-02-285-19/+8
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| * gl_state: Remove clip distances trackingReinUsesLisp2020-02-283-19/+2
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| * gl_state: Remove rasterizer disable trackingReinUsesLisp2020-02-286-13/+8
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| * gl_state: Remove viewport and depth range trackingReinUsesLisp2020-02-286-92/+30
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| * gl_state: Remove scissor test trackingReinUsesLisp2020-02-286-69/+12
| |
| * gl_state: Remove color mask trackingReinUsesLisp2020-02-284-40/+12
| |
| * gl_state: Remove clamp framebuffer color trackingReinUsesLisp2020-02-283-17/+6
| | | | | | | | | | This commit doesn't reset it for screen draws because clamping doesn't change anything there.
| * gl_state: Remove multisample trackingReinUsesLisp2020-02-283-16/+2
| |
| * gl_state: Remove framebuffer sRGB trackingReinUsesLisp2020-02-286-21/+25
| |
| * gl_state: Remove VAO cache and trackingReinUsesLisp2020-02-2810-153/+53
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| * gl_state: Remove depth clamp trackingReinUsesLisp2020-02-284-25/+13
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| * gl_state: Remove depth trackingReinUsesLisp2020-02-284-34/+7
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| * gl_state: Remove primitive restart trackingReinUsesLisp2020-02-283-18/+2
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| * gl_state: Remove logic op trackerReinUsesLisp2020-02-284-24/+5
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| * gl_state: Remove blend color trackingReinUsesLisp2020-02-283-18/+1
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| * gl_state: Remove polygon offset trackingReinUsesLisp2020-02-284-39/+7
| |
| * gl_state: Remove alpha test trackingReinUsesLisp2020-02-284-21/+4
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| * gl_state: Remove cull mode trackingReinUsesLisp2020-02-284-19/+4
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| * gl_state: Remove front face trackingReinUsesLisp2020-02-284-6/+5
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| * gl_state: Remove point size trackingReinUsesLisp2020-02-283-22/+4
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| * gl_rasterizer: Add oglEnablei helperReinUsesLisp2020-02-281-0/+4
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| * gl_rasterizer: Add OpenGL enable/disable helperReinUsesLisp2020-02-281-0/+4
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| * gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-288-139/+2
| |
* | Merge pull request #3452 from Morph1984/anisotropic-filteringbunnei2020-03-081-1/+1
|\ \ | | | | | | frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
| * | Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.Morph2020-02-281-1/+1
| | |
* | | Merge pull request #3451 from ReinUsesLisp/indexed-texturesbunnei2020-03-051-19/+7
|\ \ \ | | | | | | | | vk_shader_decompiler: Implement indexed textures
| * | | shader: Simplify indexed sampler usagesReinUsesLisp2020-02-241-19/+7
| | | |
* | | | Merge pull request #3455 from ReinUsesLisp/attr-scaledbunnei2020-03-041-0/+24
|\ \ \ \ | |_|_|/ |/| | | video_core: Implement more scaled attribute formats
| * | | video_core: Implement more scaler attribute formatsReinUsesLisp2020-02-241-0/+24
| |/ / | | | | | | | | | | | | While changing this, fix assert in vk_shader_decompiler. We now know scaled formats are expected to be float in shaders attributes.
* | / renderer_opengl: Fix SRGB presentation frame tracking.bunnei2020-02-282-5/+2
| |/ |/| | | | | - Fixes SRGB in Super Smash Bros. Ultimate.
* | renderer_opengl: Reduce swap chain size to 3.bunnei2020-02-281-3/+2
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* | renderer_opengl: Use more concise lock syntax.bunnei2020-02-271-4/+4
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* | renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace.bunnei2020-02-272-36/+42
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* | renderer_opengl: Create gl_framebuffer_data if empty.bunnei2020-02-261-1/+2
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* | renderer_opengl: Add texture mailbox support for presenter thread.bunnei2020-02-262-32/+261
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* | renderer_opengl: Add OGLRenderbuffer to resource/state management.bunnei2020-02-264-0/+62
| |
* | Merge pull request #3417 from ReinUsesLisp/r32ibunnei2020-02-251-0/+1
|\ \ | | | | | | texture: Implement R32I
| * | texture: Implement R32IReinUsesLisp2020-02-151-0/+1
| | |
* | | Merge pull request #3425 from ReinUsesLisp/layered-framebufferbunnei2020-02-241-8/+20
|\ \ \ | |_|/ |/| | texture_cache: Implement layered framebuffer attachments
| * | texture_cache: Implement layered framebuffer attachmentsReinUsesLisp2020-02-161-8/+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.
* | Merge pull request #3422 from ReinUsesLisp/buffer-flushbunnei2020-02-231-0/+7
|\ \ | | | | | | surface_base: Implement texture buffer flushes
| * | surface_base: Implement texture buffer flushesReinUsesLisp2020-02-161-0/+7
| |/ | | | | | | | | Implement downloads to guest memory from texture buffers on the generic cache and OpenGL.
* | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawbunnei2020-02-192-15/+1
|\ \ | | | | | | maxwell_3d: Unify draw methods
| * | maxwell_3d: Unify draw methodsReinUsesLisp2020-02-142-15/+1
| |/ | | | | | | | | Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
* | Merge pull request #3411 from ReinUsesLisp/specific-funcsbunnei2020-02-191-8/+28
|\ \ | | | | | | gl_rasterizer: Use the least generic OpenGL draw function possible
| * | gl_rasterizer: Use the least generic OpenGL draw function possibleReinUsesLisp2020-02-141-8/+28
| |/ | | | | | | This may help some implementations.
* | query_cache: Address feedbackReinUsesLisp2020-02-141-0/+2
| |
* | vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2020-02-142-13/+9
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* | query_cache: Abstract OpenGL implementationReinUsesLisp2020-02-142-339/+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.
* | gl_query_cache: Optimize query cacheReinUsesLisp2020-02-144-75/+207
| | | | | | | | Use a custom cache instead of relying on a ranged cache.
* | gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp2020-02-144-66/+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.
* | gl_rasterizer: Sort method declarationsReinUsesLisp2020-02-141-16/+15
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* | gl_rasterizer: Add queued commands counterReinUsesLisp2020-02-142-0/+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.
* | maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp2020-02-144-0/+129
| | | | | | | | Implements GL_SAMPLES_PASSED by waiting immediately for queries.
* | gl_resource_manager: Add managed query classReinUsesLisp2020-02-142-0/+42
|/
* Merge pull request #3376 from ReinUsesLisp/point-spritebunnei2020-02-113-0/+3
|\ | | | | gl_rasterizer: Implement GL_POINT_SPRITE
| * gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp2020-02-043-0/+3
| | | | | | | | | | | | OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
* | Merge pull request #3378 from ReinUsesLisp/uscaledbunnei2020-02-081-8/+12
|\ \ | | | | | | maxwell_to_gl: Implement R8G8_USCALED
| * | maxwell_to_gl: Implement R8G8_USCALEDReinUsesLisp2020-02-051-0/+8
| | |
| * | maxwell_to_gl: Reduce unimplemented formats to LOG_ERRORReinUsesLisp2020-02-051-8/+4
| |/
* | Merge pull request #3362 from ReinUsesLisp/fix-instancedbunnei2020-02-072-106/+28
|\ \ | |/ |/| gl_rasterizer: Fix instanced draw arrays
| * gl_rasterizer: Fix instanced draw arraysReinUsesLisp2020-01-302-106/+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.
* | Merge pull request #3282 from FernandoS27/indexed-samplersbunnei2020-02-025-15/+73
|\ \ | |/ |/| Partially implement Indexed samplers in general and specific code in GLSL
| * Shader_IR: Address feedback.Fernando Sahmkow2020-01-251-3/+3
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| * Shader_IR: Correct Custom Variable assignment.Fernando Sahmkow2020-01-241-0/+2
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| * Shader_IR: Propagate bindless index into the GL compiler.Fernando Sahmkow2020-01-241-1/+1
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| * Shader_IR: Implement Injectable Custom Variables to the IR.Fernando Sahmkow2020-01-241-0/+20
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| * GL Backend: Introduce indexed samplers into the GL backendFernando Sahmkow2020-01-242-10/+39
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| * Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow2020-01-243-5/+12
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* | Merge pull request #3350 from ReinUsesLisp/atombunnei2020-01-291-4/+1
|\ \ | | | | | | shader/memory: Implement ATOM.ADD
| * | shader/memory: Implement ATOM.ADDReinUsesLisp2020-01-261-4/+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.
* | Merge pull request #3358 from ReinUsesLisp/implicit-texture-cachebunnei2020-01-291-3/+6
|\ \ | | | | | | gl_texture_cache: Silence implicit sign cast warnings
| * | gl_texture_cache: Silence implicit sign cast warningsReinUsesLisp2020-01-281-3/+6
| |/
* | Merge pull request #3359 from ReinUsesLisp/assert-point-sizebunnei2020-01-281-1/+0
|\ \ | | | | | | gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
| * | gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSizeReinUsesLisp2020-01-281-1/+0
| |/ | | | | | | This was implemented by a previous commit and it's no longer required.
* / gl_texture_cache: Properly implement depth/stencil samplingReinUsesLisp2020-01-271-4/+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.
* gl_shader_cache: Disable fastmath on NvidiaReinUsesLisp2020-01-211-0/+4
|
* Merge pull request #3317 from ReinUsesLisp/gl-decomp-cc-decompFernando Sahmkow2020-01-191-27/+5
|\ | | | | gl_shader_decompiler: Fix decompilation of condition codes
| * gl_shader_decompiler: Fix decompilation of condition codesReinUsesLisp2020-01-181-27/+5
| | | | | | | | | | Use Visit instead of reimplementing it. Fixes unimplemented negations for condition codes.
* | gl_state: Use bool instead of GLbooleanReinUsesLisp2020-01-182-3/+3
| | | | | | | | | | This fixes template resolution considering GLboolean an integer instead of a bool.
* | Merge pull request #3305 from ReinUsesLisp/point-size-programbunnei2020-01-183-1/+4
|\ \ | | | | | | gl_state: Implement PROGRAM_POINT_SIZE
| * | gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp2020-01-153-1/+4
| | | | | | | | | | | | | | | For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
* | | Merge pull request #3312 from ReinUsesLisp/atoms-u32bunnei2020-01-181-0/+12
|\ \ \ | | | | | | | | shader/memory: Implement ATOMS.ADD.U32
| * | | shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp2020-01-161-0/+12
| | |/ | |/|
* | | Merge pull request #3306 from ReinUsesLisp/gl-texturebunnei2020-01-171-9/+7
|\ \ \ | |/ / |/| | gl_texture_cache: Minor fixes and style changes
| * | gl_texture_cache: Use local variables to simplify DownloadTextureReinUsesLisp2020-01-141-6/+4
| | |
| * | gl_texture_cache: Fix format for RGBX16FReinUsesLisp2020-01-141-1/+1
| | |
| * | gl_texture_cache: Use Snorm internal format for RG8SReinUsesLisp2020-01-141-1/+1
| | |
| * | gl_texture_cache: Use Snorm internal format for ABGR8SReinUsesLisp2020-01-141-1/+1
| |/
* | Merge pull request #3304 from lioncash/fwd-declbunnei2020-01-162-15/+16
|\ \ | |/ |/| renderer_opengl/utils: Forward declare private structs
| * renderer_opengl/utils: Remove unused header inclusionsLioncash2020-01-151-3/+0
| | | | | | | | Nothing from these headers are used, so they can be removed.
| * renderer_opengl/utils: Forward declare private structsLioncash2020-01-152-12/+16
| | | | | | | | | | Keeps the definitions hidden and allows changes to the structs without needing to recompile all users of classes containing said structs.
* | gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constantLioncash2020-01-141-3/+0
| | | | | | | | Given this isn't used, this can be removed entirely.
* | gl_shader_cache: std::move entries in CachedShader constructorLioncash2020-01-141-3/+4
| | | | | | | | Avoids several reallocations of std::vector instances where applicable.
* | gl_shader_cache: Remove unused entries variable in BuildShader()Lioncash2020-01-141-1/+0
|/ | | | Eliminates a few unnecessary constructions of std::vectors.
* Merge pull request #3258 from FernandoS27/shader-amendbunnei2020-01-041-0/+6
|\ | | | | Shader_IR: add the ability to amend code in the shader ir.
| * Shader_IR: Address FeedbackFernando Sahmkow2020-01-041-13/+4
| |
| * Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow2019-12-301-0/+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.
* | Merge pull request #3243 from ReinUsesLisp/topologiesbunnei2020-01-021-4/+18
|\ \ | |/ |/| maxwell_to_gl: Implement missing primitive topologies
| * maxwell_to_gl: Implement missing primitive topologiesReinUsesLisp2019-12-231-4/+18
| | | | | | | | Many of these topologies are exclusively available in OpenGL.
* | Merge pull request #3250 from ReinUsesLisp/empty-fragmentFernando Sahmkow2019-12-282-0/+7
|\ \ | | | | | | gl_rasterizer: Allow rendering without fragment shader
| * | gl_rasterizer: Allow rendering without fragment shaderReinUsesLisp2019-12-262-0/+7
| | | | | | | | | | | | | | | Rendering without a fragment shader is usually used in depth-only passes.
* | | Merge pull request #3228 from ReinUsesLisp/ptpbunnei2019-12-271-34/+56
|\ \ \ | |/ / |/| | shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
| * | shader/texture: Implement TLD4.PTPReinUsesLisp2019-12-161-31/+53
| | |
| * | gl_shader_decompiler: Rename "sepparate" to "separate"ReinUsesLisp2019-12-161-3/+3
| | |
* | | Merge pull request #3236 from ReinUsesLisp/rasterize-enablebunnei2019-12-254-0/+19
|\ \ \ | | | | | | | | gl_rasterizer: Implement RASTERIZE_ENABLE
| * | | gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp2019-12-184-0/+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.
* | | | gl_shader_cache: Update commentary for shared memoryReinUsesLisp2019-12-211-9/+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.
* | | | gl_shader_cache: Remove unused entry in GetPrimitiveDescriptionReinUsesLisp2019-12-211-11/+9
| |_|/ |/| |
* | | gl_shader_decompiler: Add missing DeclareImagesReinUsesLisp2019-12-181-0/+1
|/ /
* | Merge pull request #3182 from ReinUsesLisp/renderer-openglbunnei2019-12-162-131/+115
|\ \ | |/ |/| renderer_opengl: Miscellaneous clean ups
| * renderer_opengl: Make ScreenRectVertex's constructor constexprReinUsesLisp2019-11-291-12/+7
| |
| * renderer_opengl: Remove C castsReinUsesLisp2019-11-291-4/+5
| |
| * renderer_opengl: Use explicit binding for presentation shadersReinUsesLisp2019-11-292-34/+20
| |
| * renderer_opengl: Drop macros for message decorationsReinUsesLisp2019-11-291-21/+26
| |
| * renderer_opengl: Move static definitions to anonymous namespaceReinUsesLisp2019-11-291-62/+66
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| * renderer_opengl: Move commentaries to header fileReinUsesLisp2019-11-292-20/+13
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* | Merge pull request #3219 from FernandoS27/fix-bindlessRodrigo Locatti2019-12-161-8/+21
|\ \ | | | | | | Corrections and fixes to TLD4S & bindless samplers failing
| * | Shader_IR: Correct TLD4S Depth Compare.Fernando Sahmkow2019-12-121-4/+4
| | |
| * | Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.Fernando Sahmkow2019-12-121-8/+21
| | |
* | | Merge pull request #3213 from ReinUsesLisp/intel-mesabunnei2019-12-141-1/+4
|\ \ \ | | | | | | | | gl_device: Enable compute shaders for Intel Mesa drivers
| * | | gl_device: Enable compute shaders for Intel Mesa driversReinUsesLisp2019-12-111-1/+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.
* | | | Merge pull request #3212 from ReinUsesLisp/fix-smem-lmembunnei2019-12-141-2/+2
|\ \ \ \ | |_|/ / |/| | | gl_shader_cache: Add missing new-line on emitted GLSL
| * | | gl_shader_cache: Add missing new-line on emitted GLSLReinUsesLisp2019-12-111-2/+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
* | | | Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented.Fernando Sahmkow2019-12-111-0/+8
| | | | | | | | | | | | | | | | | | | | This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented.
* | | | Merge pull request #3210 from ReinUsesLisp/memory-barrierbunnei2019-12-111-0/+7
|\ \ \ \ | |_|/ / |/| | | shader: Implement MEMBAR.GL
| * | | shader: Implement MEMBAR.GLReinUsesLisp2019-12-101-0/+7
| |/ / | | | | | | | | | Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
* / / Maxwell3D: Implement Depth Mode.Fernando Sahmkow2019-12-113-2/+8
|/ / | | | | | | | | This commit finishes adding depth mode that was reverted before due to other unresolved issues.
* | shader_ir/other: Implement S2R InvocationIdReinUsesLisp2019-12-101-0/+5
| |
* | Merge pull request #3109 from FernandoS27/new-instrbunnei2019-12-071-1/+50
|\ \ | | | | | | Implement FLO & TXD Instructions on GPU Shaders
| * | Shader_IR: Address FeedbackFernando Sahmkow2019-11-181-1/+1
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| * | Shader_IR: Implement TXD instruction.Fernando Sahmkow2019-11-141-1/+43
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| * | Shader_IR: Implement FLO instruction.Fernando Sahmkow2019-11-141-0/+7
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* | | gl_framebuffer_cache: Optimize framebuffer keyReinUsesLisp2019-11-293-46/+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.
* | | gl_rasterizer: Re-enable framebuffer cache for clear buffersReinUsesLisp2019-11-293-32/+15
| |/ |/|
* | core/memory: Migrate over GetPointer()Lioncash2019-11-272-2/+3
| | | | | | | | | | With all of the interfaces ready for migration, it's trivial to migrate over GetPointer().
* | core: Prepare various classes for memory read/write migrationLioncash2019-11-271-2/+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.
* | Merge pull request #3143 from ReinUsesLisp/indexing-bugbunnei2019-11-272-48/+2
|\ \ | | | | | | gl_device: Deduce indexing bug from device instead of heuristic
| * | gl_device: Deduce indexing bug from device instead of heuristicReinUsesLisp2019-11-252-48/+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.
* | | gl_shader_decompiler: Fix casts from fp32 to f16ReinUsesLisp2019-11-261-1/+2
|/ / | | | | | | Casts from f32 to f16 zeroes the higher half of the target register.
* | Merge pull request #3158 from ReinUsesLisp/srgb-blitbunnei2019-11-251-0/+1
|\ \ | | | | | | gl_texture_cache: Apply sRGB on blits
| * | gl_texture_cache: Apply sRGB on blitsReinUsesLisp2019-11-241-0/+1
| | | | | | | | | | | | | | | glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format.
* | | Merge pull request #3098 from ReinUsesLisp/shader-invalidationsbunnei2019-11-2515-614/+593
|\ \ \ | |/ / |/| | gl_shader_cache: Miscellaneous changes to shaders
| * | gl_device: Reserve base bindings on limited devicesReinUsesLisp2019-11-231-36/+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.
| * | gl_state: Skip null texture bindsReinUsesLisp2019-11-231-1/+5
| | | | | | | | | | | | glBindTextureUnit doesn't support null textures. Skip binding these.
| * | gl_rasterizer: Disable compute shaders on IntelReinUsesLisp2019-11-233-0/+12
| | | | | | | | | | | | | | | Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these.
| * | gl_shader_cache: Hack shared memory sizeReinUsesLisp2019-11-231-2/+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.
| * | gl_shader_decompiler: Normalize image bindingsReinUsesLisp2019-11-233-33/+19
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| * | gl_shader_decompiler: Normalize cbuf bindingsReinUsesLisp2019-11-232-10/+6
| | | | | | | | | | | | | | | Stage and compute shaders were using a different binding counter. Normalize these.
| * | gl_rasterizer: Add missing cbuf counter reset on computeReinUsesLisp2019-11-231-0/+2
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| * | gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2019-11-2314-191/+199
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| * | video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-239-231/+190
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| * | gl_rasterizer: Bind graphics images to draw commandsReinUsesLisp2019-11-234-33/+54
| | | | | | | | | | | | | | | Images were not being bound to draw invocations because these would require a cache invalidation.
| * | gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp2019-11-235-20/+26
| | | | | | | | | | | | | | | Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
| * | gl_shader_cache: Specialize shared memory sizeReinUsesLisp2019-11-235-29/+25
| | | | | | | | | | | | | | | Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size.
| * | gl_shader_cache: Specialize shader workgroupReinUsesLisp2019-11-235-67/+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.
| * | shader/texture: Deduce texture buffers from lockerReinUsesLisp2019-11-236-105/+47
| | | | | | | | | | | | | | | Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
* | | Merge pull request #3141 from ReinUsesLisp/gl-positionbunnei2019-11-231-0/+1
|\ \ \ | |/ / |/| | gl_shader_gen: Apply default value to gl_Position
| * | gl_shader_gen: Apply default value to gl_PositionReinUsesLisp2019-11-201-0/+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.
* | | Merge pull request #3086 from ReinUsesLisp/format-lookupsbunnei2019-11-201-103/+82
|\ \ \ | |/ / |/| | texture_cache: Use a flat table instead of switch for texture format lookups
| * | texture_cache: Drop abstracted ComponentTypeReinUsesLisp2019-11-141-103/+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.
* | Merge pull request #3047 from ReinUsesLisp/clip-controlbunnei2019-11-157-79/+42
|\ \ | |/ |/| gl_rasterizer: Emulate viewport flipping with ARB_clip_control
| * gl_rasterizer: Remove front facing hackReinUsesLisp2019-11-071-12/+0
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| * gl_shader_decompiler: Fix typo "y_negate"->"y_direction"ReinUsesLisp2019-11-071-1/+1
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| * gl_shader_manager: Remove unused variable in SetFromRegsReinUsesLisp2019-11-071-1/+0
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| * gl_rasterizer: Emulate viewport flipping with ARB_clip_controlReinUsesLisp2019-11-077-76/+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).
* | Merge pull request #3081 from ReinUsesLisp/fswzadd-shufflesFernando Sahmkow2019-11-144-42/+60
|\ \ | | | | | | shader: Implement FSWZADD and reimplement SHFL
| * | gl_shader_cache: Enable extensions only when availableReinUsesLisp2019-11-081-6/+14
| | | | | | | | | | | | Silence GLSL compilation warnings.
| * | gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not availableReinUsesLisp2019-11-083-5/+28
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| * | shader_ir/warp: Implement FSWZADDReinUsesLisp2019-11-081-0/+18
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| * | gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp2019-11-082-40/+9
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* | Merge pull request #3084 from ReinUsesLisp/cast-warningsRodrigo Locatti2019-11-132-3/+5
|\ \ | | | | | | video_core: Treat implicit conversions as errors
| * | video_core: Silence implicit conversion warningsReinUsesLisp2019-11-082-3/+5
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* | Merge pull request #3082 from ReinUsesLisp/fix-lockersbunnei2019-11-091-2/+4
|\ \ | | | | | | gl_shader_cache: Fix locker constructors
| * | gl_shader_cache: Fix locker constructorsReinUsesLisp2019-11-081-2/+4
| |/ | | | | | | Properly pass engine when a shader is being constructed from memory.
* | Merge pull request #3080 from FernandoS27/glsl-fixbunnei2019-11-081-1/+1
|\ \ | |/ |/| GLSLDecompiler: Correct Texture Gather Offset.
| * GLSLDecompiler: Correct Texture Gather Offset.Fernando Sahmkow2019-11-071-1/+1
| | | | | | | | This commit corrects the argument ordering in textureGatherOffset.
* | Merge pull request #3057 from ReinUsesLisp/buffer-sub-databunnei2019-11-065-8/+59
|\ \ | | | | | | gl_rasterizer: Upload constant buffers with glNamedBufferSubData
| * | gl_rasterizer: Re-enable stream buffer memory due to global memoryReinUsesLisp2019-11-021-14/+8
| | | | | | | | | | | | | | | Global memory is still using the stream buffer when it shouldn't. As a temporary fix re-enable the stream buffer on compute.
| * | gl_rasterizer: Upload constant buffers with glNamedBufferSubDataReinUsesLisp2019-11-025-16/+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.
* | Merge pull request #3039 from ReinUsesLisp/cleanup-samplersRodrigo Locatti2019-11-063-20/+14
|\ \ | |/ |/| shader/node: Unpack bindless texture encoding
| * shader/node: Unpack bindless texture encodingReinUsesLisp2019-10-303-20/+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.
* | Merge pull request #3046 from ReinUsesLisp/clean-gl-statebunnei2019-10-303-291/+156
|\ \ | | | | | | gl_state: Miscellaneous clean up
| * | gl_state: Use std::array::fill instead of std::fillRodrigo Locatti2019-10-301-1/+1
| | | | | | | | | Co-Authored-By: Mat M. <mathew1800@gmail.com>
| * | gl_state: Move dirty checks to individual apply calls instead of ApplyReinUsesLisp2019-10-302-66/+74
| | | | | | | | | | | | | | | This requires removing constness from some methods, but for consistency it's removed in all methods.
| * | gl_state: Remove ApplyDefaultStateReinUsesLisp2019-10-303-17/+1
| | | | | | | | | | | | OpenGL has defaults values we can trust. Remove these.
| * | gl_state: Change SetDefaultViewports to use default constructorReinUsesLisp2019-10-301-13/+2
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| * | gl_state: Minor style changesReinUsesLisp2019-10-301-3/+5
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| * | gl_state: Remove unused Citra TextureUnitsReinUsesLisp2019-10-301-23/+0
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| * | gl_state: Move initializers from constructor to class declarationReinUsesLisp2019-10-302-170/+75
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* | Merge pull request #3035 from ReinUsesLisp/rasterizer-acceleratedbunnei2019-10-302-45/+2
|\ \ | |/ |/| rasterizer_accelerated: Add intermediary for GPU rasterizers
| * rasterizer_accelerated: Add intermediary for GPU rasterizersReinUsesLisp2019-10-272-45/+2
| | | | | | | | | | | | Add an intermediary class that implements common functions across GPU accelerated rasterizers. This avoids code repetition on different backends.
* | Merge pull request #3004 from ReinUsesLisp/maxwell3d-cleanupRodrigo Locatti2019-10-301-6/+6
|\ \ | | | | | | maxwell_3d: Remove unused entries
| * | maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp2019-10-281-6/+6
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* / Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.Fernando Sahmkow2019-10-271-0/+1
|/ | | | | This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend.
* gl_shader_cache: Implement locker variants invalidationReinUsesLisp2019-10-252-32/+85
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* gl_shader_disk_cache: Store and load fast BRXReinUsesLisp2019-10-254-29/+192
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* gl_shader_decompiler: Move entries to a separate functionReinUsesLisp2019-10-258-690/+391
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* Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow2019-10-251-0/+5
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* Shader_Cache: setup connection of ConstBufferLockerFernando Sahmkow2019-10-255-31/+60
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* VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-251-3/+4
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* Merge pull request #2983 from lioncash/fallthroughFernando Sahmkow2019-10-221-0/+3
|\ | | | | gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
| * gl_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator()Lioncash2019-10-161-0/+3
| | | | | | | | | | This would previously result in NeverExecute and UnusedIndex being treated as regular predicates.
* | Merge pull request #2966 from FernandoS27/astc-formatsRodrigo Locatti2019-10-181-1/+12
|\ \ | | | | | | Implement a series of ASTC formats and R4G4B4A4 format
| * | Surfaces: Implement R4G4B4A4U format.Fernando Sahmkow2019-10-091-1/+2
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| * | Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5Fernando Sahmkow2019-10-091-0/+10
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* | | Merge pull request #2912 from FernandoS27/async-fixesbunnei2019-10-163-5/+4
|\ \ \ | | | | | | | | General fixes to Async GPU
| * | | GL_Renderer: Remove lefting snippet.Fernando Sahmkow2019-10-051-2/+0
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| * | | Gl_Rasterizer: Protect CPU Memory mapping from multiple threads.Fernando Sahmkow2019-10-052-0/+4
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| * | | Nvdrv: Do framelimiting only in the CPU ThreadFernando Sahmkow2019-10-051-3/+0
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* | | | gl_shader_decompiler: Make ExprDecompiler's GetResult() a const member functionLioncash2019-10-161-1/+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.
* | | | gl_shader_decompiler: Use a std::string_view with GetDeclarationWithSuffix()Lioncash2019-10-161-1/+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).
* | | | gl_shader_decompiler: Fold flow_var constant into GetFlowVariable()Lioncash2019-10-161-3/+1
| | | | | | | | | | | | | | | | | | | | This is only ever used within this function, so we can narrow it's scope down.
* | | | gl_shader_decompiler: Mark ASTDecompiler/ExprDecompiler parameters as const references where applicableLioncash2019-10-161-21/+21
| | | | | | | | | | | | | | | | | | | | These member functions don't actually modify the input parameter, so we can make this explicit with the use of const.
* | | | gl_shader_decompiler: Pass by reference to GenerateTextureArgument()Lioncash2019-10-161-2/+2
| | | | | | | | | | | | | | | | Avoids an unnecessary atomic reference count increment and decrement.
* | | | gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()Lioncash2019-10-161-1/+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.
* | | | gl_shader_decompiler: Avoid unnecessary copies of MetaImageLioncash2019-10-161-4/+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.
* | | Merge pull request #2927 from ReinUsesLisp/polygon-offset-unitsbunnei2019-10-091-1/+3
|\ \ \ | |_|/ |/| | gl_rasterizer: Fix polygon offset units
| * | gl_rasterizer: Fix polygon offset unitsReinUsesLisp2019-10-011-1/+3
| |/ | | | | | | | | | | For some reason hardware divides polygon offset units by two. This is visible since drivers multiply the application requested polygon offset by two.
* | gl_shader_disk_cache: Properly ignore existing cacheReinUsesLisp2019-10-062-16/+17
| | | | | | | | | | Previously old entries where appended to the file even if the shader cache was ignored at boot. Address that issue.
* | Shader_ir: Address feedbackFernando Sahmkow2019-10-052-15/+10
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* | vk_shader_decompiler: Clean code and be const correct.Fernando Sahmkow2019-10-051-1/+1
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* | gl_shader_decompiler: Refactor and address feedback.Fernando Sahmkow2019-10-051-17/+18
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* | Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.Fernando Sahmkow2019-10-052-8/+25
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* | gl_shader_decompiler: Implement AST decompilingFernando Sahmkow2019-10-051-29/+242
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* gl_shader_decompiler: Add tailing return for HUnpack2ReinUsesLisp2019-09-241-0/+2
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* gl_shader_decompiler: Fix clang build issuesReinUsesLisp2019-09-241-26/+23
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* Merge pull request #2869 from ReinUsesLisp/suldbunnei2019-09-246-125/+88
|\ | | | | shader/image: Implement SULD and fix SUATOM
| * gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp2019-09-212-105/+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.
| * shader/image: Implement SULD and remove irrelevant codeReinUsesLisp2019-09-216-21/+50
| | | | | | | | | | * Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
* | Merge pull request #2870 from FernandoS27/multi-drawDavid2019-09-223-83/+117
|\ \ | | | | | | Implement a MME Draw commands Inliner and correct host instance drawing
| * | Maxwell3D: Corrections and refactors to MME instance refactorFernando Sahmkow2019-09-221-10/+2
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| * | Rasterizer: Correct introduced bug where a conditional render wouldn't stop a draw call from executingFernando Sahmkow2019-09-201-10/+16
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| * | Rasterizer: Refactor and simplify DrawBatch Interface.Fernando Sahmkow2019-09-192-23/+12
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| * | Rasterizer: Address Feedback and conscerns.Fernando Sahmkow2019-09-191-11/+11
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| * | Rasterizer: Refactor draw calls, remove deadcode and clean up.Fernando Sahmkow2019-09-192-105/+67
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| * | VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow2019-09-192-21/+27
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| * | Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow2019-09-193-9/+88
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* | | Merge pull request #2891 from FearlessTobi/rod-texFernando Sahmkow2019-09-221-0/+1
|\ \ \ | | | | | | | | video_core: Implement RGBX16F and lower Surface Copy log severity
| * | | Fix clang-formatFearlessTobi2019-09-221-1/+1
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| * | | video_core: Implement RGBX16F PixelFormatFearlessTobi2019-09-221-0/+1
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* | | | Merge pull request #2867 from ReinUsesLisp/configure-framebuffers-cleanDavid2019-09-224-121/+33
|\ \ \ \ | |/ / / |/| | | gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
| * | | gl_rasterizer: Remove unused code paths from ConfigureFramebuffersReinUsesLisp2019-09-174-121/+33
| | | |
* | | | Merge pull request #2868 from ReinUsesLisp/fix-mipmapsDavid2019-09-211-2/+2
|\ \ \ \ | |_|_|/ |/| | | maxwell_to_gl: Fix mipmap filtering
| * | | maxwell_to_gl: Fix mipmap filteringReinUsesLisp2019-09-171-2/+2
| |/ / | | | | | | | | | | | | OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter> but we were using them in the opposite way.
* | | Merge pull request #2846 from ReinUsesLisp/fixup-viewport-indexbunnei2019-09-201-10/+14
|\ \ \ | | | | | | | | gl_shader_decompiler: Avoid writing output attribute when unimplemented
| * | | gl_shader_decompiler: Avoid writing output attribute when unimplementedReinUsesLisp2019-09-061-10/+14
| | | |
* | | | Merge pull request #2855 from ReinUsesLisp/shflbunnei2019-09-202-9/+57
|\ \ \ \ | |_|_|/ |/| | | shader_ir/warp: Implement SHFL for Nvidia devices
| * | | shader_ir/warp: Implement SHFLReinUsesLisp2019-09-172-9/+57
| | |/ | |/|
* | | Merge pull request #2784 from ReinUsesLisp/smembunnei2019-09-181-0/+23
|\ \ \ | |/ / |/| | shader_ir: Implement shared memory
| * | gl_shader_decompiler: Implement shared memoryReinUsesLisp2019-09-051-0/+23
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* | | Merge pull request #2851 from ReinUsesLisp/srgbFernando Sahmkow2019-09-155-30/+6
|\ \ \ | | | | | | | | renderer_opengl: Fix sRGB blits
| * | | renderer_opengl: Fix rebase mistakeReinUsesLisp2019-09-111-1/+1
| | | |
| * | | gl_rasterizer: Correct sRGB Fix regressionFernando Sahmkow2019-09-111-0/+12
| | | |
| * | | renderer_opengl: Fix sRGB blitsReinUsesLisp2019-09-115-43/+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.
* | | | shader/image: Implement SUATOM and fix SUSTReinUsesLisp2019-09-112-32/+133
|/ / /
* | | gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp2019-09-064-20/+38
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* | | gl_rasterizer: Apply textures and images stateReinUsesLisp2019-09-061-0/+2
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* | | gl_rasterizer: Add samplers to compute dispatchesReinUsesLisp2019-09-062-3/+36
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* | | gl_rasterizer: Minor code changesReinUsesLisp2019-09-062-20/+31
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* | | gl_state: Split textures and samplers into two arraysReinUsesLisp2019-09-064-91/+39
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* | | gl_rasterizer: Implement image bindingsReinUsesLisp2019-09-061-2/+7
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* | | gl_state: Add support for glBindImageTexturesReinUsesLisp2019-09-062-0/+24
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* | | texture_cache: Pass TIC to texture cacheReinUsesLisp2019-09-061-1/+1
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* | | kepler_compute: Implement texture queriesReinUsesLisp2019-09-062-1/+23
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* | | gl_rasterizer: Split SetupTexturesReinUsesLisp2019-09-062-22/+38
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* | Merge pull request #2804 from ReinUsesLisp/remove-gs-specialFernando Sahmkow2019-09-052-80/+9
|\ \ | | | | | | gl_shader_cache: Remove special casing for geometry shaders
| * | gl_shader_cache: Remove special casing for geometry shadersReinUsesLisp2019-09-042-80/+9
| | | | | | | | | | | | | | | Now that ProgramVariants holds the primitive topology we no longer need to keep track of individual geometry shaders topologies.
* | | Merge pull request #2833 from ReinUsesLisp/fix-stencilbunnei2019-09-051-11/+11
|\ \ \ | |_|/ |/| | gl_rasterizer: Fix stencil testing
| * | gl_rasterizer: Fix stencil testingReinUsesLisp2019-09-041-11/+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
* | gl_shader_decompiler: Fixup slow pathReinUsesLisp2019-09-041-1/+1
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* | gl_device: Disable precise in fragment shaders on bugged driversReinUsesLisp2019-09-043-15/+43
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* | gl_shader_decompiler: Fixup AMD's slow path typeReinUsesLisp2019-09-041-1/+1
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* | gl_shader_decompiler: Rework GLSL decompiler type systemReinUsesLisp2019-09-041-416/+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.
* Merge pull request #2793 from ReinUsesLisp/bgr565bunnei2019-09-042-45/+49
|\ | | | | renderer_opengl: Implement RGB565 framebuffer format
| * renderer_opengl: Implement RGB565 framebuffer formatReinUsesLisp2019-08-211-1/+5
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| * renderer_opengl: Use block linear swizzling for CPU framebuffersReinUsesLisp2019-08-211-33/+31
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| * renderer_opengl: Use VideoCore pixel formatReinUsesLisp2019-08-211-6/+11
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| * gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfigReinUsesLisp2019-08-212-9/+6
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* | video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti2019-08-304-5/+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
* | gl_buffer_cache: Add missing includeReinUsesLisp2019-08-301-0/+1
| | | | | | | | RasterizerInterface was considered an incomplete object by clang.
* | Merge pull request #2742 from ReinUsesLisp/fix-texture-buffersbunnei2019-08-293-3/+11
|\ \ | | | | | | gl_texture_cache: Miscellaneous texture buffer fixes
| * | gl_shader_decompiler: Rename bufferImage to imageBufferReinUsesLisp2019-07-181-1/+1
| | | | | | | | | | | | | | | The online OpenGL documentation is wrong. The type definition is imageBuffer.
| * | gl_shader_cache: Fix newline on buffer preprocessor definitionsReinUsesLisp2019-07-181-2/+6
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| * | gl_texture_cache: Do not set texture parameters to buffersReinUsesLisp2019-07-181-0/+3
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| * | gl_texture_cache: Add missing break in CreateTextureReinUsesLisp2019-07-181-0/+1
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* | | Merge pull request #2783 from FernandoS27/new-buffer-cachebunnei2019-08-293-30/+62
|\ \ \ | | | | | | | | Implement a New LLE Buffer Cache
| * | | Buffer Cache: Adress Feedback.Fernando Sahmkow2019-08-211-3/+3
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| * | | Buffer_Cache: Implement flushing.Fernando Sahmkow2019-08-211-0/+4
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| * | | Video_Core: Implement a new Buffer CacheFernando Sahmkow2019-08-213-27/+55
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* | | | shader_ir: Implement VOTEReinUsesLisp2019-08-214-1/+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.
* | | Merge pull request #2769 from FernandoS27/commands-flushbunnei2019-08-212-0/+5
|\ \ \ | | | | | | | | GPU: Flush commands on every dma pusher step.
| * | | GPU: Flush commands on every dma pusher step.Fernando Sahmkow2019-07-262-0/+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.
* | | Merge pull request #2753 from FernandoS27/float-convertbunnei2019-08-211-0/+18
|\ \ \ | |/ / |/| | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
| * | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow2019-07-201-0/+18
| | | | | | | | | | | | | | | This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
* | | Merge pull request #2743 from FernandoS27/surpress-assertbunnei2019-07-251-1/+0
|\ \ \ | | | | | | | | Downgrade and suppress a series of GPU asserts and debug messages.
| * | | Gl_Texture_Cache: Remove assert on component type in GetFormatTupleFernando Sahmkow2019-07-181-1/+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.
* | | Merge pull request #2704 from FernandoS27/conditionalbunnei2019-07-241-1/+12
|\ \ \ | | | | | | | | maxwell3d: Implement Conditional Rendering
| * | | maxwell3d: Implement Conditional RenderingFernando Sahmkow2019-07-171-1/+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.
* | | Merge pull request #2734 from ReinUsesLisp/compute-shadersbunnei2019-07-2211-137/+336
|\ \ \ | | | | | | | | gl_rasterizer: Implement compute shaders
| * | | gl_shader_cache: Fix clang-format issuesReinUsesLisp2019-07-162-4/+2
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| * | | gl_shader_decompiler: Stub local memory sizeReinUsesLisp2019-07-151-8/+14
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| * | | gl_shader_cache: Address review commentariesReinUsesLisp2019-07-154-13/+12
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| * | | gl_shader_cache: Address CI issuesReinUsesLisp2019-07-152-3/+3
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| * | | gl_rasterizer: Implement compute shadersReinUsesLisp2019-07-1511-133/+329
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* | | Merge pull request #2735 from FernandoS27/pipeline-reworkbunnei2019-07-217-40/+233
|\ \ \ | |_|/ |/| | Rework Dirty Flags in GPU Pipeline, Optimize CBData and Redo Clearing mechanism
| * | Maxwell3D: Reorganize and address feedbackFernando Sahmkow2019-07-201-18/+27
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| * | GL_State: Feedback and fixesFernando Sahmkow2019-07-173-13/+20
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| * | Maxwell3D: Address FeedbackFernando Sahmkow2019-07-173-4/+3
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| * | GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow2019-07-173-11/+27
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| * | GL_Rasterizer: Rework RenderTarget/DepthBuffer clearingFernando Sahmkow2019-07-172-6/+63
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| * | Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow2019-07-174-38/+113
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| * | Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow2019-07-173-13/+43
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* / shader/half_set_predicate: Fix HSETP2 implementationReinUsesLisp2019-07-201-12/+4
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* Merge pull request #2695 from ReinUsesLisp/layer-viewportFernando Sahmkow2019-07-156-31/+99
|\ | | | | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
| * gl_shader_decompiler: Fix gl_PointSize redeclarationReinUsesLisp2019-07-111-1/+1
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| * gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_arrayReinUsesLisp2019-07-111-2/+3
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| * gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp2019-07-086-31/+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.
* | Merge pull request #2705 from FernandoS27/tex-cache-fixesbunnei2019-07-152-0/+7
|\ \ | | | | | | GPU: Fixes to Texture Cache and Include Microprofiles for GL State/BufferCopy/Macro Interpreter
| * | GPU: Add a microprofile for macro interpreterFernando Sahmkow2019-07-141-1/+2
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| * | GL_State: Add a microprofile timer to OpenGL state.Fernando Sahmkow2019-07-141-0/+4
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| * | Gl_Texture_Cache: Measure Buffer Copy TimesFernando Sahmkow2019-07-141-0/+2
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* | | Merge pull request #2675 from ReinUsesLisp/opengl-buffer-cachebunnei2019-07-1512-405/+233
|\ \ \ | |/ / |/| | buffer_cache: Implement a generic buffer cache and its OpenGL backend
| * | gl_rasterizer: Fix nullptr dereference on disabled buffersReinUsesLisp2019-07-062-3/+3
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| * | gl_rasterizer: Minor style changesReinUsesLisp2019-07-063-32/+21
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| * | gl_rasterizer: Fix vertex and index data invalidationsReinUsesLisp2019-07-064-8/+67
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| * | gl_buffer_cache: Implement with generic buffer cacheReinUsesLisp2019-07-067-291/+89
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| * | gl_buffer_cache: Remove global system gettersReinUsesLisp2019-07-063-9/+14
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| * | gl_device: Query SSBO alignmentReinUsesLisp2019-07-062-0/+6
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| * | gl_buffer_cache: Implement flushingReinUsesLisp2019-07-062-2/+11
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| * | gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cacheReinUsesLisp2019-07-066-204/+35
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| * | gl_buffer_cache: Rework to support internalized buffersReinUsesLisp2019-07-063-65/+174
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| * | gl_buffer_cache: Store in CachedBufferEntry the used buffer handleReinUsesLisp2019-07-062-23/+30
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| * | gl_buffer_cache: Return used buffer from Upload functionReinUsesLisp2019-07-064-36/+35
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| * | gl_rasterizer: Add some commentariesReinUsesLisp2019-07-061-0/+5
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| * | gl_rasterizer: Make DrawParameters rasterizer instance constReinUsesLisp2019-07-061-1/+1
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| * | gl_rasterizer: Move index buffer uploading to its own methodReinUsesLisp2019-07-062-7/+18
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* | Merge pull request #2609 from FernandoS27/new-scanbunnei2019-07-114-15/+36
|\ \ | | | | | | Implement a New Shader Scanner, Decompile Flow Stack and implement BRX BRA.CC
| * | shader_ir: Unify blocks in decompiled shaders.Fernando Sahmkow2019-07-091-4/+6
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| * | shader_ir: propagate shader size to the IRFernando Sahmkow2019-07-093-11/+21
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| * | shader_ir: Implement BRX & BRA.CCFernando Sahmkow2019-07-091-0/+9
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* | Merge pull request #2697 from lioncash/docbunnei2019-07-101-7/+9
|\ \ | | | | | | gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()
| * | gl_rasterizer: Amend documentation comment for ConfigureFramebuffers()Lioncash2019-07-091-7/+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.
* / video_core: Add missing override specifiersLioncash2019-07-071-2/+2
|/
* Merge pull request #2601 from FernandoS27/texture_cacheZach Hilman2019-07-0521-2136/+1309
|\ | | | | Implement a new Texture Cache
| * texture_cache: Address FeedbackFernando Sahmkow2019-07-053-10/+11
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| * texture_cache: Correct Texture Buffer UploadingFernando Sahmkow2019-07-052-2/+16
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| * texture_cache: Address feedbackReinUsesLisp2019-06-292-19/+1
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| * gl_texture_cache: Correct assertsFernando Sahmkow2019-06-262-2/+2
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| * gl_texture_cache: Corrections and fixesFernando Sahmkow2019-06-252-13/+9
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| * gl_resource_manager: Correct MakeStreamCopyFernando Sahmkow2019-06-252-3/+2
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| * texture_cache: Query MemoryManager from the systemFernando Sahmkow2019-06-252-6/+0
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| * gl_texture_cache: Explicitly add indirect includeReinUsesLisp2019-06-241-0/+1
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| * renderer_opengl/utils: Remove unused includes and unused forward declarationReinUsesLisp2019-06-241-4/+0
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| * gl_texture_cache: Address some feedbackReinUsesLisp2019-06-241-2/+4
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| * gl_shader_disk_cache: Address feedbackReinUsesLisp2019-06-242-4/+8
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| * gl_shader_decompiler: Address feedbackReinUsesLisp2019-06-241-11/+12
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| * texture_cache: Style and CorrectionsFernando Sahmkow2019-06-211-1/+1
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| * shader_cache: Correct versioning and size calculation.Fernando Sahmkow2019-06-212-2/+7
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| * texture_cache: Implement texception detection and texture barriers.Fernando Sahmkow2019-06-211-2/+8
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| * gl_texture_cache: Use Stream Buffers instead of Persistant for Buffer Copies.Fernando Sahmkow2019-06-213-5/+4
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| * gl_texture_cache: Correct Image BlitFernando Sahmkow2019-06-211-1/+1
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| * texture_cache: Use siblings textures on Rebuild and fix possible error on blittingFernando Sahmkow2019-06-211-1/+1
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| * texture_cache: Remove old rasterizer cacheFernando Sahmkow2019-06-212-1956/+0
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| * texture_cache: eliminate accelerated depth->color/color->depth copies due to driver instability.Fernando Sahmkow2019-06-213-14/+5
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| * texture_cache: Optimize GetSurface and use references on functions that don't change a surface.Fernando Sahmkow2019-06-212-6/+6
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| * texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow2019-06-217-3/+117
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| * texture_cache uncompress-compress is untopological.Fernando Sahmkow2019-06-211-5/+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.
| * Fix rebase errorsFernando Sahmkow2019-06-212-3/+9
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| * texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow2019-06-215-41/+35
| | | | | | | | | | This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
| * gl_shader_decompiler: Implement image binding settingsReinUsesLisp2019-06-215-24/+52
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| * shader: Decode SUST and implement backing image functionalityReinUsesLisp2019-06-211-0/+70
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| * gl_rasterizer: Track texture buffer usageReinUsesLisp2019-06-216-74/+119
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| * video_core: Make ARB_buffer_storage a required extensionReinUsesLisp2019-06-213-8/+5
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| * gl_rasterizer_cache: Use texture buffers to emulate texture buffersReinUsesLisp2019-06-213-10/+31
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| * maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp2019-06-211-1/+1
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| * gl_shader_decompiler: Allow 1D textures to be texture buffersReinUsesLisp2019-06-211-4/+38
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| * texture_cache: Implement Guard mechanismFernando Sahmkow2019-06-211-0/+4
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| * texture_cache: General FixesFernando Sahmkow2019-06-211-3/+8
| | | | | | | | | | | | | | Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
| * gl_framebuffer_cache: Use a hashed struct to cache framebuffersReinUsesLisp2019-06-214-61/+145
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| * texture_cache return invalid buffer on deactivated color_maskFernando Sahmkow2019-06-211-2/+4
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| * gl_texture_cache: Make main views be proxy textures instead of a full view.Fernando Sahmkow2019-06-212-11/+25
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| * Remove Framebuffer reconfiguration and restrict rendertarget protectionFernando Sahmkow2019-06-212-13/+8
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| * Reduce amount of size calculations.Fernando Sahmkow2019-06-212-2/+1
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| * texture_cache: Correct premature texceptionsFernando Sahmkow2019-06-212-7/+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.
| * texture_cache: Implement guest flushingFernando Sahmkow2019-06-211-2/+4
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| * Texture Cache: Implement Blitting and Fermi CopiesFernando Sahmkow2019-06-216-96/+78
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| * surface_view: Add constructor for ViewParamsReinUsesLisp2019-06-211-11/+4
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| * Correct Mipmaps View method in Texture CacheFernando Sahmkow2019-06-212-29/+27
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| * Change texture_cache chaching from GPUAddr to CacheAddrFernando Sahmkow2019-06-212-18/+0
| | | | | | | | | | This also reverses the changes to make invalidation and flushing through the GPU address.
| * Implement Texture Cache V2Fernando Sahmkow2019-06-215-293/+202
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| * Add OGLTextureViewFernando Sahmkow2019-06-212-0/+43
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| * Deglobalize Memory Manager on texture cahe and Implement Invalidation and Flushing using GPUVAddrFernando Sahmkow2019-06-211-0/+8
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| * texture_cache: Remove execution context copies from the texture cacheReinUsesLisp2019-06-213-17/+18
| | | | | | | | | | This is done to simplify the OpenGL implementation, it is needed for Vulkan.
| * gl_texture_cache: Implement fermi copiesReinUsesLisp2019-06-215-2/+105
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| * texture_cache: Split texture cache into different filesReinUsesLisp2019-06-212-2/+2
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| * texture_cache: Move staging buffer into a generic implementationReinUsesLisp2019-06-212-113/+8
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| * texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp2019-06-213-5/+7
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| * gl_texture_cache: Minor changesReinUsesLisp2019-06-213-34/+44
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| * gl_texture_cache: Add copy from multiple overlaps into a single surfaceReinUsesLisp2019-06-212-5/+83
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| * gl_texture_cache: Attach surface textures instead of viewsReinUsesLisp2019-06-213-20/+32
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| * gl_texture_cache: Add fast copy pathReinUsesLisp2019-06-212-3/+57
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| * gl_texture_cache: Initial implementationReinUsesLisp2019-06-215-35/+681
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* | gl_shader_cache: Make CachedShader constructor privateZach Hilman2019-07-042-5/+5
| | | | | | | | Fixes missing review comments introduced.
* | Merge pull request #2563 from ReinUsesLisp/shader-initializersZach Hilman2019-07-042-52/+53
|\ \ | | | | | | gl_shader_cache: Use static constructors for CachedShader initialization
| * | gl_shader_cache: Use static constructors for CachedShader initializationReinUsesLisp2019-06-082-52/+53
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* | | rasterizer_cache: Protect inherited caches from submission levelFernando Sahmkow2019-07-012-0/+3
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* | | Merge pull request #2579 from ReinUsesLisp/fix-aoffi-testbunnei2019-06-211-1/+2
|\ \ \ | |_|/ |/| | gl_device: Fix TestVariableAoffi test
| * | gl_device: Fix TestVariableAoffi testReinUsesLisp2019-06-121-1/+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.
* | Merge pull request #2591 from lioncash/recordbunnei2019-06-201-1/+0
|\ \ | | | | | | core: Remove unused CiTrace source files
| * | core: Remove unused CiTrace source filesLioncash2019-06-181-1/+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.
* | Merge pull request #2562 from ReinUsesLisp/split-cbuf-uploadbunnei2019-06-182-46/+49
|\ \ | | | | | | video_core/engines: Move ConstBufferInfo out of Maxwell3D
| * | gl_rasterizer: Remove unused parameters in descriptor uploadsReinUsesLisp2019-06-082-8/+6
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| * | video_core/engines: Move ConstBufferInfo out of Maxwell3DReinUsesLisp2019-06-082-39/+44
| |/
* | Merge pull request #2538 from ReinUsesLisp/ssy-pbkZach Hilman2019-06-161-4/+27
|\ \ | |/ |/| shader: Split SSY and PBK stack
| * shader: Split SSY and PBK stackReinUsesLisp2019-06-071-4/+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;
* | Merge pull request #2514 from ReinUsesLisp/opengl-compatZach Hilman2019-06-0713-219/+40
|\ \ | |/ |/| video_core: Drop OpenGL core in favor of OpenGL compatibility
| * gl_buffer_cache: Remove unused ReserveMemory methodReinUsesLisp2019-05-302-13/+0
| |
| * maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap modeReinUsesLisp2019-05-301-5/+2
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| * gl_rasterizer: Move alpha testing to the OpenGL pipelineReinUsesLisp2019-05-308-71/+33
| | | | | | | | Removes the alpha testing code from each fragment shader invocation.
| * gl_rasterizer: Use GL_QUADS to emulate quads renderingReinUsesLisp2019-05-305-130/+5
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* | shader: Use shared_ptr to store nodes and move initialization to fileReinUsesLisp2019-06-061-31/+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.
* | Merge pull request #2540 from ReinUsesLisp/remove-guest-positionbunnei2019-06-062-36/+21
|\ \ | | | | | | gl_shader_decompiler: Remove guest "position" varying
| * | gl_shader_decompiler: Remove guest "position" varyingReinUsesLisp2019-06-032-36/+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.
* | Merge pull request #2512 from ReinUsesLisp/comp-indexingbunnei2019-06-063-3/+80
|\ \ | | | | | | gl_shader_decompiler: Pessimize uniform buffer access on AMD's prorpietary driver
| * | gl_shader_decompiler: Use an if based cbuf indexing for broken driversReinUsesLisp2019-05-241-3/+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; ```
| * | gl_device: Add test to detect broken component indexingReinUsesLisp2019-05-242-0/+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.
* | | gl_shader_cache: Store a system class and drop global accessorsReinUsesLisp2019-05-302-7/+9
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* | | gl_shader_cache: Add commentaries explaining the intention in shaders creationReinUsesLisp2019-05-301-0/+2
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* | | gl_shader_cache: Flip if condition in GetStageProgram to reduce indentationReinUsesLisp2019-05-301-25/+26
| |/ |/|
* | Merge pull request #2446 from ReinUsesLisp/tidbunnei2019-05-291-7/+23
|\ \ | | | | | | shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
| * | shader: Implement S2R Tid{XYZ} and CtaId{XYZ}ReinUsesLisp2019-05-201-0/+16
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| * | gl_shader_decompiler: Make GetSwizzle constexprReinUsesLisp2019-05-201-7/+7
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* | | gl_device: Add commentary to AOFFI unit test source codeReinUsesLisp2019-05-271-0/+1
| | | | | | | | | | | | | | | The intention behind this commit is to hint someone inspecting an apitrace dump to ignore this ill-formed GLSL code.
* | | gl_shader_gen: Always declare extensions after the version declarationReinUsesLisp2019-05-272-7/+5
| | | | | | | | | | | | | | | This addresses a bug on geometry shaders where code was being written before all #extension declarations were done. Ref to #2523
* | | renderer_opengl/utils: Use a std::string_view with LabelGLObject()Lioncash2019-05-252-10/+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.
* | | Merge pull request #2358 from ReinUsesLisp/parallel-shaderbunnei2019-05-258-53/+113
|\ \ \ | |_|/ |/| | gl_shader_cache: Use shared contexts to build shaders in parallel at boot
| * | gl_shader_cache: Fix clang strict standard build issuesReinUsesLisp2019-05-213-9/+13
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| * | gl_shader_cache: Use shared contexts to build shaders in parallelReinUsesLisp2019-05-216-47/+103
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* | | renderer_opengl/gl_shader_decompiler: Remove redundant name specification in format stringLioncash2019-05-211-1/+1
|/ / | | | | | | This accidentally slipped through a rebase.
* | gl_shader_decompiler: Tidy up minor remaining cases of unnecessary std::string concatenationLioncash2019-05-201-21/+20
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* | gl_shader_decompiler: Replace individual overloads with the fmt-based oneLioncash2019-05-201-28/+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.
* | gl_shader_decompiler: Utilize fmt overload of AddLine() where applicableLioncash2019-05-201-136/+152
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* | gl_shader_decompiler: Add AddLine() overload that forwards to fmtLioncash2019-05-191-0/+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.
* Merge pull request #2441 from ReinUsesLisp/al2pbunnei2019-05-193-117/+219
|\ | | | | shader: Implement AL2P and ALD.PHYS
| * gl_shader_decompiler: Skip physical unused attributesReinUsesLisp2019-05-031-18/+27
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| * shader: Add physical attributes commentariesReinUsesLisp2019-05-031-0/+2
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| * gl_shader_decompiler: Implement GLSL physical attributesReinUsesLisp2019-05-031-65/+100
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| * gl_shader_decompiler: Abstract generic attribute operationsReinUsesLisp2019-05-031-29/+26
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| * gl_shader_decompiler: Declare all possible varyings on physical attribute usageReinUsesLisp2019-05-033-27/+87
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| * shader: Remove unused AbufNode Ipa modeReinUsesLisp2019-05-031-2/+1
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* | Merge pull request #2495 from lioncash/cacheHexagon122019-05-192-34/+48
|\ \ | | | | | | gl_shader_disk_cache: Minor cleanup
| * | gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGLLioncash2019-05-192-5/+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.
| * | gl_shader_disk_cache: Default ShaderDiskCacheOpenGL's destructor in the cpp fileLioncash2019-05-192-0/+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.
| * | gl_shader_disk_cache: Make hash specializations noexceptLioncash2019-05-191-2/+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.
| * | gl_shader_disk_cache: Remove redundant code string construction in LoadDecompiledEntry()Lioncash2019-05-191-2/+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.
| * | gl_shader_disk_cache: Make variable non-const in decompiled entry caseLioncash2019-05-191-1/+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.
| * | gl_shader_disk_cache: Special-case boolean handlingLioncash2019-05-192-24/+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.
* | | Merge pull request #2480 from ReinUsesLisp/fix-quadsHexagon122019-05-191-2/+2
|\ \ \ | | | | | | | | gl_rasterizer: Pass the right number of array quad vertices count
| * | | gl_rasterizer: Pass the right number of array quad vertices countReinUsesLisp2019-05-171-2/+2
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* | | Merge pull request #2483 from ReinUsesLisp/fix-point-sizeHexagon122019-05-191-1/+3
|\ \ \ | | | | | | | | gl_rasterizer: Limit OpenGL point size to a minimum of 1
| * | | gl_rasterizer: Limit OpenGL point size to a minimum of 1ReinUsesLisp2019-05-181-1/+3
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* | | Merge pull request #2484 from ReinUsesLisp/triangle-fanSebastian Valle2019-05-191-0/+2
|\ \ \ | | | | | | | | maxwell_to_gl: Add TriangleFan primitive topology
| * | | maxwell_to_gl: Add TriangleFan primitive topologyReinUsesLisp2019-05-181-0/+2
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* / / gl_shader_gen: std::move objects where applicableLioncash2019-05-191-7/+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.
* | Merge pull request #2461 from lioncash/unused-varMat M2019-05-143-13/+1
|\ \ | | | | | | video_core: Remove a few unused variables and functions
| * | video_core/renderer_opengl/gl_shader_cache: Correct member initialization orderLioncash2019-05-101-1/+1
| | | | | | | | | | | | Silences a -Wreorder warning.
| * | video_core/renderer_opengl/gl_shader_decompiler: Remove unused Composite() functionLioncash2019-05-101-11/+0
| | | | | | | | | | | | This isn't used at all, so it can be removed.
| * | video_core/renderer_opengl/gl_rasterizer_cache: Remove unused variable in UploadGLMipmapTexture()Lioncash2019-05-101-1/+0
| | | | | | | | | | | | This variable is unused entirely, so it can be removed.
* | | Merge pull request #2413 from FernandoS27/opt-gpuRodrigo Locatti2019-05-145-26/+47
|\ \ \ | |/ / |/| | Rasterizer Cache: refactor flushing & optimize memory usage of surfaces
| * | Rasterizer Cache: Use a temporal storage for Surfaces loading/flushing.Fernando Sahmkow2019-04-213-17/+30
| | | | | | | | | | | | | | | This PR should heavily reduce memory usage since temporal buffers are no longer stored per Surface but instead managed by the Rasterizer Cache.
| * | RasterizerCache Redesign: Flush Fernando Sahmkow2019-04-204-11/+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.
* | | Merge pull request #2443 from ReinUsesLisp/skip-repeated-variantsbunnei2019-05-091-1/+4
|\ \ \ | | | | | | | | gl_shader_disk_cache: Skip stored shader variants instead of asserting
| * | | gl_shader_disk_cache: Skip stored shader variants instead of assertingReinUsesLisp2019-05-011-1/+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.
* / | gl_rasterizer: Silence unused variable warningLioncash2019-05-041-2/+2
|/ / | | | | | | Makes use of src, so it's not considered unused.
* | Merge pull request #2100 from FreddyFunk/disk-cache-precompiled-filebunnei2019-05-013-133/+170
|\ \ | | | | | | gl_shader_disk_cache: Improve precompiled shader cache generation speed and size
| * | Re added new lines at the end of filesFreddyFunk2019-04-232-2/+2
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| * | gl_shader_disk_cache: Compress precompiled shader cache file with Zstandardunknown2019-04-231-6/+10
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| * | gl_shader_disk_cache: Use VectorVfsFile for the virtual precompiled shader cache fileunknown2019-04-233-101/+168
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| * | gl_shader_disk_cache: Remove per shader compressionunknown2019-04-232-45/+11
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* | | Merge pull request #2322 from ReinUsesLisp/wswitchbunnei2019-04-292-27/+28
|\ \ \ | |/ / |/| | video_core: Silent -Wswitch warnings
| * | video_core: Silent -Wswitch warningsReinUsesLisp2019-04-182-27/+28
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* | | Merge pull request #2422 from ReinUsesLisp/fixup-samplersHexagon122019-04-231-3/+5
|\ \ \ | | | | | | | | gl_state: Fix samplers memory corruption
| * | | gl_state: Fix samplers memory corruptionReinUsesLisp2019-04-191-3/+5
| | |/ | |/| | | | | | | | | | It was possible for "samplers" to be read without being written. This addresses that.
* | | Merge pull request #2425 from FernandoS27/y-directionHexagon122019-04-231-0/+3
|\ \ \ | | | | | | | | Fix flipping on some games by applying Y direction register
| * | | Apply Position Y DirectionFernando Sahmkow2019-04-201-0/+3
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* | | Merge pull request #2383 from ReinUsesLisp/aoffi-testbunnei2019-04-2310-75/+161
|\ \ \ | | | | | | | | gl_shader_decompiler: Disable variable AOFFI on unsupported devices
| * | | gl_shader_decompiler: Use variable AOFFI on supported hardwareReinUsesLisp2019-04-1410-71/+102
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| * | | gl_device: Implement interface and add uniform offset alignmentReinUsesLisp2019-04-104-13/+68
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* | | | Merge pull request #2403 from FernandoS27/compressed-linearbunnei2019-04-221-2/+5
|\ \ \ \ | | | | | | | | | | Support compressed formats on linear textures.
| * | | | Support compressed formats on linear textures.Fernando Sahmkow2019-04-151-2/+5
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* | | | Merge pull request #2411 from FernandoS27/unsafe-gpubunnei2019-04-221-5/+8
|\ \ \ \ | | | | | | | | | | GPU Manager: Implement ReadBlockUnsafe and WriteBlockUnsafe
| * | | | Document unsafe versions and add BlockCopyUnsafeFernando Sahmkow2019-04-161-6/+7
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| * | | | Use ReadBlockUnsafe for Shader CacheFernando Sahmkow2019-04-161-5/+7
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* | | | Merge pull request #2409 from ReinUsesLisp/half-floatsbunnei2019-04-201-50/+76
|\ \ \ \ | |_|_|/ |/| | | shader_ir/decode: Miscellaneous fixes to half-float decompilation
| * | | shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmeticReinUsesLisp2019-04-161-28/+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.
| * | | gl_shader_decompiler: Fix MrgH0 decompilationReinUsesLisp2019-04-161-2/+2
| | | | | | | | | | | | | | | | GLSL decompilation for HMergeH0 was wrong. This addresses that issue.
| * | | shader_ir/decode: Implement half float saturationReinUsesLisp2019-04-161-4/+11
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| * | | renderer_opengl: Implement half float NaN comparisonsReinUsesLisp2019-04-161-18/+42
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* | | Merge pull request #2318 from ReinUsesLisp/sampler-cachebunnei2019-04-184-123/+80
|\ \ \ | | | | | | | | gl_sampler_cache: Port sampler cache to OpenGL
| * | | gl_sampler_cache: Port sampler cache to OpenGLReinUsesLisp2019-04-024-123/+80
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* | | | Merge pull request #2348 from FernandoS27/guest-bindlessbunnei2019-04-183-7/+20
|\ \ \ \ | | | | | | | | | | Implement Bindless Textures on Shader Decompiler and GL backend
| * | | | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow2019-04-082-9/+8
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| * | | | Fix bad rebaseFernando Sahmkow2019-04-081-2/+1
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| * | | | Simplify ConstBufferAccessorFernando Sahmkow2019-04-082-5/+4
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| * | | | Fixes to Const Buffer Accessor and FormattingFernando Sahmkow2019-04-081-2/+1
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| * | | | Implement Bindless Handling on SetupTextureFernando Sahmkow2019-04-081-1/+9
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| * | | | Unify both sampler types.Fernando Sahmkow2019-04-082-4/+8
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| * | | | Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow2019-04-081-1/+1
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| * | | | Implement Const Buffer AccessorFernando Sahmkow2019-04-082-2/+7
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* | | | | Merge pull request #2384 from ReinUsesLisp/gl-state-clearbunnei2019-04-171-4/+4
|\ \ \ \ \ | | | | | | | | | | | | gl_rasterizer: Apply just the needed state on Clear
| * | | | | gl_rasterizer: Apply just the needed state on ClearReinUsesLisp2019-04-101-4/+4
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* | | | | Merge pull request #2092 from ReinUsesLisp/stgbunnei2019-04-177-45/+85
|\ \ \ \ \ | | | | | | | | | | | | shader/memory: Implement STG and global memory flushing
| * | | | | shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp2019-04-147-45/+85
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* / | | | Correct Pitch in Fermi2DFernando Sahmkow2019-04-151-4/+1
|/ / / /
* | | | Merge pull request #2373 from FernandoS27/z32bunnei2019-04-141-2/+17
|\ \ \ \ | | | | | | | | | | Set Pixel Format to Z32 if its R32F and depth compare enabled, and Implement format ZF32_X24S8
| * | | | Correct depth compare with color formats for R32FFernando Sahmkow2019-04-091-2/+17
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* | | | Merge pull request #2386 from ReinUsesLisp/shader-managerbunnei2019-04-142-34/+61
|\ \ \ \ | | | | | | | | | | gl_shader_manager: Move code to source file and minor clean up
| * | | | gl_shader_manager: Move code to source file and minor clean upReinUsesLisp2019-04-112-34/+61
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* | | | gl_rasterizer_cache: Relax restrictions on FastCopySurface and FastLayeredCopySurfaceFernando Sahmkow2019-04-111-4/+10
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* | | | Merge pull request #2372 from FernandoS27/fermi-fixbunnei2019-04-111-0/+4
|\ \ \ \ | |/ / / |/| | | Correct Fermi Copy on Linear Textures.
| * | | Correct Fermi Copy on Linear Textures.Fernando Sahmkow2019-04-091-0/+4
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* | | Merge pull request #2345 from ReinUsesLisp/multibindbunnei2019-04-104-30/+69
|\ \ \ | | | | | | | | gl_rasterizer: Use ARB_multi_bind to update buffers with a single call per drawcall
| * | | renderer_opengl/utils: Skip empty bindsReinUsesLisp2019-04-061-0/+3
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| * | | gl_rasterizer: Use ARB_multi_bind to update SSBOsReinUsesLisp2019-04-062-9/+9
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| * | | gl_rasterizer: Use ARB_multi_bind to update UBOs across stagesReinUsesLisp2019-04-064-22/+58
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* | | | Merge pull request #2375 from FernandoS27/fix-ldcbunnei2019-04-101-2/+1
|\ \ \ \ | | | | | | | | | | Remove unnecessary bounding in LD_C
| * | | | Remove bounding in LD_CFernando Sahmkow2019-04-101-2/+1
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* | | | Merge pull request #2354 from lioncash/headerbunnei2019-04-104-0/+4
|\ \ \ \ | | | | | | | | | | video_core/texures/texture: Remove unnecessary includes
| * | | | video_core/texures/texture: Remove unnecessary includesLioncash2019-04-064-0/+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.
* | | | | gl_backend: Align Pixel StorageFernando Sahmkow2019-04-082-4/+12
| |/ / / |/| | | | | | | | | | | | | | | This commit makes sure GL reads on the correct pack size for the respective texture buffer.
* | | | Merge pull request #2300 from FernandoS27/null-shaderbunnei2019-04-071-0/+4
|\ \ \ \ | | | | | | | | | | shader_cache: Permit a Null Shader in case of a bad host_ptr.
| * | | | Permit a Null Shader in case of a bad host_ptr.Fernando Sahmkow2019-04-071-0/+4
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* | | | | Merge pull request #2306 from ReinUsesLisp/aoffibunnei2019-04-071-42/+91
|\ \ \ \ \ | | | | | | | | | | | | shader_ir: Implement AOFFI for TEX and TLD4
| * | | | | gl_shader_decompiler: Hide local definitions inside an anonymous namespaceReinUsesLisp2019-03-311-6/+8
| | | | | |
| * | | | | gl_shader_decompiler: Add AOFFI backing implementationReinUsesLisp2019-03-301-38/+85
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* | | | | | Merge pull request #2321 from ReinUsesLisp/gl-state-reworkbunnei2019-04-073-339/+324
|\ \ \ \ \ \ | | | | | | | | | | | | | | gl_state: Rework to enable individual applies
| * | | | | | gl_state: Rework to enable individual appliesReinUsesLisp2019-04-043-339/+324
| | |_|_|_|/ | |/| | | |
* | | | | | Merge pull request #2098 from FreddyFunk/disk-cache-zstdbunnei2019-04-071-6/+6
|\ \ \ \ \ \ | |_|_|_|/ / |/| | | | | gl_shader_disk_cache: Use Zstandard for compression
| * | | | | common/zstd_compression: simplify decompression interfaceunknown2019-03-291-3/+2
| | | | | |
| * | | | | gl_shader_disk_cache: Fixup clang formatunknown2019-03-291-2/+3
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| * | | | | gl_shader_disk_cache: Use Zstandard for compressionunknown2019-03-291-6/+6
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* | | | | | Merge pull request #2327 from ReinUsesLisp/crash-safe-visitbunnei2019-04-061-1/+6
|\ \ \ \ \ \ | | | | | | | | | | | | | | gl_shader_decompiler: Return early when an operation is invalid
| * | | | | | gl_shader_decompiler: Return early when an operation is invalidReinUsesLisp2019-04-031-1/+6
| | |/ / / / | |/| | | |
* | | | | | Merge pull request #2337 from lioncash/temporarybunnei2019-04-061-12/+12
|\ \ \ \ \ \ | |_|_|_|_|/ |/| | | | | gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()
| * | | | | gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()Lioncash2019-04-051-12/+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.
* | | | | | Merge pull request #2336 from ReinUsesLisp/txqbunnei2019-04-051-2/+3
|\ \ \ \ \ \ | | | | | | | | | | | | | | gl_shader_decompiler: Fix TXQ types
| * | | | | | gl_shader_decompiler: Fix TXQ typesReinUsesLisp2019-04-051-2/+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.
* | | | | | video_core/renderer_opengl: Remove unnecessary includesLioncash2019-04-0413-24/+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.
* | | | | Merge pull request #2093 from FreddyFunk/disk-cache-better-compressionbunnei2019-04-041-38/+8
|\ \ \ \ \ | | |/ / / | |/| | | Better LZ4 compression utilization for the disk based shader cache and the yuzu build system
| * | | | gl_shader_disk_cache: Use LZ4HC with compression level 9 instead of compression level 12 for less compression timeunknown2019-03-291-3/+3
| | | | |
| * | | | Addressed feedbackunknown2019-03-291-6/+6
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| * | | | gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache filesunknown2019-03-291-2/+2
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| * | | | data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compressionunknown2019-03-291-38/+8
| | |/ / | |/| |
* | | | Merge pull request #2299 from lioncash/maxwellbunnei2019-04-044-17/+15
|\ \ \ \ | |_|/ / |/| | | gl_shader_manager: Remove reliance on a global accessor within MaxwellUniformData::SetFromRegs()
| * | | gl_shader_manager: Remove unnecessary gl_shader_manager inclusionLioncash2019-03-281-2/+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.
| * | | gl_shader_manager: Move using statement into the cpp fileLioncash2019-03-282-4/+4
| | | | | | | | | | | | | | | | | | | | Avoids introducing Maxwell3D into the namespace for everything that includes the header.
| * | | gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs()Lioncash2019-03-283-9/+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.
| * | | gl_shader_manager: Amend Doxygen string for MaxwellUniformDataLioncash2019-03-271-3/+3
| | |/ | |/| | | | | | | | | | Previously only one line of the whole comment was in proper Doxygen formatting.
* | | Merge pull request #2297 from lioncash/reorderbunnei2019-03-314-11/+11
|\ \ \ | | | | | | | | video_core: Amend constructor initializer list order where applicable
| * | | video_core: Amend constructor initializer list order where applicableLioncash2019-03-274-11/+11
| |/ / | | | | | | | | | | | | | | | | | | Specifies the members in the same order that initialization would take place in. This also silences -Wreorder warnings.
* | | Merge pull request #2298 from lioncash/variablebunnei2019-03-313-9/+5
|\ \ \ | |_|/ |/| | video_core/{gl_rasterizer, gpu_thread}: Remove unused class variables where applicable
| * | gl_rasterizer: Remove unused reference member variable from RasterizerOpenGLLioncash2019-03-273-9/+5
| |/ | | | | | | | | This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface"
* / video_core: Add missing override specifiersLioncash2019-03-271-2/+2
|/ | | | | | Ensures that the signatures will always match with the base class. Also silences a few compilation warnings.
* Merge pull request #2256 from bunnei/gpu-vmmbunnei2019-03-2210-41/+36
|\ | | | | gpu: Rewrite MemoryManager based on the VMManager implementation.
| * gl_rasterizer_cache: Check that backing memory is valid before creating a surface.bunnei2019-03-212-15/+12
| | | | | | | | - Fixes a crash in Puyo Puyo Tetris.
| * gpu: Rewrite virtual memory manager using PageTable.bunnei2019-03-212-7/+7
| |
| * gpu: Move GPUVAddr definition to common_types.bunnei2019-03-2110-24/+22
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* | Revert "Devirtualize Register/Unregister and use a wrapper instead."bunnei2019-03-222-6/+10
|/ | | | - Fixes graphical issues from transitions in Super Mario Odyssey.
* gl_rasterizer: Skip zero addr/sized regions on flush/invalidate.bunnei2019-03-171-0/+6
|
* Merge pull request #2244 from bunnei/gpu-mem-refactorbunnei2019-03-178-74/+68
|\ | | | | video_core: Refactor to use MemoryManager interface for all memory access.
| * video_core: Refactor to use MemoryManager interface for all memory access.bunnei2019-03-168-74/+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
* | memory: Simplify rasterizer cache operations.bunnei2019-03-161-2/+1
|/
* gpu: Use host address for caching instead of guest address.bunnei2019-03-1510-94/+123
|
* Merge pull request #2233 from ReinUsesLisp/morton-cleanupbunnei2019-03-152-5/+7
|\ | | | | video_core/morton: Miscellaneous changes
| * video_core/morton: Use enum to describe MortonCopyPixels128 modeReinUsesLisp2019-03-131-3/+5
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| * video_core/morton: Remove unused parameter in MortonSwizzleReinUsesLisp2019-03-131-2/+2
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* | Merge pull request #2216 from ReinUsesLisp/rasterizer-systembunnei2019-03-142-29/+31
|\ \ | | | | | | gl_rasterizer: Use system instance passed from argument
| * | gl_rasterizer: Use system instance passed from argumentReinUsesLisp2019-03-112-29/+31
| | |
* | | Merge pull request #2227 from lioncash/overridebunnei2019-03-132-5/+5
|\ \ \ | |_|/ |/| | renderer_opengl/gl_global_cache: Add missing override specifiers
| * | renderer_opengl/gl_global_cache: Replace indexing for assignment with insert_or_assignLioncash2019-03-112-3/+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.
| * | renderer_opengl/gl_global_cache: Append missing override specifiersLioncash2019-03-111-2/+2
| |/ | | | | | | | | Two of the functions here are overridden functions, so we can append these specifiers to make it explicit.
* | Merge pull request #2215 from ReinUsesLisp/samplersbunnei2019-03-122-59/+43
|\ \ | |/ |/| gl_rasterizer: Encapsulate sampler queries into methods
| * gl_rasterizer: Encapsulate sampler queries into methodsReinUsesLisp2019-03-092-59/+43
| |
* | Merge pull request #2147 from ReinUsesLisp/texture-cleanbunnei2019-03-101-21/+35
|\ \ | | | | | | shader_ir: Remove "extras" from the MetaTexture
| * | shader/decode: Remove extras from MetaTextureReinUsesLisp2019-02-261-21/+35
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* | | Merge pull request #2143 from ReinUsesLisp/texviewbunnei2019-03-103-32/+42
|\ \ \ | | | | | | | | gl_rasterizer_cache: Create texture views for array discrepancies
| * | | gl_rasterizer_cache: Create texture views for array discrepanciesReinUsesLisp2019-02-273-32/+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.
* | | | gl_rasterizer: Minor logger changesReinUsesLisp2019-03-091-19/+13
| |_|/ |/| |
* | | Merge pull request #2055 from bunnei/gpu-threadbunnei2019-03-071-5/+1
|\ \ \ | | | | | | | | Asynchronous GPU command processing
| * | | gpu: Always flush.bunnei2019-03-071-5/+1
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* | | | Merge pull request #2149 from ReinUsesLisp/decoders-stylebunnei2019-03-071-102/+13
|\ \ \ \ | | | | | | | | | | gl_rasterizer_cache: Move format conversion functions to their own file
| * | | | gl_rasterizer_cache: Move format conversion to its own fileReinUsesLisp2019-02-271-102/+13
| | |_|/ | |/| |
* | | | Merge pull request #2190 from lioncash/ogl-globalbunnei2019-03-072-11/+17
|\ \ \ \ | |_|/ / |/| | | core: Remove the global telemetry accessor function
| * | | video_core/renderer_opengl: Replace direct usage of global system object accessorsLioncash2019-03-042-11/+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.
* | | | Merge pull request #2165 from ReinUsesLisp/unbind-texbunnei2019-03-042-14/+2
|\ \ \ \ | |/ / / |/| | | gl_rasterizer: Unbind textures but don't apply the gl_state
| * | | gl_rasterizer: Remove texture unbinding after dispatching a draw callReinUsesLisp2019-02-281-12/+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.
| * | | gl_state: Fixup multibind bugReinUsesLisp2019-02-281-2/+2
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* | | | fuck git for ruining my day, I will learn but I will not forgivebunnei2019-03-021-1/+1
|/ / /
* | | Merge pull request #2121 from FernandoS27/texception2bunnei2019-02-283-7/+204
|\ \ \ | | | | | | | | Improve the Accuracy of the Rasterizer Cache through a Texception Pass
| * | | Devirtualize Register/Unregister and use a wrapper instead.Fernando Sahmkow2019-02-282-10/+6
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| * | | Corrections and redesign.Fernando Sahmkow2019-02-282-51/+51
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| * | | Fix linux compile error.Fernando Sahmkow2019-02-281-1/+1
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| * | | Remove NotifyFrameBuffer as we are doing a texception pass every drawcall.Fernando Sahmkow2019-02-282-25/+0
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| * | | Remove certain optimizations that caused texception to fail in certain scenarios.Fernando Sahmkow2019-02-283-24/+1
| | | |
| * | | Bug fixes and formattingFernando Sahmkow2019-02-282-3/+4
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| * | | rasterizer_cache_gl: Implement Texception PassFernando Sahmkow2019-02-283-0/+51
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| * | | rasterizer_cache_gl: Implement Partial Reinterpretation of Surfaces.Fernando Sahmkow2019-02-282-0/+100
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| * | | rasterizer_cache: mark reinterpreted surfaces and add ability to reload marked surfaces on next use.Fernando Sahmkow2019-02-282-0/+78
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| * | | rasterizer_cache_gl: Notify on framebuffer changeFernando Sahmkow2019-02-282-4/+23
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* | | | Merge pull request #2172 from lioncash/reorderbunnei2019-02-281-2/+2
|\ \ \ \ | |/ / / |/| | | gl_rasterizer/vk_memory_manager: Silence -Wreorder warnings
| * | | gl_rasterizer: Reorder constructor initializer list in terms of member declaration orderLioncash2019-02-271-2/+2
| | | | | | | | | | | | | | | | | | | | Orders the members in the order they would actually be initialized in. Silences a -Wreorder warning.
* | | | Merge pull request #2163 from ReinUsesLisp/bitset-dirtybunnei2019-02-282-11/+11
|\ \ \ \ | |_|_|/ |/| | | maxwell_3d: Use std::bitset to manage dirty flags
| * | | maxwell_3d: Use std::bitset to manage dirty flagsReinUsesLisp2019-02-262-11/+11
| | |/ | |/|
* | | Merge pull request #2167 from lioncash/namespacebunnei2019-02-275-15/+15
|\ \ \ | | | | | | | | common: Move Quaternion, Rectangle, Vec2, Vec3, and Vec4 into the Common namespace
| * | | common/math_util: Move contents into the Common namespaceLioncash2019-02-275-15/+15
| | |/ | |/| | | | | | | | | | These types are within the common library, so they should be within the Common namespace.
* / | gl_shader_disk_cache: Remove #pragma once from cpp fileLioncash2019-02-271-2/+0
|/ / | | | | | | This is only necessary in headers. Silences a warning with clang.
* / renderer_opengl: Update pixel format trackingReinUsesLisp2019-02-261-0/+1
|/
* Merge pull request #2118 from FernandoS27/ipa-improvebunnei2019-02-252-29/+19
|\ | | | | shader_decompiler: Improve Accuracy of Attribute Interpolation.
| * shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2019-02-142-29/+19
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* | Merge pull request #2119 from FernandoS27/fix-copybunnei2019-02-251-1/+5
|\ \ | | | | | | rasterizer_cache_gl: Only do fast layered copy on the same format.
| * | rasterizer_cache_gl: Only do fast layered copy on the same format. AsFernando Sahmkow2019-02-131-1/+5
| |/ | | | | | | glCopyImageSubData does not support different formats.
* | gl_rasterizer_cache: Fixup parameter order in layered swizzleReinUsesLisp2019-02-241-1/+1
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* | Merge pull request #2125 from ReinUsesLisp/fixup-glstatebunnei2019-02-211-83/+61
|\ \ | | | | | | gl_state: Synchronize gl_state even when state is disabled
| * | gl_state: Synchronize gl_state even when state is disabledReinUsesLisp2019-02-151-83/+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.
* | | Merge pull request #2127 from FearlessTobi/fix-screenshot-srgbbunnei2019-02-161-1/+2
|\ \ \ | | | | | | | | renderer_opengl: respect the sRGB colorspace for the screenshot feature
| * | | renderer_opengl: respect the sRGB colorspace for the screenshot featurefearlessTobi2019-02-151-1/+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.
* | | Merge pull request #2123 from lioncash/coretiming-globalJames Rowe2019-02-161-1/+1
|\ \ \ | |/ / |/| | core_timing: De-globalize core_timing facilities
| * | core_timing: Convert core timing into a classLioncash2019-02-161-1/+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.
* | Merge pull request #2112 from lioncash/shadowingbunnei2019-02-151-7/+13
|\ \ | | | | | | gl_rasterizer_cache: Get rid of variable shadowing
| * | gl_rasterizer_cache: Remove unnecessary newlineLioncash2019-02-121-2/+0
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| * | gl_rasterizer_cache: Get rid of variable shadowingLioncash2019-02-121-6/+14
| | | | | | | | | | | | | | | Avoids shadowing the members of the struct itself, which results in a -Wshadow warning.
* | | Merge pull request #2111 from ReinUsesLisp/fetch-fixbunnei2019-02-151-21/+34
|\ \ \ | |_|/ |/| | gl_shader_decompiler: Re-implement TLDS lod
| * | gl_shader_decompiler: Re-implement TLDS lodReinUsesLisp2019-02-121-21/+34
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* | | renderer_opengl: Remove reference to global system instanceLioncash2019-02-131-3/+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()
* | | Merge pull request #2110 from lioncash/namespacebunnei2019-02-131-1/+1
|\ \ \ | |/ / |/| | core_timing: Rename CoreTiming namespace to Core::Timing
| * | core_timing: Rename CoreTiming namespace to Core::TimingLioncash2019-02-121-1/+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.
* | Merge pull request #2068 from ReinUsesLisp/shader-cleanup-texturesbunnei2019-02-121-44/+53
|\ \ | |/ |/| shader_ir: Clean texture management code
| * shader_ir: Remove F4 prefix to texture operationsReinUsesLisp2019-02-071-12/+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.
| * shader_ir: Clean texture management codeReinUsesLisp2019-02-071-32/+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.
* | Merge pull request #1904 from bunnei/better-fermi-copybunnei2019-02-094-19/+164
|\ \ | | | | | | gl_rasterizer: Implement a more accurate fermi 2D copy.
| * | gl_rasterizer_cache: Mark surface copy destinations as modified.bunnei2019-02-072-4/+18
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| * | gl_rasterizer: Implement a more accurate fermi 2D copy.bunnei2019-02-074-15/+146
| | | | | | | | | | | | - This is a blit, use the blit registers.
* | | Implement linear textures (#2089)Fernando Sahmkow2019-02-092-5/+39
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* | | gl_rasterizer_cache: Fixup texture view parametersReinUsesLisp2019-02-081-2/+2
| |/ |/| | | | | | | These parameters were declared as constants and passed to glTextureView but then they were removed on a rabase. This addresses that mistake.
* | Merge pull request #2083 from ReinUsesLisp/shader-ir-cbuf-trackingbunnei2019-02-071-3/+3
|\ \ | |/ |/| shader/track: Add a more permissive global memory tracking
| * shader_ir: Rename BasicBlock to NodeBlockReinUsesLisp2019-02-031-3/+3
| | | | | | | | It's not always used as a basic block. Rename it for consistency.
* | gl_shader_disk_cache: Check LZ4 size limitFrederic L2019-02-071-0/+4
| | | | | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
* | gl_shader_disk_cache: Consider compressed size zero as an errorFrederic L2019-02-071-2/+2
| | | | | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
* | gl_shader_disk_cache: Use unordered containersReinUsesLisp2019-02-074-56/+64
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* | gl_shader_cache: Fixup GLSL unique identifiersReinUsesLisp2019-02-072-3/+3
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* | gl_shader_cache: Link loading screen with disk shader cache loadReinUsesLisp2019-02-074-8/+37
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* | gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shadersReinUsesLisp2019-02-071-0/+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.
* | gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp2019-02-078-14/+48
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* | gl_shader_disk_cache: Guard reads and writes against failureReinUsesLisp2019-02-072-216/+339
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* | gl_shader_disk_cache: Address miscellaneous feedbackReinUsesLisp2019-02-075-43/+57
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* | gl_shader_disk_cache: Pass return values returning instead of by parametersReinUsesLisp2019-02-073-39/+37
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* | gl_shader_disk_cache: Compress program binaries using LZ4ReinUsesLisp2019-02-071-7/+28
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* | gl_shader_disk_cache: Compress GLSL code using LZ4ReinUsesLisp2019-02-071-5/+56
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* | gl_shader_disk_cache: Save GLSL and entries into the precompiled fileReinUsesLisp2019-02-078-135/+225
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* | settings: Hide shader cache behind a settingReinUsesLisp2019-02-071-0/+21
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* | gl_shader_disk_cache: Invalidate shader cache changes with CMake hashReinUsesLisp2019-02-071-7/+16
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* | gl_shader_cache: Refactor to support disk shader cacheReinUsesLisp2019-02-072-121/+388
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* | gl_shader_disk_cache: Add transferable cache invalidationReinUsesLisp2019-02-072-0/+8
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* | gl_shader_disk_cache: Add precompiled loadReinUsesLisp2019-02-072-0/+45
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* | gl_shader_disk_cache: Add precompiled saveReinUsesLisp2019-02-072-0/+57
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* | gl_shader_disk_cache: Add transferable loadReinUsesLisp2019-02-072-0/+56
| |
* | gl_shader_disk_cache: Add transferable storesReinUsesLisp2019-02-072-0/+194
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* | gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpersReinUsesLisp2019-02-072-0/+76
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* | gl_shader_disk_cache: Add file and move BaseBindings declarationReinUsesLisp2019-02-073-10/+56
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* | gl_shader_decompiler: Remove name entriesReinUsesLisp2019-02-072-28/+10
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* | gl_shader_util: Add parameter to handle retrievable programsReinUsesLisp2019-02-073-6/+10
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* | rasterizer_interface: Add disk cache entry for the rasterizerReinUsesLisp2019-02-074-0/+11
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* | shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp2019-02-071-0/+33
| |
* | Merge pull request #2042 from ReinUsesLisp/nouveau-texbunnei2019-02-074-8/+9
|\ \ | | | | | | maxwell_3d: Allow texture handles with TIC id zero
| * | video_core: Assert on invalid GPU to CPU address queriesReinUsesLisp2019-02-033-4/+9
| | |
| * | maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp2019-02-031-4/+0
| |/ | | | | | | | | Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
* | Merge pull request #2071 from ReinUsesLisp/dsa-texturebunnei2019-02-078-216/+153
|\ \ | |/ |/| gl_rasterizer: Use DSA for textures and move swizzling to texture state
| * gl_rasterizer_cache: Fixup test clauseReinUsesLisp2019-01-301-6/+5
| |
| * gl_rasterizer_cache: Guard clause swizzle testingMat M2019-01-301-1/+3
| | | | | | Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
| * gl_state: Remove texture target trackingReinUsesLisp2019-01-302-5/+0
| |
| * gl_rasterizer_cache: Move swizzling to textures instead of stateReinUsesLisp2019-01-306-28/+35
| |
| * gl_state: Use DSA and multi bind to update texture bindingsReinUsesLisp2019-01-301-8/+22
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| * gl_rasterizer: Use DSA for texturesReinUsesLisp2019-01-305-185/+105
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* | Merge pull request #2074 from ReinUsesLisp/shader-ir-unify-offsetbunnei2019-02-012-3/+4
|\ \ | | | | | | shader_ir: Unify constant buffer offset values
| * | shader_ir: Unify constant buffer offset valuesReinUsesLisp2019-01-302-3/+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.
* | | Merge pull request #2067 from ReinUsesLisp/workaround-fbbunnei2019-02-012-14/+19
|\ \ \ | | | | | | | | gl_rasterizer: Workaround invalid zeta clears
| * | | gl_rasterizer: Workaround invalid zeta clearsReinUsesLisp2019-01-302-14/+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.
* | | | rasterizer_interface: Remove unused AccelerateFill operationReinUsesLisp2019-02-012-6/+0
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* | | | video_core: Remove unused Fill surface typeReinUsesLisp2019-02-011-4/+0
| |_|/ |/| |
* | | Merge pull request #1485 from FernandoS27/render-infobunnei2019-01-302-2/+57
|\ \ \ | |_|/ |/| | Add more info into textures' object labels
| * | Add more info into textures' object labelsFernandoS272018-12-092-2/+57
| | |
* | | Merge pull request #2070 from ReinUsesLisp/cubearray-viewbunnei2019-01-302-3/+8
|\ \ \ | | | | | | | | gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
| * | | gl_shader_cache: Fix texture view for cubemaps as cubemap arraysReinUsesLisp2019-01-302-3/+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).
* | | gl_shader_cache: Use explicit bindingsReinUsesLisp2019-01-307-249/+194
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* | | gl_rasterizer: Implement global memory managementReinUsesLisp2019-01-306-4/+140
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* | | shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp2019-01-302-6/+72
|/ /
* | Merge pull request #1927 from ReinUsesLisp/shader-irbunnei2019-01-267-3805/+1293
|\ \ | | | | | | video_core: Replace gl_shader_decompiler with an IR based decompiler
| * | gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibilityReinUsesLisp2019-01-151-44/+58
| | |
| * | gl_shader_decompiler: Inline textureGather componentReinUsesLisp2019-01-151-15/+16
| | |
| * | shader_ir: Remove composite primitives and use temporals insteadReinUsesLisp2019-01-151-66/+37
| | |
| * | gl_shader_decompiler: Fixup AssignCompositeHalfReinUsesLisp2019-01-151-1/+1
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| * | shader_decode: Use proper primitive namesReinUsesLisp2019-01-151-10/+8
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| * | shader_decode: Use BitfieldExtract instead of shift + andReinUsesLisp2019-01-151-0/+7
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| * | shader_ir: Remove Ipa primitiveReinUsesLisp2019-01-151-8/+0
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| * | gl_shader_decompiler: Use rasterizer's UBO size limitReinUsesLisp2019-01-151-1/+3
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| * | gl_shader_gen: Fixup code formattingReinUsesLisp2019-01-152-18/+22
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| * | video_core: Rename glsl_decompiler to gl_shader_decompilerReinUsesLisp2019-01-156-4/+1635
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| * | glsl_decompiler: Fixup geometry shadersReinUsesLisp2019-01-151-5/+1
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| * | video_core: Implement IR based geometry shadersReinUsesLisp2019-01-151-8/+6
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| * | video_core: Replace gl_shader_decompilerReinUsesLisp2019-01-157-4183/+57
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* | | frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.bunnei2019-01-243-28/+2
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* | | maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp2019-01-221-4/+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).
* | | Merge pull request #2008 from ReinUsesLisp/dirty-framebuffersbunnei2019-01-204-8/+54
|\ \ \ | | | | | | | | gl_rasterizer_cache: Use dirty flags for framebuffers
| * | | gl_rasterizer: Skip framebuffer configuration if rendertargets have not been changedReinUsesLisp2019-01-072-1/+31
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| * | | gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp2019-01-072-3/+11
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| * | | gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp2019-01-072-4/+12
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* | | | Merge pull request #2002 from ReinUsesLisp/dsa-vao-bufferbunnei2019-01-209-103/+73
|\ \ \ \ | | | | | | | | | | gl_rasterizer: Use DSA for VAOs and buffers
| * | | | gl_rasterizer: Workaround Intel VAO DSA bugReinUsesLisp2019-01-093-7/+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.
| * | | | gl_stream_buffer: Use DSA for buffer managementReinUsesLisp2019-01-063-17/+14
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| * | | | gl_rasterizer: Use DSA for vertex array objectsReinUsesLisp2019-01-066-79/+53
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| * | | | gl_state: Drop uniform buffer state trackingReinUsesLisp2019-01-063-10/+0
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* | | | | gl_rasterizer: Silent unsafe mix warningReinUsesLisp2019-01-181-1/+1
| |_|/ / |/| | |
* | | | gl_global_cache: Add dummy global cache managerReinUsesLisp2019-01-084-3/+94
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* | | | Merge pull request #1999 from ReinUsesLisp/dirty-shaderbunnei2019-01-073-2/+12
|\ \ \ \ | | |/ / | |/| | gl_shader_cache: Use dirty flags for shaders
| * | | gl_shader_cache: Use dirty flags for shadersReinUsesLisp2019-01-073-2/+12
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* / / gl_rasterizer_cache: Use GL_STREAM_COPY for PBOsReinUsesLisp2019-01-051-1/+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.
* | Merge pull request #1961 from ReinUsesLisp/tex-view-2dbunnei2019-01-023-14/+74
|\ \ | | | | | | gl_rasterizer_cache: Texture view if shader samples array but OGL is not
| * | gl_rasterizer_cache: Texture view if shader samples array but OGL is notReinUsesLisp2018-12-303-14/+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.
* | | gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.bunnei2018-12-281-22/+0
| | | | | | | | | | | | - Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
* | | Add missing uintBitsToFloat to SetRegisterToHalfFloatRodolfo Bogado2018-12-271-2/+2
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* | | Merge pull request #1892 from Tinob/masterbunnei2018-12-271-113/+122
|\ \ \ | | | | | | | | Improve Zero flag implementation
| * | | Apply CC test to the final value to be stored in the registerRodolfo Bogado2018-12-261-9/+12
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| * | | Includde saturation in the evaluation of the control codeRodolfo Bogado2018-12-221-3/+4
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| * | | Handle RZ cases evaluating the expression instead of the register value.Rodolfo Bogado2018-12-221-14/+22
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| * | | complete emulation of ZeroFlagRodolfo Bogado2018-12-221-100/+97
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* | | | renderer_opengl: Correct forward declaration of FramebufferLayoutLioncash2018-12-261-1/+1
| | | | | | | | | | | | | | | | | | | | This is actually a struct, not a class, which can lead to compilation warnings.
* | | | Fixed shader linking error due to TLDS (#1934)David2018-12-261-1/+1
| |/ / |/| | | | | | | | | | | | | | | | | | | | * Fixed shader linking error due to TLDS coord should be coords * Fix remaining coords
* | | Merge pull request #1886 from FearlessTobi/port-4164bunnei2018-12-232-4/+46
|\ \ \ | |/ / |/| | Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
| * | yuzu, video_core: Screenshot functionalityzhupengfei2018-12-182-4/+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.
* | Merge pull request #1921 from ogniK5377/no-unitbunnei2018-12-213-2/+13
|\ \ | | | | | | Fixed uninitialized memory due to missing returns in canary
| * | hopefully fix clang format issueDavid Marcec2018-12-191-0/+1
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| * | Fixed uninitialized memory due to missing returns in canaryDavid Marcec2018-12-193-2/+12
| | | | | | | | | | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
* | | Merge pull request #1920 from heapo/texture_format_selectionbunnei2018-12-211-1/+11
|\ \ \ | | | | | | | | Texture format fixes for RGBA16UI for copies and R16U when used as depth
| * | | Texture format fixes: Flag RGBA16UI as GL_RGBA_INTEGER format, and interpret R16U as Z16 when depth_compare is enabled.heapo2018-12-181-1/+11
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* | | Merge pull request #1909 from heapo/shadow_sampling_fixesbunnei2018-12-191-16/+14
|\ \ \ | |/ / |/| | Fix arrayed texture LOD selection and depth comparison ordering
| * | Fix arrayed shadow sampler array slice/depth comparison ordering, as well as invalid GLSL LOD selection.heapo2018-12-171-16/+14
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* | | Implement postfactor multiplication/division for fmul instructionsheapo2018-12-171-4/+20
|/ /
* | Merge pull request #1893 from lioncash/warnbunnei2018-12-121-3/+3
|\ \ | | | | | | gl_shader_cache: Resolve truncation compiler warning
| * | gl_shader_cache: Dehardcode constant in CalculateProgramSize()Lioncash2018-12-111-2/+2
| | | | | | | | | | | | This constant is related to the size of the instruction.
| * | gl_shader_cache: Resolve truncation compiler warningLioncash2018-12-111-1/+1
| | | | | | | | | | | | | | | The previous code would cause a warning, as it was truncating size_t (64-bit) to a u32 (32-bit) implicitly.
* | | Merge pull request #1888 from marcosvitali/glFrontFacingbunnei2018-12-111-1/+1
|\ \ \ | |/ / |/| | gl_shader_decompiler: IPA fix FrontFacing.
| * | gl_shader_decompiler: IPA FrontFacing: the right value when is the front face is 0xFFFFFFFF.Marcos Vitali2018-12-101-1/+1
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* | Merge pull request #1740 from FernandoS27/shader_propsbunnei2018-12-104-0/+57
|\ \ | | | | | | Implemented Shader Unique Identifiers
| * | Implemented a shader unique identifier.Fernando Sahmkow2018-12-094-0/+57
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* / gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize.Marcos Vitali2018-12-071-106/+134
|/
* Merge pull request #1824 from ReinUsesLisp/fbcachebunnei2018-12-062-40/+82
|\ | | | | gl_rasterizer: Implement a framebuffer cache
| * gl_rasterizer: Implement a framebuffer cacheReinUsesLisp2018-11-292-40/+82
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* | gl_shader_decompiler: Implement TEXS.F16ReinUsesLisp2018-12-051-12/+49
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* | gl_shader_decompiler: Fixup inverted ifReinUsesLisp2018-12-051-6/+5
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* | Rewrited TEX/TEXS (TEX Scalar). (#1826)Marcos2018-12-041-259/+177
| | | | | | | | | | | | | | | | * Rewrited TEX/TEXS (TEX Scalar). * Style fixes. * Styles issues.
* | Merge pull request #1822 from ReinUsesLisp/glsl-scopebunnei2018-12-031-250/+213
|\ \ | | | | | | gl_shader_decompiler: Introduce a scoped object and style changes
| * | gl_shader_decompiler: Remove texture temporal in TLD4ReinUsesLisp2018-11-291-3/+1
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| * | gl_shader_decompiler: Flip negated if else statementReinUsesLisp2018-11-291-3/+3
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| * | gl_shader_decompiler: Use GLSL scope on instructions unrelated to texturesReinUsesLisp2018-11-291-35/+10
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| * | gl_shader_decompiler: Move texture code generation into lambdasReinUsesLisp2018-11-291-97/+78
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| * | gl_shader_decompiler: Clean up texture instructionsReinUsesLisp2018-11-291-87/+56
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| * | gl_shader_decompiler: Scope GLSL variables with a scoped objectReinUsesLisp2018-11-291-32/+72
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* | Merge pull request #1827 from ReinUsesLisp/clip-and-shaderbunnei2018-12-024-13/+36
|\ \ | | | | | | gl_rasterizer: Enable clip distances when set in register and in shader
| * | gl_rasterizer: Enable clip distances when set in register and in shaderReinUsesLisp2018-11-294-13/+36
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* | Merge pull request #1825 from ReinUsesLisp/shader-pipeline-cachebunnei2018-12-021-4/+17
|\ \ | | | | | | gl_shader_manager: Update pipeline when programs have changed
| * | gl_shader_manager: Update pipeline when programs have changedReinUsesLisp2018-11-291-4/+17
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* | Merge pull request #1795 from ReinUsesLisp/vc-cleanupbunnei2018-12-023-32/+3
|\ \ | | | | | | video_core: Minor style changes
| * | gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zeroReinUsesLisp2018-11-291-1/+1
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| * | gl_rasterizer_cache: Use brackets for two-line single-expresion blocksReinUsesLisp2018-11-291-1/+2
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| * | gl_rasterizer: Remove unused struct declarationsReinUsesLisp2018-11-291-14/+0
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| * | gl_rasterizer: Remove extension booleansReinUsesLisp2018-11-292-16/+0
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* | gl_rasterizer_cache: Update AccurateCopySurface to flush complete source surface.bunnei2018-11-301-1/+4
| | | | | | | | - Fixes issues with Breath of the Wild with use_accurate_gpu_emulation setting.
* | gl_rasterizer_cache: Remove BlitSurface and replace with more accurate copy.bunnei2018-11-291-144/+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.
* Merge pull request #1808 from Tinob/masterbunnei2018-11-282-14/+16
|\ | | | | Fix clip distance and viewport
| * remove viewport_transform_enabled as it seems to be inactive when valid transforms are used.Rodolfo Bogado2018-11-271-12/+5
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| * Add support for Clip Distance enabled registerRodolfo Bogado2018-11-272-2/+11
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* | Merge pull request #1786 from Tinob/DepthClampbunnei2018-11-284-9/+49
|\ \ | | | | | | Add Depth Clamp Support
| * | Implement depth clampRodolfo Bogado2018-11-274-9/+49
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* | Merge pull request #1735 from FernandoS27/tex-spacingbunnei2018-11-282-7/+18
|\ \ | | | | | | Texture decoder: Implemented Tile Width Spacing
| * | Implemented Tile Width SpacingFernandoS272018-11-262-7/+18
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* | | gl_shader_decompiler: Fixup clip distance indexReinUsesLisp2018-11-271-1/+1
| | |
* | | gl_rasterizer: Fixup for #1723.Markus Wick2018-11-271-1/+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.
* | Merge pull request #1794 from Tinob/masterbunnei2018-11-271-7/+23
|\ \ | | | | | | Add support for viewport_transfom_enable register
| * | Limit the amount of viewports tested for state changes only to the usable onesRodolfo Bogado2018-11-251-2/+10
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| * | Add support for viewport_transfom_enable registerRodolfo Bogado2018-11-241-5/+13
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* | | Merge pull request #1723 from degasus/dirty_flagsbunnei2018-11-273-6/+23
|\ \ \ | | | | | | | | gl_rasterizer: Skip VB upload if the state is clean.
| * | | gl_rasterizer: Skip VB upload if the state is clean.Markus Wick2018-11-173-6/+23
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* | | | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)Marcos2018-11-274-1/+81
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
* | | | Merge pull request #1713 from FernandoS27/bra-ccbunnei2018-11-271-4/+14
|\ \ \ \ | | | | | | | | | | Implemented BRA CC conditional and FSET CC Setting
| * | | | Implemented BRA CC conditional and FSET CC SettingFernandoS272018-11-241-4/+14
| | |/ / | |/| |
* | | | Merge pull request #1798 from ReinUsesLisp/y-directionbunnei2018-11-274-16/+25
|\ \ \ \ | |_|_|/ |/| | | gl_shader_decompiler: Implement S2R's Y_DIRECTION
| * | | gl_shader_decompiler: Implement S2R's Y_DIRECTIONReinUsesLisp2018-11-254-16/+25
| |/ /
* | | Merge pull request #1763 from ReinUsesLisp/bfibunnei2018-11-261-0/+20
|\ \ \ | | | | | | | | gl_shader_decompiler: Implement BFI_IMM_R
| * | | gl_shader_decompiler: Implement BFI_IMM_RReinUsesLisp2018-11-211-0/+20
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* | | | Merge pull request #1760 from ReinUsesLisp/r2pbunnei2018-11-261-0/+28
|\ \ \ \ | | | | | | | | | | gl_shader_decompiler: Implement R2P_IMM
| * | | | gl_shader_decompiler: Implement R2P_IMMReinUsesLisp2018-11-211-0/+28
| |/ / /
* | | | Merge pull request #1782 from FernandoS27/dcbunnei2018-11-261-116/+188
|\ \ \ \ | | | | | | | | | | Fixed Coordinate Encodings in TEX and TEXS instructions
| * | | | Fix Texture OverlappingFernandoS272018-11-241-43/+70
| | | | |
| * | | | Fix TEXS Instruction encodingsFernandoS272018-11-241-22/+48
| | | | |
| * | | | Fix one encoding in TEX InstructionFernandoS272018-11-241-3/+3
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| * | | | Corrected inputs indexing in TEX instructionFernandoS272018-11-241-66/+85
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* | | | | Merge pull request #1783 from ReinUsesLisp/clip-distancesbunnei2018-11-261-20/+46
|\ \ \ \ \ | | | | | | | | | | | | gl_shader_decompiler: Implement clip distances
| * | | | | gl_shader_decompiler: Implement clip distancesReinUsesLisp2018-11-231-20/+46
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* | | | | | video_core: Move morton functions to their own fileReinUsesLisp2018-11-252-180/+15
| |_|_|/ / |/| | | |
* | | | | Merge pull request #1725 from FernandoS27/gl43bunnei2018-11-245-20/+13
|\ \ \ \ \ | | | | | | | | | | | | Update OpenGL's backend version from 3.3 to 4.3
| * | | | | Removed pre 4.3 ARB extensionsFernandoS272018-11-215-20/+13
| | |_|/ / | |/| | |
* | | | | Merge pull request #1785 from Tinob/masterbunnei2018-11-244-27/+84
|\ \ \ \ \ | | | | | | | | | | | | Add support for clear_flags register
| * | | | | Add support for clear_flags registerRodolfo Bogado2018-11-244-27/+84
| | |_|/ / | |/| | |
* | | | | Merge pull request #1769 from ReinUsesLisp/ccbunnei2018-11-241-66/+78
|\ \ \ \ \ | |/ / / / |/| | | | gl_shader_decompiler: Rename cc to condition code and name internal flags
| * | | | gl_shader_decompiler: Add a message for unimplemented cc generationReinUsesLisp2018-11-221-23/+46
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| * | | | gl_shader_decompiler: Rename internal flag stringsReinUsesLisp2018-11-221-15/+20
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| * | | | gl_shader_decompiler: Rename control codes to condition codesReinUsesLisp2018-11-221-63/+47
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* | | | | Merge pull request #1744 from degasus/shader_cachebunnei2018-11-244-8/+24
|\ \ \ \ \ | | | | | | | | | | | | shader_cache: Only lock covered instructions.
| * | | | | shader_cache: Only lock covered instructions.Markus Wick2018-11-204-8/+24
| | |/ / / | |/| | |
* | | | | Added predicate comparison LessEqualWithNan (#1736)Hexagon122018-11-231-5/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Added predicate comparison LessEqualWithNan * oops * Clang fix
* | | | | Merge pull request #1756 from ReinUsesLisp/fix-texturesbunnei2018-11-231-60/+78
|\ \ \ \ \ | | | | | | | | | | | | gl_shader_decompiler: Fix register overwriting on texture calls
| * | | | | gl_shader_decompiler: Fix register overwriting on texture callsReinUsesLisp2018-11-221-60/+78
| | |/ / / | |/| | |
* | | | | Merge pull request #1766 from FernandoS27/fix-txqbunnei2018-11-231-2/+12
|\ \ \ \ \ | |_|_|/ / |/| | | | Properly Implemented TXQ Instruction
| * | | | Properly Implemented TXQ InstructionFernandoS272018-11-211-2/+12
| | |/ / | |/| |
* | | | Merge pull request #1775 from bunnei/blend-eqbunnei2018-11-221-0/+5
|\ \ \ \ | | | | | | | | | | maxwell_3d: Implement alternate blend equations.
| * | | | maxwell_3d: Implement alternate blend equations.bunnei2018-11-221-0/+5
| | | | | | | | | | | | | | | | | | | | - Used by Undertale.
* | | | | Merge pull request #1737 from FernandoS27/layer-copybunnei2018-11-222-2/+30
|\ \ \ \ \ | |_|_|/ / |/| | | | Implemented Fast Layered Copy
| * | | | Implemented Fast Layered CopyFernandoS272018-11-202-2/+30
| | |/ / | |/| |
* | | | Merge pull request #1753 from FernandoS27/ufbtypebunnei2018-11-211-0/+6
|\ \ \ \ | | | | | | | | | | Use default values for unknown framebuffer pixel format
| * | | | Use default values for unknown framebuffer pixel formatFernandoS272018-11-211-0/+6
| |/ / /
* | | | Merge pull request #1752 from ReinUsesLisp/unimpl-decompilerbunnei2018-11-211-371/+258
|\ \ \ \ | |_|/ / |/| | | gl_shader_decompiler: Use UNIMPLEMENTED when applicable
| * | | gl_shader_decompiler: Use UNIMPLEMENTED instead of LOG+UNREACHABLE when applicableReinUsesLisp2018-11-211-371/+258
| |/ /
* / / gl_shader_decompiler: Remove UNREACHABLE when setting RZReinUsesLisp2018-11-211-2/+1
|/ /
* | Merge pull request #1693 from Tinob/masterbunnei2018-11-196-145/+217
|\ \ | | | | | | Missing ogl states
| * | drop support for non separate alpha as it seems to cause issues in some gamesRodolfo Bogado2018-11-183-61/+35
| | |
| * | fix sampler configuration, thanks to Marcos for his investigationRodolfo Bogado2018-11-172-18/+43
| | |
| * | small type fixRodolfo Bogado2018-11-171-6/+6
| | |
| * | add AlphaToCoverage and AlphaToOneRodolfo Bogado2018-11-174-0/+32
| | |
| * | add support for fragment_color_clampRodolfo Bogado2018-11-174-0/+20
| | |
| * | add missing MirrorOnceBorder support where supportedRodolfo Bogado2018-11-171-0/+6
| | |
| * | set border color not depending on the wrap modeRodolfo Bogado2018-11-171-9/+9
| | | | | | | | | | | | only enable color mask for the first framebuffer id independent blending is disabled
| * | set default value for point size registerRodolfo Bogado2018-11-171-5/+1
| | |
| * | fix viewport and scissor behaviorRodolfo Bogado2018-11-174-52/+71
| |/
* | Eliminated unnessessary memory allocation and copy (#1702)Frederic L2018-11-191-5/+2
| |
* | gl_rasterizer: Remove default clip distanceReinUsesLisp2018-11-191-2/+0
|/
* Merge pull request #1700 from FreddyFunk/cleanupbunnei2018-11-161-3/+3
|\ | | | | gl_rasterizer_chache: Minor cleanup
| * gl_rasterizer_chache: Minor cleanupFrederic Laing2018-11-151-3/+3
| |
* | Merge pull request #1676 from lioncash/warnbunnei2018-11-162-3/+4
|\ \ | |/ |/| gl_state: Amend compilation warnings
| * gl_state: Amend compilation warningsLioncash2018-11-132-3/+4
| | | | | | | | | | Makes float -> integral conversions explicit via casts and also silences a sign conversion warning.
* | Merge pull request #1662 from FreddyFunk/CopySurface-Optimizationbunnei2018-11-141-10/+7
|\ \ | |/ |/| gl_rasterizer_cache: CopySurface optimization
| * gl_rasterizer_cache: Remove unnecessary memory allocation and copy in CopySurfaceFrederic Laing2018-11-081-10/+7
| |
* | Merge pull request #1628 from greggameplayer/Texture2DArraybunnei2018-11-131-0/+1
|\ \ | | | | | | Implement SurfaceTarget Texture2DArray
| * \ Merge branch 'master' into Texture2DArraygreggameplayer2018-11-065-129/+207
| |\ \
| * | | correct syntaxgreggameplayer2018-11-021-4/+3
| | | |
| * | | Merge branch 'master' into Texture2DArraygreggameplayer2018-11-026-1003/+349
| |\ \ \
| * | | | Implement SurfaceTarget Texture2DArraygreggameplayer2018-10-311-0/+1
| | | | | | | | | | | | | | | | | | | | ( needed by Mario+Rabbids Kingdom Battle )
* | | | | Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)greggameplayer2018-11-131-2/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
* | | | | Merge pull request #1660 from Tinob/masterbunnei2018-11-126-86/+106
|\ \ \ \ \ | | | | | | | | | | | | Map more missing opengl states
| * | | | | Use core extensions when available to set max anisotropic filtering levelRodolfo Bogado2018-11-111-2/+7
| | | | | |
| * | | | | Improve state management by splitting some of the states id separated function to avoid a full apply overheadRodolfo Bogado2018-11-116-39/+40
| | | | | |
| * | | | | Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.Rodolfo Bogado2018-11-112-37/+40
| | | | | |
| * | | | | set sampler max lod, min lod, lod bias and max anisotropyRodolfo Bogado2018-11-112-11/+22
| | | | | |
* | | | | | Merge pull request #1664 from FreddyFunk/cast2bunnei2018-11-111-2/+2
|\ \ \ \ \ \ | |/ / / / / |/| | | | | gl_rasterizer: Fix compiler warnings
| * | | | | gl_rasterizer: Fix compiler warningsFrederic Laing2018-11-081-2/+2
| | |_|_|/ | |/| | |
* | | | | Merge pull request #1669 from ReinUsesLisp/fixup-gsbunnei2018-11-114-15/+24
|\ \ \ \ \ | | | | | | | | | | | | gl_shader_decompiler: Guard out of bound geometry shader input reads
| * | | | | gl_shader_decompiler: Guard out of bound geometry shader input readsReinUsesLisp2018-11-104-15/+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).
* | | | | | Merge pull request #1663 from lioncash/rasterbunnei2018-11-118-6/+22
|\ \ \ \ \ \ | | | | | | | | | | | | | | rasterizer_cache: Remove reliance on the System singleton
| * | | | | | rasterizer_cache: Remove reliance on the System singletonLioncash2018-11-088-6/+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.
* | | | | | Merge pull request #1648 from FernandoS27/texs-3-arraybunnei2018-11-111-7/+11
|\ \ \ \ \ \ | | | | | | | | | | | | | | Implement 3 coordinate array in TEXS instruction
| * | | | | | Correct issue where texturelod could not be applied to 2darrayshadowFernandoS272018-11-081-1/+5
| | | | | | |
| * | | | | | Implement 3 coordinate array in TEXS instructionFernandoS272018-11-071-6/+6
| | |/ / / / | |/| | | |
* | | | | | Merge pull request #1654 from degasus/dirty_flagsbunnei2018-11-112-7/+23
|\ \ \ \ \ \ | |_|/ / / / |/| | | | | gl_rasterizer: Skip VAO binding if the state is clean.
| * | | | | gl_rasterizer: Skip VAO binding if the state is clean.Markus Wick2018-11-061-2/+7
| | | | | |
| * | | | | gl_rasterizer: Split VAO and VB setup functions.Markus Wick2018-11-062-5/+16
| | |_|_|/ | |/| | |
* | | | | gl_resource_manager: Amend clang-format discrepanciesLioncash2018-11-081-4/+2
| |/ / / |/| | | | | | | | | | | Fixes the buildbot.
* | | | Merge pull request #1635 from Tinob/masterbunnei2018-11-074-148/+290
|\ \ \ \ | | | | | | | | | | Implement multi-target viewports and blending
| * | | | Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.Rodolfo Bogado2018-11-054-22/+59
| | | | |
| * | | | Implement multi-target viewports and blendingRodolfo Bogado2018-11-054-126/+231
| | | | |
* | | | | gl_rasterizer_cache: Add profiles for Copy and Blit.Markus Wick2018-11-061-2/+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.
* | | | | gl_resource_manager: Profile creation and deletion.Markus Wick2018-11-061-0/+42
| | | | |
* | | | | gl_stream_buffer: Profile orphaning of stream buffer.Markus Wick2018-11-061-0/+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.
* | | | gl_resource_manager: Split implementations in .cpp file.Markus Wick2018-11-064-114/+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.
* | | | Merge pull request #1616 from FernandoS27/cube-arraybunnei2018-11-052-0/+16
|\ \ \ \ | |/ / / |/| | | Implement Cube Arrays
| * | | Implement Cube ArraysFernandoS272018-11-012-0/+16
| | | |
* | | | Merge pull request #1625 from FernandoS27/astcbunnei2018-11-052-15/+25
|\ \ \ \ | |_|_|/ |/| | | Implement ASTC Textures 5x5 and fix a bunch of ASTC texture problems
| * | | Fix ASTC Decompressor to support depth parameterFernandoS272018-11-022-12/+11
| | | |
| * | | Fix ASTC formatsFernandoS272018-11-011-4/+11
| | | |
| * | | Implemented ASTC 5x5FernandoS272018-11-011-1/+5
| | | |
* | | | Merge pull request #1623 from Tinob/masterbunnei2018-11-013-105/+158
|\ \ \ \ | |/ / / |/| | | Improve OpenGL state handling
| * | | Improve OpenGL state handlingRodolfo Bogado2018-10-313-105/+158
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* | | Merge pull request #1527 from FernandoS27/assert-flowbunnei2018-11-011-2/+26
|\ \ \ | | | | | | | | Assert Control Flow Instructions using Control Codes
| * | | Assert Control Flow Instructions using Control CodesFernandoS272018-10-291-2/+26
| | | |
* | | | Merge pull request #1528 from FernandoS27/assert-control-codesbunnei2018-11-011-0/+98
|\ \ \ \ | |_|_|/ |/| | | Assert Control Codes Generation on Shader Instructions
| * | | Assert Control Codes GenerationFernandoS272018-10-301-0/+98
| | | |
* | | | video_core: Move surface declarations out of gl_rasterizer_cacheReinUsesLisp2018-10-303-898/+68
| |_|/ |/| |
* | | global: Use std::optional instead of boost::optional (#1578)Frederic L2018-10-309-72/+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
* | Merge pull request #1580 from FernandoS27/mm-implbunnei2018-10-305-109/+248
|\ \ | | | | | | Implemented Mipmaps
| * | Fixed black textures, pixelation and we no longer require to auto-generate mipmapsFernandoS272018-10-291-14/+2
| | |
| * | Fixed mipmap block autosizing algorithmFernandoS272018-10-292-13/+19
| | |
| * | Fixed Invalid Image size and Mipmap calculationFernandoS272018-10-291-4/+7
| | |
| * | Fixed Block Resizing algorithm and Clang FormatFernandoS272018-10-293-12/+19
| | |
| * | Implement Mip FilterFernandoS272018-10-294-10/+33
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| * | Zero out memory region of recreated surface before flushingFernandoS272018-10-291-0/+2
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| * | Implement MipmapsFernandoS272018-10-282-101/+211
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* | Merge pull request #1613 from ReinUsesLisp/gl-utilsbunnei2018-10-294-4/+59
|\ \ | | | | | | video_core: Move OpenGL specific utils to its renderer
| * | video_core: Move OpenGL specific utils to its rendererReinUsesLisp2018-10-294-4/+59
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* | Merge pull request #1610 from slashiee/dxt1-alphabunnei2018-10-291-2/+2
|\ \ | | | | | | renderer_opengl: Enable alpha channel for DXT1 texture format
| * | Enable alpha channel for DXT1 texture formatMichael2018-10-281-2/+2
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* / renderer_opengl: Correct bpp value for ASTC_2D_8X5_SRGBRodolfo Bogado2018-10-291-1/+1
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* Correct bpp value for ASTC_2D_8X5Tobias2018-10-281-1/+1
|
* Merge pull request #1601 from FernandoS27/shader-precisionbunnei2018-10-281-20/+35
|\ | | | | Improved Shader accuracy on Vertex and Geometry Shaders.
| * Refactor precise usage and add FMNMX, MUFU, FMUL32 and FADD332FernandoS272018-10-282-74/+37
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| * Improved Shader accuracy on Vertex and Geometry Shaders with FFMA, FMUL and FADDFernandoS272018-10-282-6/+58
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* | Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-286-39/+186
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* | Merge pull request #1594 from FreddyFunk/static-castbunnei2018-10-281-2/+2
|\ \ | |/ |/| gl_rasterizer_cache: Fix compiler warning
| * gl_rasterizer_cache: Fix compiler warningFrederic Laing2018-10-271-2/+2
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* | Merge pull request #1592 from bunnei/prim-restartbunnei2018-10-274-0/+31
|\ \ | | | | | | gl_rasterizer: Implement primitive restart.
| * | gl_rasterizer: Implement primitive restart.bunnei2018-10-264-0/+31
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* / Implement Default Block Height for each formatFernandoS272018-10-271-0/+62
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* Merge pull request #1533 from FernandoS27/lmembunnei2018-10-261-1/+102
|\ | | | | Implemented Shader Local Memory
| * Implemented LD_L and ST_LFernandoS272018-10-241-12/+76
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| * Implement Shader Local MemoryFernandoS272018-10-241-0/+37
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* | gl_rasterizer: Implement depth range.bunnei2018-10-264-13/+20
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* | Merge pull request #1524 from FernandoS27/layers-fixbunnei2018-10-252-69/+106
|\ \ | |/ |/| rasterizer: Fix Layered Textures Loading and Cubemaps
| * Fixed Layered Textures Loading and CubemapsFernandoS272018-10-232-69/+106
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* | Implement PointSizeFernandoS272018-10-232-5/+27
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* | Merge pull request #1519 from ReinUsesLisp/vsetpbunnei2018-10-231-72/+93
|\ \ | | | | | | gl_shader_decompiler: Implement VSETP
| * | gl_shader_decompiler: Implement VSETPReinUsesLisp2018-10-231-0/+24
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| * | gl_shader_decompiler: Abstract VMAD into a video subsetReinUsesLisp2018-10-231-72/+69
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* | | Merge pull request #1470 from FernandoS27/alpha_testingbunnei2018-10-236-19/+84
|\ \ \ | | | | | | | | Implemented Alpha Test using Shader Emulation
| * | | Assert that multiple render targets are not set while alpha testingFernandoS272018-10-223-3/+17
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| * | | Use standard UBO and fix/stylize the codeFernandoS272018-10-228-91/+51
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| * | | Cache uniform locations and restructure the implementationFernandoS272018-10-223-33/+29
| | | |
| * | | Remove SyncAlphaTest and clang formatFernandoS272018-10-224-8/+9
| | | |
| * | | Added Alpha FuncFernandoS272018-10-222-3/+43
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| * | | Implemented Alpha TestingFernandoS272018-10-225-2/+56
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* | | | Merge pull request #1512 from ReinUsesLisp/brkbunnei2018-10-231-19/+36
|\ \ \ \ | |_|/ / |/| | | gl_shader_decompiler: Implement PBK and BRK
| * | | gl_shader_decompiler: Implement PBK and BRKReinUsesLisp2018-10-181-19/+36
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* | | | Merge pull request #1550 from FernandoS27/fmul32bunnei2018-10-231-3/+4
|\ \ \ \ | | | | | | | | | | Added Saturation to FMUL32I
| * | | | Added Saturation to FMUL32IFernandoS272018-10-231-3/+4
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* | | | Merge pull request #1537 from lioncash/shaderbunnei2018-10-231-6/+7
|\ \ \ \ | |/ / / |/| | | gl_shader_decompiler: Minor changes
| * | | gl_shader_decompiler: Allow std::move to function in SetPredicateLioncash2018-10-201-1/+1
| | | | | | | | | | | | | | | | | | | | If the variable being moved is const, then std::move will always perform a copy (since it can't actually move the data).
| * | | gl_shader_decompiler: Get rid of variable shadowing warningsLioncash2018-10-201-2/+2
| | | | | | | | | | | | | | | | A variable with the same name was previously declared in an outer scope.
| * | | gl_shader_decompiler: Fix a few comment typosLioncash2018-10-201-3/+4
| | |/ | |/|
* | | Merge pull request #1547 from FernandoS27/fix-fsetbunnei2018-10-221-28/+12
|\ \ \ | | | | | | | | Fixed FSETP and FSET
| * | | Fixed FSETP and FSETFernandoS272018-10-221-28/+12
| |/ /
* / / Fixed VAOs Float types only returning GL_FLOAT in cases that they had to return GL_HALF_FLOATFernandoS272018-10-221-2/+14
|/ /
* | gl_shader_decompiler: Move position varying declaration back to gl_shader_genReinUsesLisp2018-10-203-13/+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".
* | Merge pull request #1501 from ReinUsesLisp/half-floatbunnei2018-10-201-0/+313
|\ \ | | | | | | gl_shader_decompiler: Implement H* instructions
| * | gl_shader_decompiler: Implement HSET2_RReinUsesLisp2018-10-151-0/+44
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| * | gl_shader_decompiler: Implement HSETP2_RReinUsesLisp2018-10-151-0/+45
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| * | gl_shader_decompiler: Implement HFMA2 instructionsReinUsesLisp2018-10-151-0/+53
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| * | gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp2018-10-151-0/+43
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| * | gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructionsReinUsesLisp2018-10-151-0/+50
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| * | gl_shader_decompiler: Setup base for half float unpacking and settingReinUsesLisp2018-10-151-0/+78
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* | | fermi_2d: Add support for more accurate surface copies.bunnei2018-10-191-0/+6
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* | | Merge pull request #1505 from FernandoS27/tex-3dbunnei2018-10-183-1/+9
|\ \ \ | | | | | | | | Implemented 3D Textures
| * | | Implement Reinterpret Surface, to accurately blit 3D texturesFernandoS272018-10-181-2/+4
| | | |
| * | | Implement 3D TexturesFernandoS272018-10-183-0/+6
| | | |
* | | | Merge pull request #1489 from FernandoS27/fix-tldsbunnei2018-10-181-1/+5
|\ \ \ \ | |/ / / |/| | | shader_decompiler: Fix TLDS
| * | | Fix TLDSFernandoS272018-10-141-1/+5
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* | | Merge pull request #1497 from bunnei/flush-framebuffersbunnei2018-10-185-156/+295
|\ \ \ | | | | | | | | Implement flushing in the rasterizer cache
| * | | gl_rasterizer_cache: Remove unnecessary block_depth=1 on Flush.bunnei2018-10-181-1/+0
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| * | | gl_rasterizer_cache: Remove unnecessary temporary buffer with unswizzle.bunnei2018-10-181-5/+2
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| * | | gl_rasterizer_cache: Use AccurateCopySurface for use_accurate_gpu_emulation.bunnei2018-10-162-2/+18
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| * | | config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.bunnei2018-10-162-4/+4
| | | | | | | | | | | | | | | | - This will be used as a catch-all for slow-but-accurate GPU emulation paths.
| * | | rasterizer_cache: Refactor to support in-order flushing.bunnei2018-10-165-31/+16
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| * | | gl_rasterizer_cache: Refactor to only call GetRegionEnd on surface creation.bunnei2018-10-162-16/+23
| | | |
| * | | gl_rasterizer_cache: Only flush when use_accurate_framebuffers is enabled.bunnei2018-10-161-1/+6
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| * | | gl_rasterizer_cache: Separate guest and host surface size managment.bunnei2018-10-162-92/+94
| | | |
| * | | gl_rasterizer_cache: Rename GetGLBytesPerPixel to GetBytesPerPixel.bunnei2018-10-162-17/+18
| | | | | | | | | | | | | | | | - This does not really have anything to do with OpenGL.
| * | | gl_rasterizer_cache: Remove unused FlushSurface method.bunnei2018-10-162-7/+0
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| * | | gl_rasterizer: Implement flushing.bunnei2018-10-161-1/+25
| | | |
| * | | gl_rasterizer_cache: Remove usage of Memory::Read/Write functions.bunnei2018-10-161-13/+8
| | | | | | | | | | | | | | | | - These cannot be used within the cache, as they change cache state.
| * | | gl_rasterizer_cache: Clamp cached surface size to mapped GPU region size.bunnei2018-10-162-19/+37
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| * | | rasterizer_cache: Reintroduce method for flushing.bunnei2018-10-162-0/+6
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| * | | gl_rasterizer_cache: Reintroduce code for handling swizzle and flush to guest RAM.bunnei2018-10-162-28/+119
| | |/ | |/|
* | | Merge pull request #1496 from FernandoS27/tex-arraybunnei2018-10-181-14/+55
|\ \ \ | |/ / |/| | Implement Arrays on Tex Instruction
| * | Implement Arrays on Tex InstructionFernandoS272018-10-141-14/+55
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* | gl_shader_decompiler: Fixup style inconsistenciesReinUsesLisp2018-10-151-5/+3
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* | gl_rasterizer: Silence implicit cast warning in glBindBufferRangeReinUsesLisp2018-10-151-1/+2
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* | Merge pull request #1488 from Hexagon12/astc-typesbunnei2018-10-142-6/+30
|\ \ | | | | | | video_core: Added ASTC 5x4; 8x5 types
| * | Added ASTC 5x4; 8x5Hexagon122018-10-132-6/+30
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* | | Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBufferFernandoS272018-10-131-18/+1
| | |
* | | Propagate depth and depth_block on modules using decodersFernandoS272018-10-131-14/+18
| |/ |/|
* | gl_shader_decompiler: Implement VMADReinUsesLisp2018-10-111-0/+82
|/
* Merge pull request #1458 from FernandoS27/fix-render-target-block-settingsbunnei2018-10-112-12/+32
|\ | | | | Fixed block height settings for RenderTargets and Depth Buffers
| * Add memory Layout to Render Targets and Depth BuffersFernandoS272018-10-102-19/+19
| |
| * Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-102-6/+26
| |
* | Merge pull request #1460 from FernandoS27/scissor_testbunnei2018-10-102-0/+20
|\ \ | | | | | | Implemented Scissor Testing
| * | Implement Scissor TestFernandoS272018-10-091-4/+9
| | |
| * | Assert Scissor testsFernandoS272018-10-092-0/+15
| |/
* | Merge pull request #1425 from ReinUsesLisp/geometry-shadersbunnei2018-10-109-110/+417
|\ \ | | | | | | gl_shader_decompiler: Implement geometry shaders
| * | gl_shader_decompiler: Move position varying location from 15 to 0 and apply an offsetReinUsesLisp2018-10-071-6/+10
| | |
| * | gl_shader_decompiler: Implement geometry shadersReinUsesLisp2018-10-079-107/+410
| |/
* / gl_shader_decompiler: Remove unused variables in TMML's implementationLioncash2018-10-091-7/+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
* Merge pull request #1446 from bunnei/fast_fermi_copybunnei2018-10-074-9/+77
|\ | | | | gl_rasterizer: Implement accelerated Fermi2D copies.
| * gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies.bunnei2018-10-064-9/+56
| |
| * gl_rasterizer_cache: Implement a simpler surface copy using glCopyImageSubData.bunnei2018-10-061-0/+21
| |
* | Merge pull request #1437 from FernandoS27/tex-mode2bunnei2018-10-075-68/+253
|\ \ | | | | | | Implemented Depth Compare, Shadow Samplers and Texture Processing Modes for TEXS and TLDS
| * | Implemented Depth Compare and Shadow SamplersFernandoS272018-10-065-64/+212
| | |
| * | Implemented Texture Processing Modes in TEXS and TLDSFernandoS272018-10-031-5/+42
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* | | gl_rasterizer: Fixup undefined behaviour in SetupDrawReinUsesLisp2018-10-071-0/+1
| |/ |/|
* | gl_rasterizer: Implement quads topologyReinUsesLisp2018-10-046-46/+228
|/
* gl_rasterizer: Fixup unassigned point sizesReinUsesLisp2018-10-011-1/+4
|
* Merge pull request #1330 from raven02/tldsbunnei2018-10-011-7/+15
|\ | | | | TLDS: Add 1D sampler
| * Fix trailing whitespaceraven022018-09-301-1/+4
| |
| * Merge branch 'master' into tldsraven022018-09-1913-159/+267
| |\
| * | Add 1D sampler for TLDS - TexelFetch (Mario Rabbids)raven022018-09-171-7/+12
| | |
* | | gl_rasterizer_cache: Fixes to how we do render to cubemap.bunnei2018-09-302-32/+5
| | | | | | | | | | | | - Fixes issues with Splatoon 2.
* | | gl_rasterizer_cache: Add check for array rendering to cubemap texture.bunnei2018-09-301-0/+8
| | |
* | | gl_rasterizer_cache: Implement render to cubemap.bunnei2018-09-302-119/+216
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* | | gl_shader_decompiler: TEXS: Implement TextureType::TextureCube.bunnei2018-09-301-0/+8
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* | | gl_rasterizer_cache: Add support for SurfaceTarget::TextureCubemap.bunnei2018-09-302-1/+36
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* | | gl_rasterizer_cache: Implement LoadGLBuffer for Texture2DArray.bunnei2018-09-301-0/+8
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* | | gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces.bunnei2018-09-301-23/+88
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* | | gl_rasterizer_cache: Track texture target and depth in the cache.bunnei2018-09-301-2/+3
| | |
* | | gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario.bunnei2018-09-303-6/+21
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* | | gl_rasterizer_cache: Keep track of surface 2D size separately from total size.bunnei2018-09-302-32/+46
| | |
* | | Merge pull request #1411 from ReinUsesLisp/point-sizebunnei2018-09-294-0/+21
|\ \ \ | | | | | | | | video_core: Implement point_size and add point state sync
| * | | video_core: Implement point_size and add point state syncReinUsesLisp2018-09-284-0/+21
| | | |
* | | | gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp2018-09-284-8/+24
|/ / /
* | | video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp2018-09-262-0/+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.
* | | Added glObjectLabels for renderdoc for textures and shader programs (#1384)David2018-09-233-0/+26
| | | | | | | | | | | | | | | | | | | | | | | | * Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize
* | | correct BC6Hgreggameplayer2018-09-231-2/+2
| | |
* | | Merge pull request #1382 from lioncash/incbunnei2018-09-222-4/+1
|\ \ \ | | | | | | | | gl_state: Remove unused type alias
| * | | gl_state: Remove unused type aliasLioncash2018-09-222-4/+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.
* | | | Merge pull request #1379 from lioncash/bitwisebunnei2018-09-211-1/+1
|\ \ \ \ | | | | | | | | | | gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
| * | | | gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()Lioncash2018-09-211-1/+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.
* / / / RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.Subv2018-09-211-1/+1
|/ / / | | | | | | | | | | | | | | | Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :)
* | / gl_rasterizer: Fix StartAddress handling with indexed draw calls.Markus Wick2018-09-191-6/+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.
* | Merge pull request #1342 from lioncash/truncbunnei2018-09-191-4/+4
|\ \ | | | | | | gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
| * | gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A codeLioncash2018-09-181-4/+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.
* | | Merge pull request #1279 from FernandoS27/csetpbunnei2018-09-191-21/+86
|\ \ \ | | | | | | | | shader_decompiler: Implemented (Partialy) Control Codes and CSETP
| * | | Implemented Internal FlagsFernandoS272018-09-181-13/+35
| | | |
| * | | Implemented I2I.CC on the NEU control code, used by SMOFernandoS272018-09-171-13/+17
| | | |
| * | | Implemented CSETPFernandoS272018-09-171-14/+38
| | | |
| * | | Implemented Control CodesFernandoS272018-09-171-0/+15
| |/ /
* | | Merge pull request #1299 from FernandoS27/texture-sanatizebunnei2018-09-191-2/+45
|\ \ \ | | | | | | | | shader_decompiler: Asserts for Texture Instructions
| * | | Added asserts for texture misc modes to texture instructionsFernandoS272018-09-171-2/+45
| |/ /
* | | Merge pull request #1290 from FernandoS27/shader-headerbunnei2018-09-181-24/+7
|\ \ \ | |/ / |/| | Implemented (Partialy) Shader Header
| * | Replace old FragmentHeader for the new HeaderFernandoS272018-09-111-22/+3
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| * | Implemented (Partialy) Shader HeaderFernandoS272018-09-111-2/+4
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* | | Merge pull request #1316 from lioncash/shadowbunnei2018-09-171-2/+0
|\ \ \ | | | | | | | | gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
| * | | gl_shader_decompiler: Get rid of variable shadowing within LEA instructionsLioncash2018-09-141-2/+0
| | | | | | | | | | | | | | | | These variables are already defined within an outer scope.
* | | | Merge pull request #1326 from FearlessTobi/port-4182bunnei2018-09-1713-100/+104
|\ \ \ \ | | | | | | | | | | Port #4182 from Citra: "Prefix all size_t with std::"
| * | | | Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-1513-100/+104
| |/ / /
* | | | Merge pull request #1329 from raven02/bgr5a1ubunnei2018-09-171-0/+3
|\ \ \ \ | | | | | | | | | | Implement RenderTargetFormat::BGR5A1_UNORM
| * | | | Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)raven022018-09-151-0/+3
| |/ / /
* | | / Implement ASTC_2D_8X8 (Bayonetta 2)raven022018-09-162-6/+18
| |_|/ |/| |
* | | Shaders: Implemented multiple-word loads and stores to and from attribute memory.Subv2018-09-151-6/+49
|/ / | | | | | | This seems to be an optimization performed by nouveau.
* | Use ARB_multi_bind for uniform buffers (#1287)ReinUsesLisp2018-09-132-3/+23
| | | | | | | | | | | | * gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
* | gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.bunnei2018-09-131-1/+1
| | | | | | | | - Fixes a regression with Sonic Mania with ARB_texture_storage.
* | Merge pull request #1263 from FernandoS27/tex-modebunnei2018-09-121-1/+33
|\ \ | | | | | | shader_decompiler: Implemented (Partially) Texture Processing Modes
| * | Implemented Texture Processing ModesFernandoS272018-09-121-1/+33
| |/
* | Merge pull request #1278 from tech4me/bg-color-fixbunnei2018-09-121-0/+6
|\ \ | | | | | | Port Citra #4047 & #4052: add change background color support
| * | Port Citra #4047 & #4052: add change background color supporttech4me2018-09-091-0/+6
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* | | Merge pull request #1295 from bunnei/accurate-copiesbunnei2018-09-122-18/+12
|\ \ \ | | | | | | | | gl_rasterizer_cache: Improve accuracy of caching and copies.
| * | | gl_rasterizer_cache: Always blit on recreate, regardless of format.bunnei2018-09-121-6/+10
| | | | | | | | | | | | | | | | - Fixes several rendering issues with Super Mario Odyssey.
| * | | gl_shader_cache: Remove cache_width/cache_height.bunnei2018-09-122-12/+2
| | |/ | |/| | | | | | | | | | - This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate.
* | | Merge pull request #1294 from degasus/optimizationsbunnei2018-09-121-11/+8
|\ \ \ | | | | | | | | gl_rasterizer: Use ARB_texture_storage.
| * | | gl_rasterizer: Use ARB_texture_storage.Markus Wick2018-09-111-11/+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.
* / / Implemented LEA and PSETFernandoS272018-09-111-0/+91
|/ /
* | Fixed renderdoc input/output textures not working due to render targetsDavid Marcec2018-09-112-2/+9
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* | Merge pull request #1286 from bunnei/multi-clearbunnei2018-09-112-50/+66
|\ \ | | | | | | gl_rasterizer: Implement clear for non-zero render targets.
| * | gl_rasterizer: Implement clear for non-zero render targets.bunnei2018-09-102-50/+66
| | | | | | | | | | | | - Several misc. changes to ConfigureFramebuffers in support of this.
* | | Merge pull request #1285 from bunnei/depth-fixbunnei2018-09-111-6/+22
|\ \ \ | | | | | | | | gl_rasterizer_cache: Only use depth for applicable texture formats.
| * | | gl_rasterizer_cache: Only use depth for applicable texture formats.bunnei2018-09-101-6/+22
| |/ / | | | | | | | | | - Fixes an issue with Octopath Traveler leaving stale data here.
* | | Merge pull request #1284 from bunnei/bgra8_srgbbunnei2018-09-111-0/+2
|\ \ \ | | | | | | | | gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
| * | | gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.bunnei2018-09-101-0/+2
| |/ / | | | | | | | | | - Used by Octopath Traveler (with multiple render targets).
* / / rasterizer: Drop unused handler.Markus Wick2018-09-102-3/+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.
* | gl_rasterizer: Implement multiple color attachments.bunnei2018-09-104-131/+74
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* | Merge pull request #1268 from FernandoS27/tmmlbunnei2018-09-101-0/+48
|\ \ | | | | | | shader_decompiler: Implemented TMML
| * | Implemented TMMLFernandoS272018-09-101-0/+48
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* | | Merge pull request #1280 from zero334/improvementsbunnei2018-09-105-89/+101
|\ \ \ | |/ / |/| | video_core: fixed arithmetic overflow warnings & improved code style
| * | video_core: fixed arithmetic overflow warnings & improved code stylePatrick Elsässer2018-09-095-89/+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.
* / Implemented TXQ dimension query type, used by SMO.FernandoS272018-09-091-0/+20
|/
* Merge pull request #1256 from bunnei/tex-target-supportbunnei2018-09-089-223/+412
|\ | | | | Initial support for non-2D textures
| * gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures.bunnei2018-09-082-27/+45
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| * gl_rasterizer_cache: Partially implement several non-2D texture types.bunnei2018-09-081-30/+111
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| * gl_shader_decompiler: Partially implement several non-2D texture types (Subv).bunnei2018-09-082-32/+143
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| * gl_rasterizer: Implement texture wrap mode p.bunnei2018-09-082-2/+8
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| * gl_rasterizer_cache: Track texture depth.bunnei2018-09-082-2/+5
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| * gl_rasterizer_cache: Remove impl. of FlushGLBuffer.bunnei2018-09-081-34/+1
| | | | | | | | - Will not work for non-2d textures, and was not used anyways.
| * gl_rasterizer_cache: Keep track of texture type per surface.bunnei2018-09-083-32/+84
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| * gl_rasterizer_cache: Remove unused DownloadGLTexture.bunnei2018-09-082-51/+0
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| * gl_state: Keep track of texture target.bunnei2018-09-085-26/+28
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* | gl_rasterizer: Use baseInstance instead of moving the buffer points.bunnei2018-09-081-21/+25
| | | | | | | | | | | | | | This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp
* | video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)Patrick Elsässer2018-09-081-12/+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.
* Merge pull request #1253 from lioncash/explicitbunnei2018-09-072-8/+10
|\ | | | | video_core/gl_buffer_cache: Minor tidying changes
| * gl_buffer_cache: Default initialize member variablesLioncash2018-09-061-3/+3
| | | | | | | | Ensures that the cache always has a deterministic initial state.
| * gl_buffer_cache: Make GetHandle() a const member functionLioncash2018-09-062-2/+2
| | | | | | | | | | GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well.
| * gl_buffer_cache: Remove unnecessary includesLioncash2018-09-062-2/+4
| |
| * gl_buffer_cache: Make constructor explicitLioncash2018-09-061-1/+1
| | | | | | | | Implicit conversions during construction isn't desirable here.
* | Merge pull request #1255 from bunnei/minor-optbunnei2018-09-071-4/+2
|\ \ | | | | | | gl_rasterizer: Call state.Apply only once on SetupShaders.
| * | gl_rasterizer: Call state.Apply only once on SetupShaders.bunnei2018-09-061-4/+2
| |/
* / gl_shader_decompiler: Implement saturate mode for IPA.bunnei2018-09-061-1/+5
|/
* gl_shader_gen: Initialize position.Markus Wick2018-09-061-0/+1
| | | | | IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through...
* Merge pull request #1243 from degasus/VAO_cachebunnei2018-09-062-51/+53
|\ | | | | gl_rasterizer: Implement a VAO cache.
| * gl_rasterizer: Implement a VAO cache.Markus Wick2018-09-052-51/+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.
* | Merge pull request #1244 from FernandoS27/ipabunnei2018-09-061-47/+86
|\ \ | | | | | | shader_decompiler: Implemented IPA Properly (Stage 1)
| * | Implemented IPA ProperlyFernandoS272018-09-061-47/+86
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* | | gl_rasterizer: Skip TODO log.Markus Wick2018-09-051-1/+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.
* | renderer_opengl: Implement a buffer cache.Markus Wick2018-09-054-86/+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.
* gl_shader_cache: Use an u32 for the binding point cache.Markus Wick2018-09-044-15/+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.
* Merge pull request #1232 from lioncash/copybunnei2018-09-041-1/+1
|\ | | | | gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
| * gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()Lioncash2018-09-021-1/+1
| | | | | | | | | | Using the getter function intended for external code here makes an unnecessary copy of the already-accessible used_shaders vector.
* | Update microprofile scopes.Markus Wick2018-09-041-3/+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.
* Merge pull request #1215 from ogniK5377/texs-nodep-assertbunnei2018-09-021-0/+2
|\ | | | | Added assert for TEXS nodep
| * Added assert for TEXS nodepDavid Marcec2018-09-011-0/+2
| |
* | Merge pull request #1214 from ogniK5377/ipa-assertbunnei2018-09-021-4/+8
|\ \ | | | | | | Added better asserts to IPA, Renamed IPA modes to match mesa
| * | Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec2018-09-011-4/+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
* | Merge pull request #1216 from ogniK5377/ffma-assertbunnei2018-09-021-0/+6
|\ \ | | | | | | Added FFMA asserts and missing fields
| * | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | | | | | Saturate already implemented
| * | Changed tab5980_0 default from 0 -> 1David Marcec2018-09-011-2/+2
| | |
| * | Added FFMA assertsDavid Marcec2018-09-011-0/+7
| |/
* | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | Unneeded as we already implement it
* | Added FMUL assertsDavid Marcec2018-09-011-0/+10
|/
* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-0/+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.
* gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.bunnei2018-08-312-73/+54
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* gl_rasterizer_cache: Also use reserve cache for RecreateSurface.bunnei2018-08-312-24/+18
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* gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.bunnei2018-08-316-93/+46
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* gl_rasterizer: Fix issues with the rasterizer cache.bunnei2018-08-312-0/+46
| | | | | - Use a single cached page map. - Fix calculation of ending page.
* Implement BC6H_UF16 & BC6H_SF16 (#1092)greggameplayer2018-08-312-31/+51
| | | | | | | | | * Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2
* Merge pull request #1204 from lioncash/pimplbunnei2018-08-311-3/+4
|\ | | | | core: Make the main System class use the PImpl idiom
| * core: Make the main System class use the PImpl idiomLioncash2018-08-311-3/+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.
* | Merge pull request #1207 from degasus/hotfixbunnei2018-08-311-1/+1
|\ \ | | | | | | Report correct shader size.
| * | Report correct shader size.Markus Wick2018-08-311-1/+1
| | | | | | | | | | | | | | | Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924 It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
* | | Added predicate comparison GreaterEqualWithNanHexagon122018-08-311-3/+3
|/ /
* | gl_shader_decompiler: Implement POPC (#1203)Laku2018-08-311-0/+9
| | | | | | | | | | | | * Implement POPC * implement invert
* | Merge pull request #1200 from bunnei/improve-ipabunnei2018-08-301-1/+33
|\ \ | |/ |/| gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
| * gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei2018-08-291-1/+33
| |
* | Shaders: Implemented IADD3tech4me2018-08-291-0/+61
|/
* Merge pull request #1193 from lioncash/privbunnei2018-08-282-10/+10
|\ | | | | gpu: Make memory_manager private
| * gpu: Make memory_manager privateLioncash2018-08-282-10/+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.
* | Merge pull request #1192 from lioncash/unusedbunnei2018-08-281-2/+0
|\ \ | | | | | | gl_rasterizer: Remove unused variables
| * | gl_rasterizer: Remove unused variablesLioncash2018-08-281-2/+0
| |/
* / gl_shader_cache: Remove unused program_code vector in GetShaderAddress()Lioncash2018-08-281-2/+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.
* renderer_opengl: Implement a new shader cache.bunnei2018-08-288-285/+248
|
* gl_rasterizer_cache: Update to use RasterizerCache base class.bunnei2018-08-283-132/+20
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* gl_rasterizer: Correct assertion condition in SyncLogicOpState()Lioncash2018-08-241-1/+2
| | | | | Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true.
* Merge pull request #1160 from bunnei/surface-reservebunnei2018-08-232-17/+91
|\ | | | | gl_rasterizer_cache: Several improvements
| * gl_rasterizer_cache: Blit when possible on RecreateSurface.bunnei2018-08-231-5/+12
| |
| * gl_rasterizer_cache: Reserve surfaces that have already been created for later use.bunnei2018-08-232-3/+61
| |
| * gl_rasterizer_cache: Remove assert for RecreateSurface type.bunnei2018-08-231-1/+0
| |
| * gl_rasterizer_cache: Implement compressed texture copies.bunnei2018-08-231-8/+18
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* | gl_rasterizer: Implement stencil test.bunnei2018-08-233-4/+58
| | | | | | | | - Used by Splatoon 2.
* | gl_rasterizer: Implement partial color clear and stencil clear.bunnei2018-08-231-12/+42
| |
* | gl_state: Update to handle stencil front/back face separately.bunnei2018-08-232-33/+38
|/
* Merge pull request #1157 from lioncash/vecbunnei2018-08-232-11/+16
|\ | | | | gl_shader_gen: Use a std::vector to represent program code instead of std::array
| * gl_shader_gen: Make ShaderSetup's constructor explicitLioncash2018-08-221-1/+1
| | | | | | | | Prevents implicit conversions.
| * gl_shader_gen: Use a std::vector to represent program code instead of std::arrayLioncash2018-08-222-11/+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).
* | Merge pull request #1156 from Lakumakkara/lop3bunnei2018-08-231-0/+41
|\ \ | | | | | | gl_shader_decompiler: Implement LOP3
| * | more fixesLaku2018-08-221-6/+7
| | |
| * | fixesLaku2018-08-221-6/+12
| | |
| * | remove debug loggingLaku2018-08-221-2/+0
| | |
| * | implement lop3Laku2018-08-221-0/+36
| |/
* / renderer_opengl: Namespace OpenGL codeLioncash2018-08-2220-22/+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.
* Merge pull request #1154 from OatmealDome/topology-linesbunnei2018-08-221-0/+2
|\ | | | | maxwell_to_gl: Implement PrimitiveTopology::Lines
| * maxwell_to_gl: Implement PrimitiveTopology::LinesOatmealDome2018-08-221-0/+2
| | | | | | Used by Splatoon 2's debug menu.
* | Merge pull request #1124 from Subv/logic_opsbunnei2018-08-225-6/+80
|\ \ | |/ |/| GPU: Implemented logic ops.
| * GPU: Implemented the logic op functionality of the GPU.Subv2018-08-213-0/+61
| | | | | | | | This will ASSERT if blending is enabled at the same time as logic ops.
| * GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.Subv2018-08-212-6/+19
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* | Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."bunnei2018-08-222-153/+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.
* | Merge pull request #1123 from lioncash/screenbunnei2018-08-214-16/+24
|\ \ | | | | | | rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
| * | rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signatureLioncash2018-08-214-14/+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.
| * | renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselvesLioncash2018-08-212-3/+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)
* | Merge pull request #1132 from Subv/gl_FragDepthbunnei2018-08-211-1/+6
|\ \ | | | | | | Shaders: Implement depth writing in fragment shaders.
| * | Shaders: Implement depth writing in fragment shaders.Subv2018-08-211-1/+6
| | | | | | | | | | | | We'll write <last color output reg + 2> to gl_FragDepth.
* | | Merge pull request #1134 from lioncash/logbunnei2018-08-211-1/+1
|\ \ \ | | | | | | | | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
| * | | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logsLioncash2018-08-211-1/+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.
* | | | Merge pull request #1121 from Subv/tex_reinterpretbunnei2018-08-214-16/+70
|\ \ \ \ | |/ / / |/| | | Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
| * | | Rasterizer: 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.Subv2018-08-201-3/+49
| | | |
| * | | Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.Subv2018-08-204-13/+21
| | |/ | |/|
* | | Merge pull request #1133 from lioncash/guardbunnei2018-08-211-0/+2
|\ \ \ | |_|/ |/| | gl_stream_buffer: Add missing header guard
| * | gl_stream_buffer: Add missing header guardLioncash2018-08-211-0/+2
| |/ | | | | | | | | Prevents potential compilation errors from occuring due to multiple inclusions
* | Merge pull request #1131 from bunnei/impl-tex3d-texcubebunnei2018-08-211-0/+15
|\ \ | | | | | | gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
| * | gl_shader_decompiler: Implement Texture3D for TEXS.bunnei2018-08-211-0/+7
| | |
| * | gl_shader_decompiler: Implement TextureCube for TEX.bunnei2018-08-211-0/+8
| | |
* | | Merge pull request #1106 from Subv/multiple_rendertargetsbunnei2018-08-212-6/+45
|\ \ \ | |/ / |/| | Shaders: Write all the enabled color outputs when a fragment shader exits.
| * | Shaders: Write all the enabled color outputs when a fragment shader exits.Subv2018-08-212-6/+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.
* | | Shaders: Fixed the coords in TEX with Texture2D.Subv2018-08-211-1/+1
| | | | | | | | | | | | | | | | | | The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania.
* | | Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction.Subv2018-08-211-5/+14
| |/ |/|
* | Merge pull request #1104 from Subv/instanced_arraysbunnei2018-08-201-3/+16
|\ \ | | | | | | GLRasterizer: Implemented instanced vertex arrays.
| * | GLRasterizer: Implemented instanced vertex arrays.Subv2018-08-181-3/+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.
* | Merge pull request #1115 from Subv/texs_maskbunnei2018-08-201-18/+18
|\ \ | | | | | | Shaders/TEXS: Write to the correct output register when swizzling.
| * | Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv2018-08-201-18/+18
| | | | | | | | | | | | Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
* | | Merge pull request #1112 from Subv/sampler_typesbunnei2018-08-202-29/+178
|\ \ \ | | | | | | | | Shaders: Use the correct shader type when sampling textures.
| * | | Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.Subv2018-08-191-0/+51
| | | | | | | | | | | | | | | | It is unknown how TLD4S determines the sampler type, more research is needed.
| * | | Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.Subv2018-08-192-29/+127
| | | | | | | | | | | | | | | | Different sampler types have their parameters in different registers.
* | | | Implemented RGBA8_UINTDavid Marcec2018-08-202-45/+56
| |/ / |/| | | | | | | | Needed by kirby
* | | Merge pull request #1089 from Subv/neg_bitsbunnei2018-08-191-16/+34
|\ \ \ | | | | | | | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
| * | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv2018-08-181-16/+34
| | | | | | | | | | | | | | | | We should definitely audit our shader generator for more errors like this.
* | | | Merge pull request #1105 from Subv/convert_negbunnei2018-08-191-2/+0
|\ \ \ \ | | | | | | | | | | Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
| * | | | Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.Subv2018-08-181-2/+0
| | |_|/ | |/| |
* | | | Merge pull request #1102 from ogniK5377/mirror-clamp-edgebunnei2018-08-191-0/+2
|\ \ \ \ | | | | | | | | | | Added WrapMode MirrorOnceClampToEdge
| * | | | Added WrapMode MirrorOnceClampToEdgeDavid Marcec2018-08-181-0/+2
| |/ / / | | | | | | | | | | | | Used by splatoon 2
* | | | Merge pull request #1101 from Subv/ssy_stackbunnei2018-08-191-3/+36
|\ \ \ \ | |_|_|/ |/| | | Shaders: Implemented a stack for the SSY/SYNC instructions.
| * | | Shaders: Implemented a stack for the SSY/SYNC instructions.Subv2018-08-181-3/+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.
* | | Merge pull request #1108 from Subv/front_facingbunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
| * | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv2018-08-191-0/+4
| |/ /
* / / Shader: Implemented the predicate and mode arguments of LOP.Subv2018-08-181-10/+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.
* | Added predcondition GreaterThanWithNanDavid Marcec2018-08-181-5/+7
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* | Merge pull request #1096 from bunnei/supported-blitsbunnei2018-08-181-2/+0
|\ \ | | | | | | gl_rasterizer_cache: Remove asserts for supported blits.
| * | gl_rasterizer_cache: Remove asserts for supported blits.bunnei2018-08-171-2/+0
| | |
* | | renderer_opengl: Treat OpenGL errors as critical.bunnei2018-08-171-1/+1
|/ /
* | Merge pull request #1019 from Subv/vertex_divisorbunnei2018-08-175-5/+13
|\ \ | | | | | | Rasterizer: Manually implemented instanced rendering.
| * | Rasterizer: Implemented instanced rendering.Subv2018-08-155-5/+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.
* | | gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.bunnei2018-08-162-16/+26
| |/ |/|
* | Shader/Conversion: Implemented the negate bit in F2F and I2I instructions.Subv2018-08-151-4/+12
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* | Shader/I2F: Implemented the negate I2F_C instruction variant.Subv2018-08-151-7/+23
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* | Shader/F2I: Implemented the negate bit in the I2F instructionSubv2018-08-151-0/+4
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* | Shader/F2I: Implemented the F2I_C instruction variant.Subv2018-08-151-2/+10
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* | Shader/F2I: Implemented the negate bit in the F2I instruction.Subv2018-08-151-0/+4
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* | Merge pull request #1077 from bunnei/rgba16ubunnei2018-08-151-1/+9
|\ \ | | | | | | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
| * | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.bunnei2018-08-151-1/+9
| |/ | | | | | | - Used by Breath of the Wild.
* / gl_rasterizer_cache: Cleanup some PixelFormat names and logging.bunnei2018-08-152-41/+71
|/
* Merge pull request #1069 from bunnei/vtx-szbunnei2018-08-151-5/+20
|\ | | | | maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
| * maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.bunnei2018-08-151-5/+20
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* | Merge pull request #1070 from bunnei/cbuf-szbunnei2018-08-151-3/+3
|\ \ | | | | | | gl_rasterizer: Fix upload size for constant buffers.
| * | gl_rasterizer: Fix upload size for constant buffers.bunnei2018-08-151-3/+3
| |/
* | Merge pull request #1071 from bunnei/fix-ldcbunnei2018-08-151-13/+22
|\ \ | | | | | | gl_shader_decompiler: Several fixes for indirect constant buffer loads.
| * | gl_shader_decompiler: Several fixes for indirect constant buffer loads.bunnei2018-08-151-13/+22
| |/
* | Merge pull request #1068 from bunnei/g8r8sbunnei2018-08-152-34/+49
|\ \ | | | | | | gl_rasterizer_cache: Implement G8R8S format.
| * | gl_rasterizer_cache: Implement G8R8S format.bunnei2018-08-152-34/+49
| |/ | | | | | | - Used by Super Mario Odyssey.
* / Implement Z16_UNORM in PixelFormatFromTextureFormat functiongreggameplayer2018-08-151-0/+2
|/ | | Require by Zelda Breath Of The Wild
* Merge pull request #1058 from greggameplayer/BC7U_Fixbunnei2018-08-141-1/+1
|\ | | | | Fix BC7U
| * Fix BC7Ugreggameplayer2018-08-141-1/+1
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* | renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.bunnei2018-08-142-37/+46
|/ | | | - Used by Breath of the Wild.
* Merge pull request #1052 from ogniK5377/xenobunnei2018-08-132-7/+41
|\ | | | | Implement RG32UI and R32UI
| * Implement RG32UI and R32UIDavid Marcec2018-08-132-7/+41
| | | | | | | | Needed for xenoblade
* | maxwell_to_gl: Implement VertexAttribute::Size::Size_8.bunnei2018-08-131-0/+1
|/ | | | - Used by Breath of the Wild.
* renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.bunnei2018-08-132-34/+43
| | | | - Used by Breath of the Wild.
* Merge pull request #1045 from bunnei/rg8-unormbunnei2018-08-132-26/+59
|\ | | | | renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
| * renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.bunnei2018-08-132-26/+59
| | | | | | | | - Used by Breath of the Wild.
* | maxwell_to_gl: Implement PrimitiveTopology::LineStrip.bunnei2018-08-131-0/+2
|/ | | | - Used by Breath of the Wild.
* gl_shader_decompiler: Implement XMAD instruction.bunnei2018-08-131-0/+95
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* gl_rasterizer: Use a shared helper to upload from CPU memory.Markus Wick2018-08-122-28/+33
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* gl_state: Don't track constant buffer mappings.Markus Wick2018-08-123-41/+3
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* gl_rasterizer: Use the stream buffer for constant buffers.Markus Wick2018-08-124-29/+32
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* gl_rasterizer: Use the streaming buffer itself for the constant buffer.Markus Wick2018-08-122-33/+15
| | | | Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
* gl_rasterizer: Use a helper for aligning the buffer.Markus Wick2018-08-122-15/+22
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* Update the stream_buffer helper from Citra.Markus Wick2018-08-124-184/+98
| | | | Please see https://github.com/citra-emu/citra/pull/3666 for more details.
* gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check.bunnei2018-08-121-2/+2
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* gl_shader_decompiler: Fix GLSL compiler error with KIL instruction.bunnei2018-08-121-0/+8
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* Merge pull request #1020 from lioncash/namespacebunnei2018-08-124-10/+17
|\ | | | | core: Namespace EmuWindow
| * core: Namespace EmuWindowLioncash2018-08-124-10/+17
| | | | | | | | Gets the class out of the global namespace.
* | Merge pull request #1021 from lioncash/warnbunnei2018-08-121-1/+1
|\ \ | | | | | | gl_rasterizer: Silence implicit truncation warning in SetupShaders()
| * | gl_rasterizer: Silence implicit truncation warning in SetupShaders()Lioncash2018-08-121-1/+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.
* | Merge pull request #1024 from Subv/blend_glbunnei2018-08-121-0/+19
|\ \ | | | | | | GPU/Maxwell3D: Implemented an alternative set of blend factors.
| * | GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv2018-08-121-0/+19
| |/ | | | | | | These are used by nouveau and some games like SMO.
* | Merge pull request #1023 from Subv/invalid_attribsbunnei2018-08-121-1/+6
|\ \ | | | | | | RasterizerGL: Ignore invalid/unset vertex attributes.
| * | RasterizerGL: Ignore invalid/unset vertex attributes.Subv2018-08-121-1/+6
| |/ | | | | | | This should make the es2gears example not crash anymore.
* / Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)greggameplayer2018-08-122-55/+72
|/ | | | - Used by Go Vacation
* Merge pull request #1010 from bunnei/unk-vert-attrib-shaderbunnei2018-08-121-8/+10
|\ | | | | gl_shader_decompiler: Improve handling of unknown input/output attributes.
| * gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei2018-08-121-8/+10
| |
* | Merge pull request #1009 from bunnei/rg8-rgba8-snormbunnei2018-08-122-64/+89
|\ \ | | | | | | Implement render target formats RGBA8_SNORM and RG8_SNORM.
| * | gl_rasterizer: Implement render target format RG8_SNORM.bunnei2018-08-122-8/+16
| | | | | | | | | | | | - Used by Super Mario Odyssey.
| * | gl_rasterizer: Implement render target format RGBA8_SNORM.bunnei2018-08-122-64/+81
| |/ | | | | | | - Used by Super Mario Odyssey.
* | Merge pull request #1018 from Subv/ssy_syncbunnei2018-08-121-8/+31
|\ \ | |/ |/| GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
| * GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv2018-08-111-2/+6
| |
| * GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution.Subv2018-08-111-6/+25
| | | | | | | | SSY sets the target label to jump to when the SYNC instruction is executed.
* | Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)greggameplayer2018-08-112-19/+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
* maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-101-0/+1
| | | | - Used by Super Mario Odyssey.
* maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.bunnei2018-08-101-0/+2
| | | | - Used by Super Mario Odyssey.
* Merge pull request #1004 from lioncash/unusedbunnei2018-08-103-8/+6
|\ | | | | gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
| * gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()Lioncash2018-08-103-8/+6
| |
* | Merge pull request #1008 from yuzu-emu/revert-697-disable-depth-cullbunnei2018-08-101-3/+1
|\ \ | | | | | | Revert "gl_state: Temporarily disable culling and depth test."
| * | Revert "gl_state: Temporarily disable culling and depth test."bunnei2018-08-101-3/+1
| | |
* | | textures: Refactor out for Texture/Depth FormatFromPixelFormat.bunnei2018-08-102-96/+21
|/ /
* | Merge pull request #995 from bunnei/gl-buff-boundsbunnei2018-08-101-10/+12
|\ \ | |/ |/| gl_rasterizer_cache: Add bounds checking for gl_buffer copies.
| * gl_rasterizer_cache: Add bounds checking for gl_buffer copies.bunnei2018-08-101-10/+12
| |
* | Merge pull request #1001 from lioncash/reservebunnei2018-08-101-0/+2
|\ \ | |/ |/| gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
| * gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()Lioncash2018-08-091-0/+2
| | | | | | | | | | Avoids potentially perfoming multiple reallocations when we know the total amount of memory we need beforehand.
* | Implement SNORM for BC5/DXN2 (#998)Khangaroo2018-08-102-38/+55
| | | | | | | | | | | | | | | | | | | | | | * Implement BC5/DXN2 (#996) - Used by Kirby Star Allies. * Implement BC5/DXN2 SNORM UNORM for Kirby Star Allies SNORM for Super Mario Odyssey
* | gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion()Lioncash2018-08-091-2/+4
|/ | | | | A range-based for loop can't be used when the container being iterated is also being erased from.
* Merge pull request #992 from bunnei/declr-predbunnei2018-08-091-4/+5
|\ | | | | gl_shader_decompiler: Declare predicates on use.
| * gl_shader_decompiler: Declare predicates on use.bunnei2018-08-091-4/+5
| | | | | | | | - Used by Super Mario Odyssey (when going in game).
* | Merge pull request #994 from lioncash/constbunnei2018-08-091-7/+9
|\ \ | | | | | | gl_rasterizer_cache: Use std::vector::assign vs resize() then copy for the non-tiled case
| * | gl_rasterizer_cache: Invert conditional in LoadGLBuffer()Lioncash2018-08-091-5/+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).
| * | gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled caseLioncash2018-08-091-4/+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.
| * | gl_rasterizer_cache: Make pointer const in LoadGLBuffer()Lioncash2018-08-091-1/+1
| |/ | | | | | | | | This is only ever read from, so we can make the data it's pointing to const.
* | Merge pull request #993 from bunnei/smo-vtx-ptsbunnei2018-08-091-0/+3
|\ \ | | | | | | Implement VertexAttribute::Size::Size_16_16_16_16 and PrimitiveTopology::Points.
| * | maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.bunnei2018-08-091-0/+1
| | | | | | | | | | | | - Used by Super Mario Odyssey (in game).
| * | maxwell_to_gl: Implement PrimitiveTopology::Points.bunnei2018-08-091-0/+2
| |/ | | | | | | - Used by Super Mario Odyssey (in game).
* | Merge pull request #984 from bunnei/rt-nonebunnei2018-08-091-0/+5
|\ \ | | | | | | gl_rasterizer: Do not render when no render target is configured.
| * | gl_rasterizer: Do not render when no render target is configured.bunnei2018-08-091-0/+5
| | | | | | | | | | | | - Used by Super Mario Odyssey.
* | | Implement BC5/DXN2 (#996)Khangaroo2018-08-092-33/+42
| | | | | | | | | - Used by Kirby Star Allies.
* | | Merge pull request #977 from bunnei/bgr565bunnei2018-08-091-0/+3
|\ \ \ | |_|/ |/| | gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
| * | gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.bunnei2018-08-081-0/+3
| | | | | | | | | | | | - Used by Super Mario Odyssey.
* | | Merge pull request #982 from bunnei/stub-unk-63bunnei2018-08-091-0/+7
|\ \ \ | | | | | | | | gl_shader_decompiler: Stub input attribute Unknown_63.
| * | | gl_shader_decompiler: Stub input attribute Unknown_63.bunnei2018-08-081-0/+7
| |/ /
* | | Merge pull request #976 from bunnei/shader-immbunnei2018-08-091-2/+2
|\ \ \ | | | | | | | | gl_shader_decompiler: Let OpenGL interpret floats.
| * | | gl_shader_decompiler: Let OpenGL interpret floats.bunnei2018-08-081-2/+2
| |/ / | | | | | | | | | | | | - Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
* | | Merge pull request #981 from bunnei/cbuf-corruptbunnei2018-08-092-2/+9
|\ \ \ | |_|/ |/| | maxwell_3d: Use correct const buffer size and check bounds.
| * | maxwell_3d: Use correct const buffer size and check bounds.bunnei2018-08-082-2/+9
| |/ | | | | | | - Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
* | Merge pull request #979 from bunnei/vtx88bunnei2018-08-091-0/+1
|\ \ | | | | | | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
| * | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.bunnei2018-08-081-0/+1
| |/
* / renderer_opengl: Use trace log in a few places.bunnei2018-08-082-2/+2
|/
* Fixed the sRGB pixel format (#963)Hexagon122018-08-081-1/+2
| | | | | | * Changed the sRGB pixel format return * Add a message about SRGBA -> RGBA conversion
* gl_rasterizer_cache: Avoid superfluous surface copies.bunnei2018-08-062-4/+21
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* Merge pull request #927 from bunnei/fix-texsbunnei2018-08-051-2/+5
|\ | | | | gl_shader_decompiler: Fix TEXS mask and dest.
| * gl_shader_decompiler: Fix TEXS mask and dest.bunnei2018-08-051-2/+5
| |
* | Merge pull request #912 from lioncash/global-varbunnei2018-08-052-4/+4
|\ \ | |/ |/| video_core: Eliminate the g_renderer global variable
| * renderer_base: Make Rasterizer() return the rasterizer by referenceLioncash2018-08-041-2/+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().
| * video_core: Eliminate the g_renderer global variableLioncash2018-08-042-2/+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.
* | added braces for conditionsDavid Marcec2018-08-051-2/+3
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* | fix the attrib format for intsDavid Marcec2018-08-051-2/+7
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* | Merge pull request #919 from lioncash/signbunnei2018-08-041-8/+9
|\ \ | |/ |/| gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()
| * gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()Lioncash2018-08-041-7/+9
| | | | | | | | | | This lets us indent the majority of the code and places the error case first.
| * gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()Lioncash2018-08-041-3/+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).
* | Merge pull request #910 from lioncash/unusedbunnei2018-08-031-2/+0
|\ \ | |/ |/| gl_shader_decompiler: Remove unused variable in GenerateDeclarations()
| * gl_shader_decompiler: Remove unused variable in GenerateDeclarations()Lioncash2018-08-031-2/+0
| | | | | | | | | | This variable was being incremented, but we were never actually using it.
* | gl_shader_manager: Make ProgramManager's GetCurrentProgramStage() a const member functionLioncash2018-08-031-1/+1
|/ | | | This function doesn't modify class state, so it can be made const.
* Merge pull request #892 from lioncash/globalbunnei2018-08-034-32/+21
|\ | | | | video_core: Make global EmuWindow instance part of the base renderer …
| * video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-024-32/+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.
* | Merge pull request #901 from lioncash/refbunnei2018-08-031-2/+2
|\ \ | | | | | | gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()
| * | gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()Lioncash2018-08-021-2/+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.
* | Merge pull request #902 from lioncash/arraybunnei2018-08-021-2/+3
|\ \ | | | | | | gl_state: Make texture_units a std::array
| * | gl_state: Make texture_units a std::arrayLioncash2018-08-021-2/+3
| |/ | | | | | | Gets rid of the use of a raw C array.
* / Implement RGB32F PixelFormat (#886) (used by Go Vacation)greggameplayer2018-08-022-9/+19
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* Implement R32_FLOAT RenderTargetFormatUnknown2018-08-011-0/+3
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* GPU: Allow using R16F as a render target format.Subv2018-07-261-1/+3
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* Implement R16_G16Unknown2018-07-262-19/+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
* Merge pull request #819 from Subv/srgbbunnei2018-07-252-9/+17
|\ | | | | GPU: Use the right texture format for sRGBA framebuffers.
| * GPU: Use the right texture format for sRGBA framebuffers.Subv2018-07-252-9/+17
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* | GPU: Allow the use of Z24S8 as a texture format.Subv2018-07-251-0/+4
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* Merge pull request #816 from Subv/z32_s8bunnei2018-07-252-1/+12
|\ | | | | GPU: Implemented the Z32_S8_X24 depth buffer format.
| * GPU: Implemented the Z32_S8_X24 depth buffer format.Subv2018-07-252-1/+12
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* | Merge pull request #815 from Subv/z32f_texbunnei2018-07-251-0/+4
|\ \ | | | | | | GPU: Allow using Z32 as a texture format.
| * | GPU: Allow using Z32 as a texture format.Subv2018-07-251-0/+4
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* | Merge pull request #814 from Subv/rt_r8bunnei2018-07-251-0/+3
|\ \ | | | | | | GPU: Allow the usage of R8 as a render target format.
| * | GPU: Allow the usage of R8 as a render target format.Subv2018-07-251-0/+3
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* | Merge pull request #809 from lioncash/rasterizerbunnei2018-07-252-16/+13
|\ \ | |/ |/| gl_rasterizer: Minor cleanup
| * gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers()Lioncash2018-07-241-3/+5
| | | | | | | | | | This is just the named constant that OpenGL provides, so we can use that instead of using a literal -1
| * gl_rasterizer: Use std::string_view instead of std::string when checking for extensionsLioncash2018-07-241-1/+3
| | | | | | | | | | We can avoid heap allocations here by just using a std::string_view instead of performing unnecessary copying of the string data.
| * gl_rasterizer: Use in-class member initializers where applicableLioncash2018-07-242-12/+5
| | | | | | | | We can just assign to the members directly in these cases.
* | GPU: Implemented the R16 and R16F texture formats.Subv2018-07-242-5/+29
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* Merge pull request #799 from Subv/tex_r32fbunnei2018-07-242-6/+16
|\ | | | | GPU: Implement texture format R32F.
| * GPU: Implement texture format R32F.Subv2018-07-242-6/+16
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* | Merge pull request #796 from bunnei/gl-uintbunnei2018-07-241-0/+3
|\ \ | | | | | | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
| * | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.bunnei2018-07-241-0/+3
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* | | gl_rasterizer: Implement texture border color.bunnei2018-07-242-7/+7
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* | | maxwell_to_gl: Implement Texture::WrapMode::Border.bunnei2018-07-241-0/+2
| |/ |/|
* | Merge pull request #791 from bunnei/rg32f-rgba32f-bgra8bunnei2018-07-242-12/+62
|\ \ | |/ |/| gl_rasterizer_cache: Implement formats BGRA8_UNORM/RGBA32_FLOAT/RG32_FLOAT
| * gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.bunnei2018-07-242-7/+19
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| * gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT.bunnei2018-07-242-10/+34
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| * gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM.bunnei2018-07-242-8/+20
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| * gl_rasterizer_cache: Add missing log statements.bunnei2018-07-241-0/+2
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* | Merge pull request #792 from lioncash/retvalbunnei2018-07-241-2/+2
|\ \ | | | | | | gl_shader_decompiler: Correct return value of WriteTexsInstruction()
| * | gl_shader_decompiler: Correct return value of WriteTexsInstruction()Lioncash2018-07-241-2/+2
| | | | | | | | | | | | This should be returning void, not a std::string
* | | Merge pull request #790 from bunnei/shader-print-instrbunnei2018-07-241-1/+2
|\ \ \ | | | | | | | | gl_shader_decompiler: Print instruction value in shader comments.
| * | | gl_shader_decompiler: Print instruction value in shader comments.bunnei2018-07-241-1/+2
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* | | Merge pull request #788 from bunnei/shader-check-zerobunnei2018-07-241-0/+6
|\ \ \ | |_|/ |/| | gl_shader_decompiler: Check if SetRegister result is ZeroIndex.
| * | gl_shader_decompiler: Check if SetRegister result is ZeroIndex.bunnei2018-07-241-0/+6
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* | gl_shader_decompiler: Implement shader instruction TLDS.bunnei2018-07-241-29/+43
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* | gl_shader_decompiler: Simplify GetCommonDeclarations()Lioncash2018-07-231-5/+5
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* gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine()Lioncash2018-07-221-4/+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.
* Merge pull request #767 from bunnei/shader-cleanupbunnei2018-07-221-78/+15
|\ | | | | gl_shader_decompiler: Remove unused state tracking and minor cleanup.
| * gl_shader_decompiler: Remove unused state tracking and minor cleanup.bunnei2018-07-221-78/+15
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* | gl_shader_decompiler: Implement SEL instruction.bunnei2018-07-221-0/+9
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* gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load.bunnei2018-07-222-2/+86
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* gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set.bunnei2018-07-223-57/+46
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* gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer.bunnei2018-07-222-11/+11
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* gl_rasterizer: Use zeta_enable register to enable depth buffer.bunnei2018-07-221-2/+2
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* Merge pull request #748 from lioncash/namespacebunnei2018-07-222-8/+4
|\ | | | | video_core: Use nested namespaces where applicable
| * video_core: Use nested namespaces where applicableLioncash2018-07-212-8/+4
| | | | | | | | Compresses a few namespace specifiers to be more compact.
* | Merge pull request #747 from lioncash/unimplementedbunnei2018-07-212-3/+3
|\ \ | | | | | | gl_shader_manager: Remove unimplemented function prototype
| * | gl_shader_manager: Replace unimplemented function prototypeLioncash2018-07-212-3/+3
| |/ | | | | | | This was just a linker error waiting to happen.
* / gpu: Rename Get3DEngine() to Maxwell3D()Lioncash2018-07-211-5/+5
|/ | | | This makes it match its const qualified equivalent.
* Merge pull request #738 from lioncash/signbunnei2018-07-201-16/+20
|\ | | | | gl_state: Get rid of mismatched sign conversions in Apply()
| * gl_state: Make references const where applicable in Apply()Lioncash2018-07-201-2/+3
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| * gl_state: Get rid of mismatched sign conversionsLioncash2018-07-201-14/+17
| | | | | | | | | | While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
* | Merge pull request #731 from lioncash/shadowbunnei2018-07-201-6/+4
|\ \ | | | | | | gl_shader_decompiler: Eliminate variable and declaration shadowing
| * | gl_shader_decompiler: Eliminate variable and declaration shadowingLioncash2018-07-201-6/+4
| |/ | | | | | | | | Ensures that no identifiers are being hidden, which also reduces compiler warnings.
* / gl_shader_decompiler: Remove unnecessary const from return valuesLioncash2018-07-201-2/+2
|/ | | | | This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO
* gl_state: Temporarily disable culling and depth test.bunnei2018-07-191-1/+3
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* core: Don't construct instance of Core::System, just to access its live instanceLioncash2018-07-193-15/+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.
* vi: Partially implement buffer crop parameters.bunnei2018-07-182-4/+19
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* gl_rasterizer_cache: Implement texture format G8R8.bunnei2018-07-152-9/+37
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* Merge pull request #665 from bunnei/fix-z24-s8bunnei2018-07-151-1/+2
|\ | | | | gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
| * gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.bunnei2018-07-151-1/+2
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* | gl_rasterizer_cache: Implement depth format Z16_UNORM.bunnei2018-07-152-1/+12
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* Merge pull request #598 from bunnei/makedonecurrentbunnei2018-07-153-1/+27
|\ | | | | OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
| * OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei2018-07-143-1/+27
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* | GPU: Always enable the depth write when clearing the depth buffer.Subv2018-07-141-3/+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.
* gl_rasterizer: Fix check for if a shader stage is enabled.bunnei2018-07-131-11/+3
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* gl_shader_gen: Implement dual vertex shader mode.bunnei2018-07-135-55/+139
| | | | - When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
* Merge pull request #655 from bunnei/pred-lt-nanbunnei2018-07-131-5/+6
|\ | | | | gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
| * gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei2018-07-131-5/+6
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* | gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei2018-07-131-8/+25
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* Merge pull request #652 from Subv/fadd32iSebastian Valle2018-07-131-0/+23
|\ | | | | GPU: Implement the FADD32I shader instruction.
| * GPU: Implement the FADD32I shader instruction.Subv2018-07-121-0/+23
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* | gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.bunnei2018-07-081-1/+4
| | | | | | | | - Fixes a regression with Binding of Isaac.
* | Merge pull request #625 from Subv/imnmxbunnei2018-07-081-0/+14
|\ \ | | | | | | GPU: Implemented the IMNMX shader instruction.
| * | GPU: Implemented the IMNMX shader instruction.Subv2018-07-041-0/+14
| | | | | | | | | | | | It's similar to the FMNMX instruction but it works on integers.
* | | GPU: Implemented the BC7U texture format.Subv2018-07-072-7/+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.
* | Merge pull request #629 from Subv/depth_testbunnei2018-07-051-0/+8
|\ \ | | | | | | GPU: Allow using the old NV04 values for the depth test function.
| * | GPU: Allow using the old NV04 values for the depth test function.Subv2018-07-051-0/+8
| | | | | | | | | | | | | | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
* | | Merge pull request #626 from Subv/shader_syncbunnei2018-07-051-0/+7
|\ \ \ | |/ / |/| | GPU: Stub the shader SYNC and DEPBAR instructions.
| * | GPU: Stub the shader SYNC and DEPBAR instructions.Subv2018-07-041-0/+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.
* | Merge pull request #624 from Subv/f2f_roundbunnei2018-07-051-0/+3
|\ \ | | | | | | GPU: Implemented the F2F 'round' rounding mode.
| * | GPU: Implemented the F2F 'round' rounding mode.Subv2018-07-041-0/+3
| |/ | | | | | | It's implemented via the GLSL 'roundEven()' function.
* | Merge pull request #623 from Subv/vertex_typesbunnei2018-07-051-0/+8
|\ \ | | | | | | GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
| * | GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.Subv2018-07-041-0/+8
| |/ | | | | | | Both signed and unsigned variants.
* | Merge pull request #622 from Subv/unused_texbunnei2018-07-051-1/+4
|\ \ | | | | | | GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
| * | GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.Subv2018-07-041-1/+4
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* | Merge pull request #621 from Subv/psetp_bunnei2018-07-051-0/+30
|\ \ | | | | | | GPU: Implemented the PSETP shader instruction.
| * | GPU: Implemented the PSETP shader instruction.Subv2018-07-041-0/+30
| |/ | | | | | | It's similar to the isetp and fsetp instructions but it works on predicates instead.
* | Merge pull request #620 from Subv/depth_z32fbunnei2018-07-052-2/+13
|\ \ | | | | | | GPU: Implemented the 32 bit float depth buffer format.
| * | GPU: Implemented the 32 bit float depth buffer format.Subv2018-07-042-2/+13
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* / GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv2018-07-041-0/+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.
* GPU: Only configure the used framebuffers during clear.Subv2018-07-044-17/+48
| | | | Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
* Merge pull request #609 from Subv/clear_buffersbunnei2018-07-042-14/+63
|\ | | | | GPU: Implemented the CLEAR_BUFFERS register.
| * GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.Subv2018-07-032-72/+39
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| * GPU: Support clears that don't clear the color buffer.Subv2018-07-031-4/+14
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| * GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv2018-07-032-0/+72
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* | gl_rasterizer_cache: Implement PixelFormat S8Z24.bunnei2018-07-032-11/+81
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* | Merge pull request #607 from jroweboy/loggingbunnei2018-07-038-74/+73
|\ \ | | | | | | Logging - Customizable backends
| * | Update clang formatJames Rowe2018-07-034-15/+14
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| * | Rename logging macro back to LOG_*James Rowe2018-07-038-61/+61
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* | Merge pull request #612 from bunnei/fix-cullbunnei2018-07-031-2/+5
|\ \ | | | | | | gl_rasterizer: Only set cull mode and front face if enabled.
| * | gl_rasterizer: Only set cull mode and front face if enabled.bunnei2018-07-031-2/+5
| |/
* | Merge pull request #611 from Subv/enabled_depth_testbunnei2018-07-031-0/+4
|\ \ | | | | | | GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
| * | GPU: Don't try to parse the depth test function if the depth test is disabled.Subv2018-07-031-0/+4
| |/
* | Merge pull request #610 from Subv/mufu_8bunnei2018-07-031-0/+4
|\ \ | |/ |/| GPU: Implemented MUFU suboperation 8, sqrt.
| * GPU: Implemented MUFU suboperation 8, sqrt.Subv2018-07-031-0/+4
| |
* | Merge pull request #608 from Subv/depthbunnei2018-07-035-28/+148
|\ \ | | | | | | GPU: Implemented the depth buffer and depth test + culling
| * | GPU: Set up the culling configuration on each draw.Subv2018-07-031-6/+8
| | |
| * | GPU: Set up the depth test state on every draw.Subv2018-07-022-0/+14
| | |
| * | MaxwellToGL: Added conversion functions for depth test and cull mode.Subv2018-07-021-0/+50
| | |
| * | GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-023-23/+77
| |/
* | Merge pull request #606 from Subv/base_vertexSebastian Valle2018-07-021-7/+9
|\ \ | | | | | | GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
| * | GPU: Implement offsetted rendering when using non-indexed drawing.Subv2018-07-021-1/+1
| | |
| * | GPU: Fixed the index offset rendering, and implemented the base vertex functionality.Subv2018-07-021-6/+8
| |/ | | | | | | This fixes Stardew Valley.
* | Merge pull request #604 from Subv/invalid_texturesbunnei2018-07-022-1/+10
|\ \ | |/ |/| GPU: Ignore invalid and disabled textures when drawing.
| * GPU: Ignore disabled textures and textures with an invalid address.Subv2018-07-022-1/+10
| |
* | Merge pull request #602 from Subv/mufu_subopbunnei2018-07-011-4/+0
|\ \ | | | | | | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
| * | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv2018-06-301-4/+0
| |/
* | Merge pull request #601 from Subv/rgba32_uibunnei2018-07-012-25/+43
|\ \ | | | | | | GPU: Implement the RGBA32_UINT rendertarget format.
| * | GPU: Implemented the RGBA32_UINT rendertarget format.Subv2018-06-302-9/+23
| | |
| * | GLCache: Specify the component type along the texture type in the format tuple.Subv2018-06-301-17/+21
| |/
* / gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei2018-06-301-17/+23
|/
* Merge pull request #595 from bunnei/raster-cachebunnei2018-06-296-1434/+383
|\ | | | | Rewrite the OpenGL rasterizer cache
| * gl_rasterizer_cache: Only dereference color_surface/depth_surface if valid.bunnei2018-06-291-2/+6
| |
| * gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces.bunnei2018-06-273-16/+168
| | | | | | | | | | | | gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings.
| * gl_rasterizer_cache: Various fixes for ASTC handling.bunnei2018-06-272-35/+39
| |
| * gl_rasterizer_cache: Use SurfaceParams as a key for surface caching.bunnei2018-06-272-43/+72
| |
| * gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers.bunnei2018-06-275-5/+60
| |
| * gl_rasterizer_cache: Cache size_in_bytes as a const per surface.bunnei2018-06-272-9/+13
| |
| * gl_rasterizer_cache: Refactor to make SurfaceParams members const.bunnei2018-06-272-52/+37
| |
| * gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces.bunnei2018-06-274-1494/+210
| |
* | gl_shader_decompiler: Add a return path for unknown instructions.bunnei2018-06-271-0/+1
|/
* gl_rasterizer: Workaround for when exceeding max UBO size.bunnei2018-06-272-1/+7
|
* Merge pull request #593 from bunnei/fix-swizzlebunnei2018-06-275-12/+20
|\ | | | | gl_state: Fix state management for texture swizzle.
| * gl_state: Fix state management for texture swizzle.bunnei2018-06-265-12/+20
| |
* | Merge pull request #592 from bunnei/cleanup-gl-statebunnei2018-06-272-94/+0
|\ \ | | | | | | gl_state: Remove unused state management from 3DS.
| * | gl_state: Remove unused state management from 3DS.bunnei2018-06-262-94/+0
| |/
* / gl_rasterizer_cache: Fix inverted B5G6R5 format.bunnei2018-06-261-1/+1
|/
* Merge pull request #554 from Subv/constbuffer_ubobunnei2018-06-264-18/+39
|\ | | | | Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
| * Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.Subv2018-06-104-18/+39
| | | | | | | | This should help a bit with GPU performance once we're GPU-bound.
* | Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-205-8/+8
| |
* | Merge pull request #574 from Subv/shader_abs_negbunnei2018-06-191-7/+14
|\ \ | | | | | | GPU: Perform negation after absolute value in the float shader instructions.
| * | GPU: Perform negation after absolute value in the float shader instructions.Subv2018-06-191-7/+14
| | |
* | | GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv2018-06-191-12/+15
|/ / | | | | | | | | Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
* | Merge pull request #570 from bunnei/astcbunnei2018-06-192-1/+43
|\ \ | | | | | | gl_rasterizer: Implement texture format ASTC_2D_4X4.
| * | gl_rasterizer: Implement texture format ASTC_2D_4X4.bunnei2018-06-182-1/+43
| | |
* | | Merge pull request #571 from Armada651/loose-blendbunnei2018-06-181-1/+1
|\ \ \ | |/ / |/| | gl_rasterizer: Get loose on independent blending.
| * | gl_rasterizer: Get loose on independent blending.Jules Blok2018-06-181-1/+1
| | |
* | | gl_rasterizer_cache: Loosen things up a bit.bunnei2018-06-181-26/+8
| | |
* | | gl_shader_decompiler: Implement LOP instructions.bunnei2018-06-171-6/+28
| | |
* | | gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei2018-06-171-54/+40
|/ /
* | gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei2018-06-161-13/+41
| |
* | Merge pull request #564 from bunnei/lop32i_passbbunnei2018-06-161-6/+12
|\ \ | | | | | | gl_shader_decompiler: Implement LOP32I LogicOperation PassB.
| * | gl_shader_decompiler: Implement LOP32I LogicOperation PassB.bunnei2018-06-161-6/+12
| | |
* | | gl_shader_gen: Set position.w to 1.bunnei2018-06-161-0/+4
|/ /
* | Merge pull request #558 from Subv/iadd32ibunnei2018-06-121-0/+21
|\ \ | | | | | | GPU: Implemented the iadd32i shader instruction.
| * | GPU: Implemented the iadd32i shader instruction.Subv2018-06-121-0/+21
| | |
* | | gl_shader_decompiler: Implement saturate for float instructions.bunnei2018-06-121-37/+31
|/ /
* | GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.Subv2018-06-101-1/+1
| | | | | | | | This corrects the invalid position values in some games when doing attribute-less rendering.
* | GPU: Implement the iset family of shader instructions.Subv2018-06-091-2/+37
|/
* Merge pull request #550 from Subv/ssybunnei2018-06-091-0/+5
|\ | | | | GPU: Stub the SSY shader instruction.
| * GPU: Stub the SSY shader instruction.Subv2018-06-091-0/+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.
* | Merge pull request #551 from bunnei/shrbunnei2018-06-091-0/+13
|\ \ | | | | | | gl_shader_decompiler: Implement SHR instruction.
| * | gl_shader_decompiler: Implement SHR instruction.bunnei2018-06-091-0/+13
| |/
* | gl_shader_decompiler: Implement IADD instruction.bunnei2018-06-091-6/+26
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* | gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei2018-06-091-7/+17
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* GPU: Synchronize the blend state on every draw call.Subv2018-06-092-16/+20
| | | | | | Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
* GPU: Added registers for normal and independent blending.Subv2018-06-091-26/+1
|
* Merge pull request #547 from Subv/compressed_alignmentbunnei2018-06-081-2/+7
|\ | | | | GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
| * GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.Subv2018-06-081-2/+7
| | | | | | | | This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
* | Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.Subv2018-06-081-0/+3
|/ | | | This fixes the flip_viewport uniform having invalid values when drawing.
* Merge pull request #543 from Subv/uniformsbunnei2018-06-071-3/+4
|\ | | | | GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
| * GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.Subv2018-06-071-3/+4
| | | | | | | | This should fix the bug with the vs_config UBO being uninitialized during shader execution.
* | Merge pull request #542 from bunnei/bfe_immbunnei2018-06-071-4/+29
|\ \ | | | | | | gl_shader_decompiler: Implement BFE_IMM instruction.
| * | gl_shader_decompiler: Implement BFE_IMM instruction.bunnei2018-06-071-4/+29
| | |
* | | Merge pull request #541 from Subv/blittexturesbunnei2018-06-071-56/+9
|\ \ \ | |/ / |/| | GLCache: Fixed copying compressed textures in the rasterizer cache.
| * | GLCache: Use the full uncompressed size when blitting from one texture to another.Subv2018-06-071-3/+6
| | | | | | | | | | | | This avoids the problem of only copying a tiny piece of the textures when they are compressed.
| * | GLCache: Simplify the logic to copy from one texture to another in BlitTextures.Subv2018-06-071-53/+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.
* | gl_shader_decompiler: F2F: Implement rounding modes.bunnei2018-06-071-7/+23
| |
* | Merge pull request #537 from bunnei/misc-shaderbunnei2018-06-071-8/+4
|\ \ | | | | | | gl_shader_decompiler: Additional decodings, remove unused stuff from TEX
| * | gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS.bunnei2018-06-071-8/+4
| |/
* | Merge pull request #535 from Subv/gpu_swizzlebunnei2018-06-075-0/+49
|\ \ | | | | | | GPU: Support changing the texture swizzles for Maxwell textures.
| * | GPU: Support changing the texture swizzles for Maxwell textures.Subv2018-06-072-0/+29
| | |
| * | GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.Subv2018-06-073-0/+20
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* / gl_shader_decompiler: Implement ISETP_IMM instruction.bunnei2018-06-071-8/+9
|/
* Merge pull request #534 from Subv/multitexturingbunnei2018-06-077-69/+135
|\ | | | | GPU: Implement sampling multiple textures in the generated glsl shaders.
| * GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-067-69/+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.
* | gl_shader_decompiler: Implement LD_C instruction.bunnei2018-06-071-0/+27
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* | gl_shader_gen: Add uniform handling for indirect const buffer access.bunnei2018-06-073-4/+40
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* | gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei2018-06-061-20/+19
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* Merge pull request #531 from bunnei/fix-shlSebastian Valle2018-06-061-1/+1
|\ | | | | gl_shader_decompiler: Fix un/signed mismatch with SHL.
| * gl_shader_decompiler: Fix un/signed mismatch with SHL.bunnei2018-06-061-1/+1
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* | Merge pull request #530 from bunnei/wrap-mirrorSebastian Valle2018-06-061-0/+2
|\ \ | | | | | | maxwell_to_gl: Implement WrapMode Mirror.
| * | maxwell_to_gl: Implement WrapMode Mirror.bunnei2018-06-061-0/+2
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* | Merge pull request #528 from Subv/rg11b10fbunnei2018-06-062-12/+27
|\ \ | |/ |/| GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
| * GPU: Implemented the R11FG11FB10F texture and rendertarget formats.Subv2018-06-062-11/+26
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| * GPU: Fixed the compression factor for RGBA16F textures.Subv2018-06-061-1/+1
| | | | | | | | They're not compressed.
* | Merge pull request #516 from Subv/f2i_rbunnei2018-06-061-3/+44
|\ \ | | | | | | GPU: Implemented the F2I_R shader instruction.
| * | GPU: Implemented the F2I_R shader instruction.Subv2018-06-051-3/+44
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* | | Merge pull request #520 from bunnei/shader-shlbunnei2018-06-051-2/+31
|\ \ \ | |_|/ |/| | gl_shader_decompiler: Implement SHL instruction.
| * | gl_shader_decompiler: Fix typo with ISCADD instruction.bunnei2018-06-051-1/+1
| | |
| * | gl_shader_decompiler: Implement SHL instruction.bunnei2018-06-051-1/+30
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* | | Merge pull request #518 from Subv/incomplete_shadersbunnei2018-06-051-5/+16
|\ \ \ | |/ / |/| | GPU: Implemented predicated exit instructions in the shader programs.
| * | GPU: Implement predicated exit instructions in the shader programs.Subv2018-06-051-4/+6
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| * | GPU: Take into account predicated exits when performing shader control flow analysis.Subv2018-06-051-1/+10
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* | | gl_shader_decompiler: Implement PredCondition::NotEqual.bunnei2018-06-051-3/+3
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* | | GPU: Implement the ISCADD shader instructions.Subv2018-06-051-0/+24
| |/ |/|
* | Merge pull request #514 from Subv/lop32ibunnei2018-06-051-0/+43
|\ \ | | | | | | GPU: Implemented the LOP32I instruction.
| * | GPU: Implemented the LOP32I instruction.Subv2018-06-041-0/+43
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* | | Merge pull request #510 from Subv/isetpbunnei2018-06-051-6/+53
|\ \ \ | | | | | | | | GPU: Implemented the ISETP_R and ISETP_C instructions
| * | | GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.Subv2018-06-041-9/+18
| | | |
| * | | GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv2018-06-041-0/+38
| |/ /
* | | Merge pull request #512 from Subv/fsetbunnei2018-06-051-3/+18
|\ \ \ | |_|/ |/| | GPU: Corrected the FSET and I2F instructions.
| * | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv2018-06-041-1/+6
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| * | GPU: Corrected the I2F_R implementation.Subv2018-06-041-2/+12
| |/
* | Merge pull request #501 from Subv/shader_brabunnei2018-06-051-1/+30
|\ \ | | | | | | GPU: Partially implemented the bra shader instruction
| * | GPU: Partially implemented the shader BRA instruction.Subv2018-06-041-1/+30
| |/
* | Merge pull request #515 from Subv/viewport_fixbunnei2018-06-051-2/+2
|\ \ | | | | | | GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
| * | GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv2018-06-041-2/+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?
* / GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface.Subv2018-06-041-1/+2
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* gl_shader_decompiler: Implement TEXS component mask.bunnei2018-06-031-7/+10
|
* Merge pull request #494 from bunnei/shader-texbunnei2018-06-031-2/+43
|\ | | | | gl_shader_decompiler: Implement TEX, fixes for TEXS.
| * gl_shader_decompiler: Implement TEX instruction.bunnei2018-06-011-1/+26
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| * gl_shader_decompiler: Support multi-destination for TEXS.bunnei2018-06-011-2/+18
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* | Merge pull request #495 from bunnei/improve-rrobunnei2018-06-031-6/+11
|\ \ | | | | | | gl_shader_decompiler: Implement RRO as a register move.
| * | gl_shader_decompiler: Implement RRO as a register move.bunnei2018-06-031-6/+11
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* / GPU: Implemented the DXN1 (BC4) texture format.Subv2018-06-022-2/+11
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* gl_rasterizer_cache: Assert that component type is UNorm or format is RGBA16F.bunnei2018-05-311-1/+2
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* gl_rasterizer_cache: Implement PixelFormat RGBA16F.bunnei2018-05-312-6/+19
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* Merge pull request #489 from Subv/vertexidbunnei2018-05-301-1/+7
|\ | | | | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
| * Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv2018-05-301-1/+7
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* | Merge pull request #483 from bunnei/sonicSebastian Valle2018-05-302-2/+13
|\ \ | | | | | | Several GPU fixes to boot Sonic Mania
| * | gl_shader_decompiler: F2F_R instruction: Implement abs.bunnei2018-05-301-1/+7
| | |
| * | gl_shader_decompiler: Partially implement F2F_R instruction.bunnei2018-05-301-1/+6
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| * | gl_rasterize_cache: Invert order of tex format RGB565.bunnei2018-05-301-1/+1
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* / GPU: Implemented the R8 texture format (0x1D)Subv2018-05-302-5/+14
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* Merge pull request #472 from bunnei/greater-equalbunnei2018-05-271-4/+3
|\ | | | | gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.
| * gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.bunnei2018-05-261-4/+3
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* | Merge pull request #476 from Subv/a1bgr5bunnei2018-05-272-5/+17
|\ \ | | | | | | GPU: Implemented the A1B5G5R5 texture format (0x14)
| * | GPU: Implemented the A1B5G5R5 texture format (0x14)Subv2018-05-272-5/+17
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* / shader_bytecode: Implement other variants of FMNMX.bunnei2018-05-261-1/+3
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* Shader: Implemented compound predicates in fset.Subv2018-05-251-28/+12
| | | | | | You can specify a predicate in the fset instruction: Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0;
* Shader: Implemented compound predicates in fsetp.Subv2018-05-251-19/+55
| | | | | | | You can specify three predicates in an fsetp instruction: P1 = (Value1 Comp Value2) OP P0; P2 = !(Value1 Comp Value2) OP P0;
* Merge pull request #458 from Subv/fmnmxbunnei2018-05-211-6/+21
|\ | | | | Shaders: Implemented the FMNMX shader instruction.
| * Shaders: Implemented the FMNMX shader instruction.Subv2018-05-211-6/+21
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* | Merge pull request #451 from Subv/gl_array_sizeSebastian Valle2018-05-212-13/+3
|\ \ | | | | | | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.
| * | GLRenderer: Remove unused hw_vao_enabled_attributes variable.Subv2018-05-192-4/+0
| | |
| * | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.Subv2018-05-192-9/+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.
* / GLRenderer: Log the shader source code when program linking fails.Subv2018-05-191-0/+27
|/
* general: Make formatting of logged hex values more straightforwardLioncash2018-05-021-1/+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).
* Merge pull request #422 from bunnei/shader-movbunnei2018-04-302-0/+18
|\ | | | | Shader instructions MOV_C, MOV_R, and several minor GPU things
| * gl_shader_decompiler: Implement MOV_R.bunnei2018-04-291-1/+2
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| * maxwell_to_gl: Implement type SignedNorm, Size_8_8_8_8.bunnei2018-04-291-0/+12
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| * gl_shader_decompiler: Implement MOV_C.bunnei2018-04-291-0/+5
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* | Shaders: Implemented predicate condition 3 (LessEqual) in the fset and fsetp instructions.Subv2018-04-291-0/+7
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* gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei2018-04-291-0/+26
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* gl_shader_decompiler: More cleanups, etc. with how we handle register types.bunnei2018-04-291-44/+120
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* GLSLRegister: Simplify register declarations, etc.bunnei2018-04-291-63/+31
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* gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei2018-04-291-0/+5
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* Merge pull request #408 from bunnei/shader-ints-p2bunnei2018-04-271-154/+262
|\ | | | | gl_shader_decompiler: Add GLSLRegisterManager class to track register state.
| * gl_shader_decompiler: Add GLSLRegisterManager class to track register state.bunnei2018-04-271-154/+262
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* | renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalentsLioncash2018-04-271-6/+7
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* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-1/+1
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* gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei2018-04-261-5/+102
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* gl_shader_decompiler: Move color output to EXIT instruction.bunnei2018-04-261-6/+12
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* Merge pull request #396 from Subv/shader_opsbunnei2018-04-261-1/+54
|\ | | | | Shaders: Implemented the FSET instruction.
| * Shaders: Implemented the FSET instruction.Subv2018-04-251-0/+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.
| * Shaders: Added decodings for the FSET instructions.Subv2018-04-251-1/+1
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* | video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-252-8/+8
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* renderer_opengl: Use correct byte order for framebuffer pixel format ABGR8.bunnei2018-04-251-2/+1
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* gl_rasterizer_cache: Use CHAR_BIT for bpp conversions instead of 8.bunnei2018-04-252-4/+4
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* gl_rasterizer_cache: Use GPU PAGE_BITS/SIZE, not CPU.bunnei2018-04-251-5/+5
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* gl_rasterizer_cache: Use new logger.bunnei2018-04-251-4/+4
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* gl_rasterizer_cache: Add a function for finding framebuffer GPU address.bunnei2018-04-253-0/+31
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* gl_rasterizer_cache: Handle compressed texture sizes.bunnei2018-04-252-24/+65
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* gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses.bunnei2018-04-255-46/+67
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* memory_manager: Make GpuToCpuAddress return an optional.bunnei2018-04-242-9/+9
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* memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei2018-04-242-5/+5
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* renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles()Lioncash2018-04-241-1/+2
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* Merge pull request #379 from Subv/multi_buffersbunnei2018-04-242-43/+84
|\ | | | | GPU: Support multiple enabled vertex arrays.
| * GPU: Support multiple enabled vertex arrays.Subv2018-04-232-43/+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.
* | GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.Subv2018-04-231-0/+2
| |
* | GPU: Implement the A2BGR10 texture format.Subv2018-04-222-6/+14
|/
* Merge pull request #376 from bunnei/shader-decoderbunnei2018-04-211-25/+30
|\ | | | | Shader opcode decoding
| * gl_shader_decompiler: Skip RRO instruction.bunnei2018-04-211-0/+4
| |
| * gl_shader_decompiler: Cleanup error logging.bunnei2018-04-211-14/+6
| |
| * shader_bytecode: Decode instructions based on bit strings.bunnei2018-04-211-20/+29
| |
* | Merge pull request #375 from lioncash/headerbunnei2018-04-214-11/+0
|\ \ | |/ |/| opengl: Remove unnecessary header inclusions
| * opengl: Remove unnecessary header inclusionsLioncash2018-04-214-11/+0
| |
* | Merge pull request #369 from Subv/shader_instr2bunnei2018-04-211-0/+131
|\ \ | | | | | | ShaderGen: Implemented fsetp/kil and predicated instruction execution.
| * | ShaderGen: Implemented the KIL instruction, which is equivalent to 'discard'.Subv2018-04-211-1/+7
| | |
| * | ShaderGen: Implemented predicated instruction execution.Subv2018-04-211-0/+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.
| * | ShaderGen: Implemented the fsetp instruction.Subv2018-04-211-0/+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.
| * | ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv2018-04-201-0/+2
| | |
| * | ShaderGen: Ignore the 'sched' instruction when generating shaders.Subv2018-04-201-0/+16
| |/ | | | | | | The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions).
* | Merge pull request #374 from lioncash/noexceptbunnei2018-04-211-20/+19
|\ \ | | | | | | gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operators
| * | gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operatorsLioncash2018-04-211-20/+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.
* / gl_rasterizer_cache: Make MatchFlags an enum classLioncash2018-04-211-4/+9
|/ | | | Prevents implicit conversions and scope pollution.
* Merge pull request #367 from lioncash/clampbunnei2018-04-202-16/+17
|\ | | | | math_util: Remove the Clamp() function
| * math_util: Remove the Clamp() functionLioncash2018-04-202-16/+17
| | | | | | | | | | C++17 adds clamp() to the standard library, so we can remove ours in favor of it.
* | Merge pull request #363 from lioncash/array-sizebunnei2018-04-201-2/+2
|\ \ | | | | | | common_funcs: Remove ARRAY_SIZE macro
| * | common_funcs: Remove ARRAY_SIZE macroLioncash2018-04-201-2/+2
| |/ | | | | | | C++17 has non-member size() which we can just call where necessary.
* / renderer_opengl: Add missing header guardsLioncash2018-04-202-0/+4
|/
* Merge pull request #356 from lioncash/shaderbunnei2018-04-201-12/+30
|\ | | | | glsl_shader_decompiler: Minor API changes to ShaderWriter
| * glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()Lioncash2018-04-201-1/+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.
| * glsl_shader_decompiler: Add AddNewLine() function to ShaderWriterLioncash2018-04-201-6/+12
| | | | | | | | Avoids constructing a std::string just to append a newline character
| * glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()Lioncash2018-04-201-4/+11
| | | | | | | | Avoids constructing a std::string just to append a character.
| * glsl_shader_decompiler: Append indentation without constructing a separate std::stringLioncash2018-04-201-1/+5
| | | | | | | | | | The interface of std::string already lets us append N copies of a character to an existing string.
* | ShaderGen: Implemented the fmul32i shader instruction.Subv2018-04-191-6/+16
| |
* | ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.Subv2018-04-191-2/+9
|/ | | | It will now save the coords before writing the outputs in a subscope.
* GPU: Add support for the DXT23 and DXT45 compressed texture formats.Subv2018-04-192-27/+26
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* Merge pull request #351 from Subv/tex_formatsbunnei2018-04-192-8/+23
|\ | | | | GPU: Implemented the B5G6R5 format.
| * GPU: Implemented the B5G6R5 format.Subv2018-04-192-8/+23
| |
* | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-183-4/+19
|/ | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GLCache: Added boilerplate code to make supporting configurable texture component types.Subv2018-04-183-9/+69
| | | | For now only the UNORM type is supported.
* GLCache: Unify texture and framebuffer formats when converting to OpenGL.Subv2018-04-182-26/+13
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* GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8.Subv2018-04-182-10/+10
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* GLCache: Take into account the texture's block height when caching and unswizzling.Subv2018-04-183-43/+43
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* GLCache: Added a function to convert cached PixelFormats back to texture formats.Subv2018-04-181-0/+12
| | | | TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
* GPU: Allow using a configurable block height when unswizzling textures.Subv2018-04-181-1/+10
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* Merge pull request #346 from bunnei/misc-gpu-improvementsbunnei2018-04-181-0/+3
|\ | | | | Misc gpu improvements
| * gl_rasterizer_cache: Add missing LOG statements.bunnei2018-04-181-0/+3
| |
* | Merge pull request #344 from bunnei/shader-decompiler-p2bunnei2018-04-182-57/+146
|\ \ | | | | | | Shader decompiler changes part 2
| * | gl_shader_decompiler: Fix warnings with MarkAsUsed.bunnei2018-04-171-1/+2
| | |
| * | gl_shader_decompiler: Cleanup logging, updating to NGLOG_*.bunnei2018-04-171-24/+22
| | |
| * | gl_shader_decompiler: Implement several MUFU subops and abs_d.bunnei2018-04-171-7/+21
| | |
| * | gl_shader_decompiler: Fix swizzle in GetRegister.bunnei2018-04-171-1/+1
| | |
| * | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei2018-04-171-12/+39
| | |
| * | gl_shader_decompiler: Allow vertex position to be used in fragment shader.bunnei2018-04-172-16/+18
| | |
| * | gl_shader_decompiler: Implement IPA instruction.bunnei2018-04-171-0/+11
| | |
| * | gl_shader_decompiler: Add support for TEXS instruction.bunnei2018-04-171-7/+29
| | |
| * | gl_shader_decompiler: Use fragment output color for GPR 0-3.bunnei2018-04-171-0/+5
| | |
| * | gl_shader_decompiler: Partially implement MUFU.bunnei2018-04-171-2/+11
| |/
* / renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2018-04-183-2/+91
|/
* Merge pull request #343 from Subv/tex_wrap_4bunnei2018-04-171-0/+7
|\ | | | | GPU: Implement some wrap modes
| * MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT).Subv2018-04-171-0/+2
| |
| * MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).Subv2018-04-171-0/+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.
* | gl_rendering: Use NGLOG* for changed code.bunnei2018-04-172-10/+11
| |
* | gl_rasterizer: Implement indexed vertex mode.bunnei2018-04-173-21/+46
|/
* GPU: Use the same buffer names in the generated GLSL and the buffer uploading code.Subv2018-04-154-17/+24
|
* GPU: Don't use explicit binding points when uploading the constbuffers to opengl.Subv2018-04-153-7/+47
| | | | The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
* GPU: Don't use GetPointer when uploading the constbuffer data to the GPU.Subv2018-04-151-3/+4
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* GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage.Subv2018-04-153-31/+41
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* shaders: Expose hints about used const buffers.bunnei2018-04-155-31/+146
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* GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.Subv2018-04-154-14/+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.
* GPU: Allow configuring ssbos in the opengl state manager.Subv2018-04-154-0/+30
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* GPU: Added a function to determine whether a shader stage is enabled or not.Subv2018-04-151-3/+3
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* shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei2018-04-153-2/+5
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* shaders: Address PR review feedback.bunnei2018-04-141-6/+8
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* gl_shader_decompiler: Cleanup log statements.bunnei2018-04-141-15/+15
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* shaders: Fix GCC and clang build issues.bunnei2018-04-142-2/+2
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* gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei2018-04-141-20/+57
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* gl_shader_decompiler: Add shader stage hint.bunnei2018-04-142-5/+12
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* renderer_opengl: Fix Morton copy byteswap, etc.bunnei2018-04-141-5/+5
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* gl_shader_manager: Implement SetShaderSamplerBindings.bunnei2018-04-141-0/+8
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* gl_rasterizer: Generate shaders and upload uniforms.bunnei2018-04-142-32/+77
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* gl_shader_decompiler: Basic impl. for very simple vertex shaders.bunnei2018-04-142-16/+311
| | | | - Tested with Puyo Puyo Tetris and Cave Story+
* gl_shader_manager: Cleanup and consolidate uniform handling.bunnei2018-04-142-26/+24
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* gl_rasterizer: Use shader program manager, remove test shader.bunnei2018-04-142-196/+31
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* renderer_opengl: Add gl_shader_manager class.bunnei2018-04-142-0/+207
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* maxwell_to_gl: Add a few types, etc.bunnei2018-04-141-0/+10
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* gl_shader_gen: Add hashable setup/config structs.bunnei2018-04-142-29/+50
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* gl_shader_util: Add missing includes.bunnei2018-04-141-0/+2
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* renderer_opengl: Use OGLProgram instead of OGLShader.bunnei2018-04-146-6/+6
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* gl_shader_util: Grab latest upstream.bunnei2018-04-142-149/+74
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* gl_resource_manager: Grab latest upstream.bunnei2018-04-141-30/+86
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* gl_shader_decompiler: Add skeleton code from Citra for shader analysis.bunnei2018-04-142-44/+142
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* Fix clang format issuesJames Rowe2018-04-071-1/+1
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* GL: Set up the textures used for each draw call.Subv2018-04-072-2/+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.
* GL: Bind the textures to the shaders used for drawing.Subv2018-04-071-2/+11
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* GLCache: Specialize the MortonCopy function for the DXT1 texture format.Subv2018-04-071-1/+15
| | | | It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
* GLCache: Implemented GetTextureSurface.Subv2018-04-071-3/+28
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* GLCache: Support uploading compressed textures to the GPU.Subv2018-04-071-5/+17
| | | | Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
* GL: Remove remaining references to 3DS-specific pixel formatsSubv2018-04-071-83/+22
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* RasterizerCache: Remove 3DS-specific pixel formats.Subv2018-04-072-71/+32
| | | | We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
* GL: Create the sampler objects when starting up the GL rasterizer.Subv2018-04-071-0/+6
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* GL: Ported the SamplerInfo struct from citra.Subv2018-04-072-1/+59
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* GL: Rename PicaTexture to MaxwellTexture.Subv2018-04-072-2/+2
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* GL: Added functions to convert Maxwell tex filters and wrap modes to OpenGL.Subv2018-04-071-0/+23
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* gl_rasterizer_cache.cpp: Update from citra to yuzuN00byKing2018-04-041-1/+1
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* gl_rasterizer_cache.h: Update from citra to yuzuN00byKing2018-04-041-3/+3
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* renderer_opengl.h: Update from citra to yuzuN00byKing2018-04-041-2/+2
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* renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.bunnei2018-03-272-8/+8
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* gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function.bunnei2018-03-272-22/+31
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* gl_rasterizer: Add a SyncViewport method.bunnei2018-03-272-18/+20
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* gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL.bunnei2018-03-272-11/+12
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* gl_rasterizer: Use ReadBlock instead of GetPointer for SetupVertexArray.bunnei2018-03-271-1/+1
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* gl_rasterizer: Normalize vertex array data as appropriate.bunnei2018-03-271-1/+1
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* maxwel_to_gl: Fix string formatting in log statements.bunnei2018-03-271-2/+2
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* rasterizer: Rename DrawTriangles to DrawArrays.bunnei2018-03-272-3/+3
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* gl_rasterizer: Use passthrough shader for SetupVertexShader.bunnei2018-03-271-1/+2
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* renderer_opengl: Logging, etc. cleanup.bunnei2018-03-275-32/+33
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* renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.bunnei2018-03-271-5/+0
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* gl_rasterizer_cache: Implement UpdatePagesCachedCount.bunnei2018-03-272-8/+37
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* gl_rasterizer: Implement SetupVertexArray.bunnei2018-03-271-20/+38
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* gl_rasterizer_cache: Fix an ASSERT_MSG.bunnei2018-03-271-1/+1
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* maxwell_to_gl: Add module and function for decoding VertexType.bunnei2018-03-271-0/+40
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* gl_rasterizer: Use 32 texture units instead of 3.bunnei2018-03-273-2/+3
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* gl_rasterizer: Implement DrawTriangles.bunnei2018-03-271-1/+194
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* gl_rasterizer: Implement AnalyzeVertexArray.bunnei2018-03-271-1/+21
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* gl_rasterizer_cache: MortonCopy Switch-style.bunnei2018-03-271-72/+32
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* gl_rasterizer_cache: Implement GetFramebufferSurfaces.bunnei2018-03-272-4/+104
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* renderer_opengl: Only draw the screen if a framebuffer is specified.bunnei2018-03-271-6/+7
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* gl_rasterizer: Fake render in green, because it's cooler.bunnei2018-03-241-1/+1
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* gl_rasterizer: Log warning instead of sync'ing unimplemented funcs.bunnei2018-03-241-7/+1
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* gl_rasterizer_cache: Add missing include for vm_manager.bunnei2018-03-231-0/+1
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* renderer_opengl: Only invalidate the framebuffer region, not flush.bunnei2018-03-231-4/+3
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* renderer_opengl: Fixes for properly flushing & rendering the framebuffer.bunnei2018-03-231-6/+12
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* RasterizerCacheOpenGL: FlushAll should flush full memory region.bunnei2018-03-231-1/+1
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* rasterizer: Flush and invalidate regions should be 64-bit.bunnei2018-03-232-6/+6
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* renderer_opengl: Add framebuffer_transform_flags member variable.bunnei2018-03-231-2/+2
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* renderer_opengl: Better handling of framebuffer transform flags.bunnei2018-03-231-2/+16
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* renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.bunnei2018-03-231-31/+25
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* gl_rasterizer: Implement AccelerateDisplay method from Citra.bunnei2018-03-232-2/+44
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* LoadGLBuffer: Use bytes_per_pixel, not bits.bunnei2018-03-231-1/+2
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* gl_rasterizer_cache: LoadGLBuffer should do a morton copy.bunnei2018-03-231-16/+5
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* video_core: Move MortonCopyPixels128 to utils header.bunnei2018-03-231-111/+1
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* video_core: Remove usage of PAddr and replace with VAddr.bunnei2018-03-234-35/+35
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* video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei2018-03-234-34/+40
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* gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT.bunnei2018-03-232-20/+20
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* gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.bunnei2018-03-232-5/+68
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* renderer: Create rasterizer and cleanup.bunnei2018-03-231-2/+2
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* renderer_gl: Port boilerplate rasterizer code over from Citra.bunnei2018-03-203-1/+431
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* gl_shader_util: Sync latest version with Citra.bunnei2018-03-203-46/+116
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* renderer_gl: Port over gl_shader_gen module from Citra.bunnei2018-03-202-0/+86
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* renderer_gl: Port over gl_shader_decompiler module from Citra.bunnei2018-03-202-0/+85
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* renderer_gl: Port over gl_rasterizer_cache module from Citra.bunnei2018-03-202-0/+1712
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* gl_resource_manager: Sync latest version with Citra.bunnei2018-03-201-8/+77
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* renderer_gl: Port over gl_stream_buffer module from Citra.bunnei2018-03-202-0/+216
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* gl_state: Sync latest version with Citra.bunnei2018-03-202-47/+111
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* renderer_opengl: Support framebuffer flip vertical.bunnei2018-02-122-5/+12
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* memory: Replace all memory hooking with Special regionsMerryMage2018-01-271-1/+1
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* Format: Run the new clang format on everythingJames Rowe2018-01-211-1/+1
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* clang-formatMerryMage2018-01-161-1/+2
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* renderer_gl: Clear screen to black before rendering framebuffer.bunnei2018-01-152-5/+8
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* renderer: Render previous frame when no new one is available.bunnei2018-01-152-15/+16
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* Fix build on macOS and linuxMerryMage2018-01-131-0/+1
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-139-4676/+0
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* renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo.bunnei2018-01-121-1/+1
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* renderer_opengl: Support rendering Switch framebuffer.bunnei2018-01-112-136/+78
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* renderer_opengl: Add MortonCopyPixels function for Switch framebuffer.bunnei2018-01-111-0/+111
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* renderer_opengl: Update DrawScreens for Switch.bunnei2018-01-112-23/+11
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* core/video_core: Fix a bunch of u64 -> u32 warnings.bunnei2018-01-012-4/+4
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* Fixed type conversion ambiguityHuw Pascoe2017-09-301-2/+2
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* Fixed framebuffer warningHuw Pascoe2017-09-171-7/+18
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* Merge pull request #2900 from wwylele/clip-2Yuri Kunde Schlesner2017-09-163-34/+83
|\ | | | | PICA: implement custom clip plane
| * gl_rasterizer: implement custom clip planewwylele2017-08-253-34/+83
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* | Merge pull request #2914 from wwylele/fresnel-fixbunnei2017-09-051-4/+5
|\ \ | | | | | | pica/lighting: only apply Fresnel factor for the last light
| * | pica/lighting: only apply Fresnel factor for the last lightwwylele2017-09-031-4/+5
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* | | video_core: report telemetry for gas modewwylele2017-08-311-0/+6
|/ /
* | Merge pull request #2891 from wwylele/sw-bumpbunnei2017-08-311-2/+2
|\ \ | |/ |/| SwRasterizer/Lighting: implement bump mapping
| * gl_rasterizer/lighting: more accurate CP formulawwylele2017-08-221-2/+2
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* | gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shaderwwylele2017-08-211-2/+5
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* | gl_rasterizer: add clipping plane z<=0 defined in PICAwwylele2017-08-214-0/+21
|/
* gl_shader_gen: don't call SampleTexture when bump map is not usedwwylele2017-08-111-4/+5
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* Merge pull request #2816 from wwylele/proctex-lutlutlutSebastian Valle2017-07-235-70/+80
|\ | | | | gl_rasterizer: use texture buffer for proctex LUT
| * gl_rasterizer: use texture buffer for proctex LUTwwylele2017-07-015-70/+80
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* | Merge pull request #2834 from wwylele/depth-enable-fixSebastian Valle2017-07-231-4/+5
|\ \ | | | | | | gl_rasterizer_cache: fix using_depth_fb
| * | gl_rasterizer_cache: depth write is disabled if allow_depth_stencil_write is falsewwylele2017-06-101-4/+5
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* | | telemetry: Log performance, configuration, and system data.bunnei2017-07-182-6/+16
| |/ |/|
* | gl_rasterizer: use texture buffer for fog LUTwwylele2017-06-225-27/+23
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* | gl_rasterizer: create the texture before applying the statewwylele2017-06-221-2/+2
| | | | | | | | this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
* | gl_state: reset 1d textureswwylele2017-06-211-0/+14
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* | gl_rasterizer: fix glGetUniformLocation typewwylele2017-06-211-8/+8
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* | gl_rasterizer: manage texture ids in one placewwylele2017-06-213-31/+55
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* | gl_rasterizer/lighting: fix LUT interpolationwwylele2017-06-215-113/+91
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* | gl_rasterizer/lighting: use the formula from the paper for germetic factorwwylele2017-06-181-8/+8
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* | gl_rasterizer/lighting: implement geometric factorwwylele2017-06-152-1/+18
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* | Merge pull request #2762 from wwylele/light-cp-tangentYuri Kunde Schlesner2017-06-151-9/+37
|\ \ | | | | | | Fragment lighting: implement lut input 5 (CP) and tangent mapping
| * | gl_rasterizer/lighting: Implement tangent mappingwwylele2017-06-111-7/+12
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| * | gl_rasterizer/lighting: implement lut input 5 (CP)wwylele2017-06-111-2/+25
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* | | Merge pull request #2743 from wwylele/wrap-fixYuri Kunde Schlesner2017-06-141-0/+13
|\ \ \ | | | | | | | | pica/rasterizer: implement/stub texture wrap mode 4-7
| * | | pica/rasterizer: implement/stub texture wrap mode 4-7wwylele2017-06-041-0/+13
| | |/ | |/|
* | | Merge pull request #2767 from yuriks/quaternion-flip-commentYuri Kunde Schlesner2017-06-131-8/+11
|\ \ \ | |_|/ |/| | OpenGL: Update comment on AreQuaternionsOpposite with new information
| * | OpenGL: Update comment on AreQuaternionsOpposite with new informationYuri Kunde Schlesner2017-06-101-8/+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.
* | Merge pull request #2727 from wwylele/spot-lightSebastian Valle2017-06-114-8/+85
|\ \ | |/ |/| Fragment lighting: implement spot light
| * gl_rasterizer: implement spot lightwwylele2017-05-301-6/+24
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| * gl_rasterizer: sync spot light statuswwylele2017-05-304-2/+61
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* | Merge pull request #2729 from yuriks/quaternion-fixYuri Kunde Schlesner2017-05-281-3/+5
|\ \ | | | | | | OpenGL: Improve accuracy of quaternion interpolation
| * | OpenGL: Improve accuracy of quaternion interpolationYuri Kunde Schlesner2017-05-271-3/+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.
* | Move screen size constants from video_core to coreYuri Kunde Schlesner2017-05-281-12/+8
| | | | | | | | | | video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core.
* | OpenGL: Remove unused RendererOpenGL fieldsYuri Kunde Schlesner2017-05-282-11/+2
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* | gl_shader: refactor texture sampler into its own functionwwylele2017-05-271-40/+39
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* gl_rasterizer: implement procedural texturewwylele2017-05-206-7/+600
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* pica: shader_dirty if texture2 coord changedwwylele2017-05-052-1/+5
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* pica: use correct coordinates for texture 2wwylele2017-05-032-3/+15
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* Merge pull request #2671 from wwylele/dot3-rgbabunnei2017-04-211-13/+20
|\ | | | | rasterizer: implement combiner operation 7 (Dot3_RGBA)
| * gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardwarewwylele2017-04-201-2/+0
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| * rasterizer: implement combiner operation 7 (Dot3_RGBA)wwylele2017-04-191-11/+20
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* | OpenGL: Pass Pica regs via parameterYuri Kunde Schlesner2017-04-173-7/+5
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* | OpenGL: Move PicaShaderConfig to gl_shader_gen.hYuri Kunde Schlesner2017-04-174-202/+206
| | | | | | | | Also move the implementation of CurrentConfig to the cpp file.
* | OpenGL: Move Attributes enum to a more appropriate fileYuri Kunde Schlesner2017-04-173-12/+11
|/
* Input: remove unused stuff & clean upwwylele2017-03-011-0/+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
* Core: Re-write frame limiterYuri Kunde Schlesner2017-02-271-3/+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.
* Core: Make PerfStats internally lockedYuri Kunde Schlesner2017-02-271-8/+2
| | | | More ergonomic to use and will be required for upcoming changes.
* Remove built-in (non-Microprofile) profilerYuri Kunde Schlesner2017-02-271-8/+0
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* Add performance statistics to status barYuri Kunde Schlesner2017-02-271-0/+9
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* OpenGL: Check if uniform block exists before updating it (#2581)Jannik Vogel2017-02-181-29/+30
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* OpenGL: Remove unused duplicate of IsPassThroughTevStageYuri Kunde Schlesner2017-02-091-12/+0
| | | | | This copy was left behind when the shader generation code was moved to a separate file.
* VideoCore: Split regs.h inclusionsYuri Kunde Schlesner2017-02-095-17/+29
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* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-045-5/+5
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* VideoCore: Split lighting regs from Regs structYuri Kunde Schlesner2017-02-043-37/+45
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* VideoCore: Split framebuffer regs from Regs structYuri Kunde Schlesner2017-02-046-70/+84
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* VideoCore: Split texturing regs from Regs structYuri Kunde Schlesner2017-02-046-85/+91
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* VideoCore: Split rasterizer regs from Regs structYuri Kunde Schlesner2017-02-043-32/+37
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* Merge pull request #2476 from yuriks/shader-refactor3Yuri Kunde Schlesner2017-02-042-2/+2
|\ | | | | Oh No! More shader changes!
| * VideoCore: Change misleading register namesYuri Kunde Schlesner2017-01-302-2/+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.
* | Pica/Texture: Simplify/cleanup texture tile addressingYuri Kunde Schlesner2017-02-041-2/+1
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* | VideoCore: Move LookupTexture out of debug_utils.hYuri Kunde Schlesner2017-02-041-5/+6
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* | video_core: gl_rasterizer_cache.cpp removed unused type aliasKloen2017-01-301-1/+0
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* | video_core: gl_rasterizer.cpp removed unused type aliasKloen2017-01-301-2/+0
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* video_core: silence unused-local-typedef boost related warning on GCCKloen2017-01-291-0/+7
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* video_core: gl_rasterizer float to int warningKloen2017-01-231-1/+2
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* video_core: fix gl_rasterizer warning on MSVCKloen2017-01-231-1/+1
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* config: Add option for specifying screen resolution scale factor.bunnei2017-01-071-3/+10
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* Merge pull request #2367 from JayFoxRox/lighting-lut-quickfixbunnei2016-12-291-10/+9
|\ | | | | Lighting LUT Quickfix
| * Minor cleanup in GLSL codeJannik Vogel2016-12-251-3/+2
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| * Offset lighting LUT samples correctlyJannik Vogel2016-12-251-7/+7
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* | core: Move emu_window and key_map into coreMerryMage2016-12-232-2/+2
|/ | | | * Removes circular dependences (common should not depend on core)
* Merge pull request #2319 from yuriks/profile-scopesbunnei2016-12-211-0/+12
|\ | | | | VideoCore: Make profiling scope more representative
| * VideoCore: Make profiling scope more representativeYuri Kunde Schlesner2016-12-151-0/+12
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* | Use GL_TRUE when setting color_maskAlbin Bernhardsson2016-12-191-4/+4
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* OpenGL: Drop framebuffer completeness check.Markus Wick2016-12-075-47/+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
* ASSERT that shader was linked successfullyJannik Vogel2016-12-051-0/+2
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* Report shader uniform block size in case of mismatchJannik Vogel2016-12-051-1/+3
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* Print broken shader code to logJannik Vogel2016-12-051-3/+9
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* OpenGL: Non-zero stride only makes sense for linear buffersYuri Kunde Schlesner2016-12-043-7/+11
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* OpenGL: Ensure framebuffer binding is restored if completion check failsYuri Kunde Schlesner2016-12-041-10/+7
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* OpenGL: Fix DisplayTransfer accel when input width != output widthYuri Kunde Schlesner2016-12-041-1/+10
| | | | Fixes #2246, #2261
* ClangFormat: Fixed the clang-format errorsSubv2016-11-301-4/+8
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* Build: Fixed a few warnings.Subv2016-11-291-4/+4
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* RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1Subv2016-11-272-4/+4
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* Rasterizer/Memfill: Set the correct stencil write mask when clearing the stencil buffer.Subv2016-11-271-1/+1
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* Add default hotkey to swap primary screens.James Rowe2016-11-051-3/+2
| | | | Also minor style changes
* Support additional screen layouts.James Rowe2016-11-051-6/+12
| | | | | Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen.
* Merge pull request #2103 from wwylele/gpu-reg-cleanupbunnei2016-10-042-5/+6
|\ | | | | GPU: DisplayTransfer & MemoryFill cleanup and param check
| * rasterizer: separate TextureCopy from DisplayTransferwwylele2016-09-292-5/+6
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* | OpenGL: Take cached viewport sub-rect into account for scissorYuri Kunde Schlesner2016-09-303-29/+25
|/ | | | Fixes #1938
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-216-6/+6
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-2111-42/+6
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-198-46/+40
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-1812-486/+789
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* OpenGL: Avoid error on unsupported lighting LUTJannik Vogel2016-08-301-0/+1
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* OpenGL: Add scaled resolution support to scissorYuri Kunde Schlesner2016-06-284-3/+16
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* PICA: Scissor fixes and cleanupsYuri Kunde Schlesner2016-06-283-21/+22
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* PICA: Implement scissor testSubv2016-06-283-1/+53
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* OpenGL: Implement fogJannik Vogel2016-06-075-7/+124
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* OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZEJannik Vogel2016-06-072-6/+8
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* gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueuemailwl2016-06-011-1/+1
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* OpenGL: Set shader_dirty on lighting changesJannik Vogel2016-05-231-0/+23
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* Pica: Name LightSrc.config registerJannik Vogel2016-05-231-2/+2
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* Pica: Name lighting.config0 and .config1 registersJannik Vogel2016-05-231-12/+12
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* OpenGL: Use uniforms for dist_atten_bias and dist_atten_scaleJannik Vogel2016-05-233-8/+84
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* Merge pull request #1786 from JayFoxRox/blend-equationbunnei2016-05-174-0/+31
|\ | | | | OpenGL: Support blend equation
| * OpenGL: Support blend equationJannik Vogel2016-05-124-0/+31
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* | OpenGL: Only update depth uniforms if the depth changedJannik Vogel2016-05-142-9/+22
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* | OpenGL: value-initialize variables which cause uninitialised access otherwiseJannik Vogel2016-05-141-2/+2
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* OpenGL: Implement texture type 3Jannik Vogel2016-05-114-35/+67
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* Merge pull request #1621 from JayFoxRox/w-bufferbunnei2016-05-113-5/+24
|\ | | | | Implement W-buffer and fix depth-mapping
| * OpenGL: Implement W-Buffers and fix depth-mappingJannik Vogel2016-05-103-4/+23
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| * Pica: Implement W-Buffer in SW rasterizerJannik Vogel2016-05-101-2/+2
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* | gl_rasterizer: Fix compilation for debug buildsLioncash2016-05-101-1/+1
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* Merge pull request #1704 from JayFoxRox/pod-configlinkmauve2016-05-103-122/+164
|\ | | | | Pica: PicaShaderConfig is TC and cleared before use
| * Pica: Use a union for PicaShaderConfigJannik Vogel2016-05-033-125/+139
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| * Pica: Add TevStageConfigRaw to PicaShaderConfig (MSVC workaround)Jannik Vogel2016-05-032-2/+23
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| * Pica: Make PicaShaderConfig trivially_copyable and clear it before useJannik Vogel2016-05-031-21/+28
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* | fixup simple type conversions where possibleAlexander Laties2016-05-072-2/+2
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* | Frontends, VideoCore: Move glad initialisation to the frontendEmmanuel Gil Peyrot2016-05-061-6/+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.
* OpenGL: Don't copy const_color (Reverts #1745)Jannik Vogel2016-05-031-2/+3
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* Merge pull request #1741 from linkmauve/iwyu-video_corebunnei2016-05-0112-24/+76
|\ | | | | Fix video_core includes (and dependencies) using include-what-you-use
| * VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-3012-24/+76
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* | OpenGL: Copy TevStageConfig using a loop. Fixes bug: const_color not copiedJannik Vogel2016-05-011-30/+11
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* | OpenGL: border_color was never set. Fixed. (#1740)Jannik Vogel2016-04-301-0/+1
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* Common: Remove section measurement from profiler (#1731)Yuri Kunde Schlesner2016-04-291-1/+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.
* HWRasterizer: reorder declarations to match defstfarley2016-04-221-9/+9
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* HWRasterizer: sync specular uniform for new shaderstfarley2016-04-221-0/+2
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* Merge pull request #1436 from tfarley/hw-tex-forwardingbunnei2016-04-228-738/+1347
|\ | | | | Hardware Renderer Texture Forwarding
| * HWRasterizer: Texture forwardingtfarley2016-04-218-738/+1347
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* | OpenGL: Implement color combiner Operation::Dot3_RGBJannik Vogel2016-04-101-0/+3
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* OpenGL: Respect buffer-write allow registersJannik Vogel2016-04-081-6/+28
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* OpenGL: Split buffer-write mask sync into seperate functionsJannik Vogel2016-04-082-8/+39
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* OpenGL: Keep stencil-test and framebuffer.depth_format in syncJannik Vogel2016-04-081-0/+1
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* Merge pull request #1639 from linkmauve/fix-double-framebuffer-checkbunnei2016-04-081-4/+6
|\ | | | | OpenGL: Fix a double framebuffer completeness checks.
| * OpenGL: Fix a double framebuffer completeness checks.Emmanuel Gil Peyrot2016-04-031-4/+6
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* | Merge pull request #1643 from MerryMage/make_uniqueMathew Maidment2016-04-062-4/+4
|\ \ | |/ |/| Common: Remove Common::make_unique, use std::make_unique
| * Common: Remove Common::make_unique, use std::make_uniqueMerryMage2016-04-052-4/+4
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* | OpenGL: Check for framebuffer completenessJannik Vogel2016-04-031-0/+3
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* | Avoid warnings by casting to size_t for ARRAY_SIZE() comparisonsJannik Vogel2016-04-011-6/+6
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* | OpenGL: Don't attempt to draw empty triangle batchesYuri Kunde Schlesner2016-03-241-0/+3
|/ | | | | Our code did not handle this well, causing random crashes in some situations.
* Merge pull request #1344 from LittleWhite-tb/error-outputbunnei2016-03-092-2/+8
|\ | | | | Output errors in GUI
| * Improve error report from Init() functionsLittleWhite2016-03-082-2/+8
| | | | | | | | Add error popup when citra initialization failed
* | Pica: Write depth value even when depth test is disabledYuri Kunde Schlesner2016-03-061-2/+4
|/ | | | This has been confirmed on hardware. Fixes Etrian Odyssey IV.
* Add immediate mode vertex submissionDwayne Slater2016-03-032-0/+2
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* renderer_opengl: Initalise fragment shader LUT texturesMerryMage2016-02-261-0/+4
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* pica: Cleanup lighting register definitions and documentation.bunnei2016-02-051-15/+15
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* gl_rasterizer: Use alignas(16) instead of explicit padding.bunnei2016-02-051-13/+6
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* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.bunnei2016-02-054-14/+18
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* gl_rasterizer: Fix issue with interpolation of opposite quaternions.bunnei2016-02-052-4/+32
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* pica_types: Replace float24/20/16 with a template class.bunnei2016-02-052-9/+9
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* gl_rasterizer: Remove unnecessary casts.bunnei2016-02-051-6/+6
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* gl_rasterizer: Fix PicaShaderConfig on GCC.bunnei2016-02-051-29/+27
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* gl_rasterizer: Initial implementation of bump mapping.bunnei2016-02-052-5/+33
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* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).bunnei2016-02-051-3/+3
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* gl_shader_gen: Implement lighting red, green, and blue reflection.bunnei2016-02-052-18/+62
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* gl_shader_gen: View should be normalized.bunnei2016-02-051-2/+2
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* gl_shader_gen: Implement fragment lighting fresnel effect.bunnei2016-02-052-9/+33
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* gl_shader_gen: Implement fragment lighting specular 1 component.bunnei2016-02-052-3/+22
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* gl_shader_gen: Add support for D0 LUT scaling.bunnei2016-02-052-2/+4
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* gl_shader_gen: Refactor lighting config to match Pica register naming.bunnei2016-02-052-42/+48
| | | | - Also implement D0 LUT enable.
* pica: Cleanup and add some comments to lighting registers.bunnei2016-02-051-1/+1
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* gl_rasterizer: Minor naming refactor on Pica register naming.bunnei2016-02-051-5/+5
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* gl_shader_gen: Reorganize and cleanup lighting code.bunnei2016-02-051-100/+107
| | | | - No functional difference.
* gl_shader_gen: Fix directional lights.bunnei2016-02-051-1/+1
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* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.bunnei2016-02-051-6/+6
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* gl_shader_gen: View vector needs to be normalized when computing half angle vector.bunnei2016-02-051-3/+4
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* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.bunnei2016-02-055-27/+64
| | | | | - Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.bunnei2016-02-053-12/+158
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* renderer_opengl: Implement HW fragment lighting distance attenuation.bunnei2016-02-052-17/+38
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* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.bunnei2016-02-053-15/+66
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* renderer_opengl: Implement diffuse component of HW fragment lighting.bunnei2016-02-055-5/+259
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* hwrasterizer: Use proper cached fb addr/sizetfarley2016-02-032-42/+34
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* OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging levelYuri Kunde Schlesner2016-02-031-2/+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.
* hwrasterizer: Use depth offsettfarley2016-01-213-2/+24
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* Merge pull request #1196 from linkmauve/khr_debugbunnei2016-01-131-0/+57
|\ | | | | Add optional GL_KHR_debug support
| * OpenGL: Log GL_KHR_debug messages we receiveEmmanuel Gil Peyrot2015-10-241-0/+57
| | | | | | | | | | This allows the driver to communicate errors, warnings and improvement suggestions about our usage of the API.
* | Merge pull request #1267 from yuriks/flipped-framebufferYuri Kunde Schlesner2015-12-104-12/+17
|\ \ | | | | | | OpenGL: Flip framebuffers during transfer rather than when rendering
| * | OpenGL: Flip framebuffers during transfer rather than when renderingYuri Kunde Schlesner2015-12-052-12/+11
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| * | OpenGL: Add support for glFrontFace in the state trackerYuri Kunde Schlesner2015-12-052-0/+6
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* | | VideoCore: Unify interface to OpenGL and SW rasterizersYuri Kunde Schlesner2015-12-083-38/+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.
* | | VideoCore: Rename HWRasterizer methods to be less confusingYuri Kunde Schlesner2015-12-072-6/+6
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* | | OpenGL: Rename cache functions to better match what they actually doYuri Kunde Schlesner2015-12-073-12/+11
|/ /
* | PICA: Properly emulate 1-stage delay in the combiner bufferYuri Kunde Schlesner2015-12-011-7/+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.
* | renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location.bunnei2015-11-262-6/+8
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* | Use regular uniform locationPierre de La Morinerie2015-11-253-15/+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).
* | FragShader: Use an UBO instead of several individual uniformsSubv2015-11-196-13/+67
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* | gl_shader_gen: Use explicit locations for vertex shader attributes.bunnei2015-10-222-15/+9
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* | gl_shader_gen: Optimize code for AppendAlphaTestCondition.bunnei2015-10-221-16/+11
| | | | | | | | - Also add a comment to AppendColorCombiner.
* | gl_rasterizer: Define enum types for each vertex texcoord attribute.bunnei2015-10-223-12/+14
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* | gl_shader_gen: Various cleanups to shader generation.bunnei2015-10-223-48/+52
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* | gl_rasterizer: Use MMH3 hash for shader cache hey.bunnei2015-10-224-83/+63
| | | | | | | | - Includes a check to confirm no hash collisions.
* | gl_shader_gen: Require explicit uniform locations.bunnei2015-10-223-56/+34
| | | | | | | | - Fixes uniform issue on AMD.
* | gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders.bunnei2015-10-221-11/+11
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* | gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0).bunnei2015-10-221-1/+1
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* | gl_shader_gen: Fix bug where TEV stage outputs should be clamped.bunnei2015-10-221-3/+3
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* | gl_rasterizer: Add documentation to ShaderCacheKey.bunnei2015-10-221-0/+16
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* | gl_shader_gen: Add additional function documentation.bunnei2015-10-222-0/+18
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* | gl_shader_util: Cleanup header file + add docstring.bunnei2015-10-221-1/+7
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* | gl_shader_gen: Various cleanups + moved TEV stage generation to its own function.bunnei2015-10-221-161/+170
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* | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.bunnei2015-10-229-787/+507
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* | gl_rasterizer: Move logic for creating ShaderCacheKey to a static function.bunnei2015-10-222-18/+46
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* | gl_shader_util: Use vec3 constants for AppendColorCombiner.bunnei2015-10-221-6/+6
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* | gl_rasterizer: Fix typo in uploading TEV const color uniforms.bunnei2015-10-221-5/+5
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* | gl_shader_util: Fix precision bug with alpha testing.bunnei2015-10-222-9/+9
| | | | | | | | - Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
* | Initial implementation of fragment shader generation with caching.Subv2015-10-226-261/+564
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* Silence -Wsign-compare warnings.Rohit Nirmal2015-10-071-3/+3
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* fix some xcode 7.0 warningsMartin Lindhe2015-09-291-1/+0
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* general: Silence some warnings when using clangLioncash2015-09-161-2/+2
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* video_core: Reorganize headersLioncash2015-09-117-18/+17
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* video_core: Remove unnecessary includes from headersLioncash2015-09-112-6/+3
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* Merge pull request #1133 from lioncash/emplace-backbunnei2015-09-101-3/+3
|\ | | | | gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle
| * gl_rasterizer: Replace push_back calls with emplace_back in AddTriangleLioncash2015-09-101-3/+3
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* | renderer_opengl: Remove unimplemented function declarationLioncash2015-09-101-3/+0
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* OpenGL: Use Sampler Objects to decouple sampler config from texturesYuri Kunde Schlesner2015-09-034-21/+76
| | | | Fixes #978
* OpenGL: Remove ugly and endian-unsafe color pointer castsYuri Kunde Schlesner2015-09-033-9/+9
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* OpenGL: Add support for Sampler Objects to state trackerYuri Kunde Schlesner2015-09-033-4/+42
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* Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner2015-08-3010-2810/+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.
* Merge pull request #1049 from Subv/stencilbunnei2015-08-304-4/+55
|\ | | | | Rasterizer: Corrected the stencil implementation.
| * HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer.Subv2015-08-241-2/+9
| | | | | | | | Reported here https://communities.intel.com/message/324464
| * HWRasterizer: Implemented stencil ops 6 and 7.Subv2015-08-211-1/+3
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| * HWRasterizer: Implemented stencil op 1 (GL_ZERO)Subv2015-08-211-1/+1
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| * GLRasterizer: Implemented stencil testing in the hw renderer.Subv2015-08-204-2/+44
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* | gl_rasterizer_cache: Detect and ignore unnecessary texture flushes.bunnei2015-08-283-8/+18
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* | Integrate the MicroProfile profiling libraryYuri Kunde Schlesner2015-08-252-0/+15
|/ | | | | This brings goodies such as a configurable user interface and multi-threaded timeline view.
* Shader: Move shader code to its own subdirectory, "shader".bunnei2015-08-151-1/+1
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* GPU: Refactor "VertexShader" namespace to "Shader".bunnei2015-08-152-8/+8
| | | | - Also renames "vertex_shader.*" to "shader_interpreter.*"
* OpenGL: Fix state tracking in situations with reused object handlesYuri Kunde Schlesner2015-08-064-0/+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.
* OpenGL: Remove redundant texture.enable_2d field from OpenGLStateYuri Kunde Schlesner2015-08-064-26/+3
| | | | | All uses of this field where it's false can just set the texture id to 0 instead.
* OpenGL: Add a profiler category measuring framebuffer readbackYuri Kunde Schlesner2015-07-281-0/+7
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* OpenGL: Make OpenGL object resource wrappers fully inlineYuri Kunde Schlesner2015-07-262-142/+79
| | | | | The functions are so simple that having them separate only bloats the code and hinders optimization.
* Merge pull request #977 from yuriks/glenable-tex2dbunnei2015-07-231-8/+5
|\ | | | | GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
| * GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) callsYuri Kunde Schlesner2015-07-221-8/+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.
* | Rasterizer/GL: Set the border color when binding a texture.Subv2015-07-231-2/+9
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* | GPU: Added registers for min and mag texture filters and implemented them in the hw renderer.Subv2015-07-212-3/+29
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* GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist.Subv2015-07-191-3/+7
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* Add CiTrace recording support.Tony Wasserka2015-07-131-0/+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).
* Merge pull request #907 from Lectem/clamp_to_borderTony Wasserka2015-07-121-1/+1
|\ | | | | Add GL_CLAMP_TO_BORDER support.
| * Added GL_CLAMP_TO_BORDER supportLectem2015-07-091-1/+1
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* | Core: Cleanup hw includes.Emmanuel Gil Peyrot2015-06-282-0/+2
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* | Core, VideoCore: Replace or fix exit() calls.Emmanuel Gil Peyrot2015-06-281-6/+9
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* | Common: Cleanup key_map includes.Emmanuel Gil Peyrot2015-06-282-3/+9
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* VideoCore: Log the GL driver’s vendor and renderer.Emmanuel Gil Peyrot2015-06-161-0/+2
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* Renderer formatting editstfarley2015-06-092-26/+29
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* Render-to-texture flush, interval math fixtfarley2015-06-091-1/+13
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* Liberal texture unbind (clout menu)tfarley2015-06-092-4/+40
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* Depth format fix (crush3d intro/black screens)tfarley2015-06-091-46/+46
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* Implemented glColorMasktfarley2015-06-093-0/+24
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* Merge pull request #811 from archshift/commonifyarchshift2015-05-312-2/+3
|\ | | | | Commonify video_core utility headers
| * Move video_core/color.h to common/color.harchshift2015-05-301-1/+2
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| * Move video_core/math.h to common/vector_math.harchshift2015-05-301-1/+1
| | | | | | | | The file only contained vector manipulation code, and such widely-useable code doesn't belong in video_core.
* | Pica: Use zero for the SecondaryFragmentColor source.bunnei2015-05-311-10/+14
| | | | | | | | - This is a workaround until we support fragment lighting.
* | Pica: Implement LogicOp function.bunnei2015-05-315-0/+57
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* Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot2015-05-295-12/+12
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* gl_state: Remove unnecessary const specifier on ApplyLioncash2015-05-232-2/+2
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* Pica: Create 'State' structure and move state memory there.bunnei2015-05-232-114/+132
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* gl_state: Fix a condition typo in ApplyLioncash2015-05-231-1/+1
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* OpenGL renderertfarley2015-05-2312-20/+2069
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* Memmap: Re-organize memory function in two filesYuri Kunde Schlesner2015-05-151-1/+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.
* Memory: Add GetPhysicalPointer helper functionYuri Kunde Schlesner2015-05-091-4/+4
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* Common: Remove common.hYuri Kunde Schlesner2015-05-071-0/+1
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* Allow the user to set the background clear color during emulationarchshift2015-04-041-1/+2
| | | | The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
* Merge pull request #629 from archshift/lcdfbbunnei2015-03-102-11/+48
|\ | | | | Implement SetLcdForceBlack and add implementation for color filling in the GPU code
| * Added LCD registers, and implementation for color filling in OGL code.archshift2015-03-092-11/+48
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* | Merge pull request #636 from bunnei/refactor-screen-winbunnei2015-03-081-39/+9
|\ \ | | | | | | Set framebuffer layout from EmuWindow.
| * | Set framebuffer layout from EmuWindow.bunnei2015-03-071-39/+9
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* / Add profiling infrastructure and widgetYuri Kunde Schlesner2015-03-021-0/+12
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* video_core: Implement the remaining framebuffer formats in the OpenGL renderer.Emmanuel Gil Peyrot2015-02-152-12/+67
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* Asserts: break/crash program, fit to style guide; log.h->assert.harchshift2015-02-112-4/+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.
* GSP: Update framebuffer info on all interruptsYuri Kunde Schlesner2015-01-141-3/+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.
* GSP: Toggle active framebuffer each framebunnei2015-01-081-1/+4
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* Merge pull request #291 from purpasmart96/licensebunnei2014-12-215-5/+5
|\ | | | | License change
| * License changepurpasmart962014-12-215-5/+5
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* | Clean up some warningsChin2014-12-201-2/+2
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* Convert old logging calls to new logging macrosYuri Kunde Schlesner2014-12-132-12/+24
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* Change NULLs to nullptrs.Rohit Nirmal2014-12-031-5/+5
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* Merge pull request #236 from rohit-n/sign-comparebunnei2014-12-031-1/+1
|\ | | | | Silence a few -Wsign-compare warnings.
| * Silence a few -Wsign-compare warnings.Rohit Nirmal2014-12-011-1/+1
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* | Fixed viewport error caused by roundingvaguilar2014-11-301-2/+2
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* Remove tabs in all files except in skyeye imports and in generated GL codeEmmanuel Gil Peyrot2014-11-191-1/+1
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* OpenGL Renderer: Cleanup viewport extent calculation.Tony Wasserka2014-11-182-44/+29
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* Fixup EmuWindow interface and implementations thereof.Tony Wasserka2014-11-181-3/+3
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* Viewport scaling and display density independenceKevin Hartman2014-11-182-1/+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.
* Add `override` keyword through the code.Yuri Kunde Schlesner2014-10-261-4/+4
| | | | This was automated using `clang-modernize`.
* Only check OpenGL shader log if size is >1.Yuri Kunde Schlesner2014-10-211-9/+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.
* Rework OpenGL renderer.Yuri Kunde Schlesner2014-10-123-233/+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.
* OpenGL renderer: Shuffle initialization code around and rename functions.Yuri Kunde Schlesner2014-10-122-25/+18
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* Remove virtual inheritance from RendererOpenGLYuri Kunde Schlesner2014-10-121-2/+2
| | | | Also make destructor virtual so that instances are properly destructed.
* Merge pull request #97 from archshift/cleanupbunnei2014-09-141-16/+16
|\ | | | | Small, general code cleanup
| * renderer_opengl.cpp: improved alignment for readabilityarchshift2014-09-071-16/+16
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* | Moved common_types::Rect from common to Common namespacearchshift2014-09-092-3/+3
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* Replace GLEW with a glLoadGen loader.Yuri Kunde Schlesner2014-09-016-7/+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.
* Downgrade GLSL version to 1.50 (compatible with GL 3.2)Yuri Kunde Schlesner2014-08-283-10/+15
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* VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.bunnei2014-08-262-4/+11
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* Rewrite of OpenGL renderer, including OS X supportKevin Hartman2014-08-265-203/+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.
* Pica/GPU: Change hardware registers to use physical addresses rather than virtual ones.Tony Wasserka2014-08-121-7/+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.
* Remove the fancy RegisterSet class introduced in 4c2bff61e.Tony Wasserka2014-08-121-2/+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.
* Use uniform formatting when printing hexadecimal numbers.Tony Wasserka2014-07-231-1/+1
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* RegisterSet: Simplify code by using structs for register definition instead of unions.Tony Wasserka2014-07-231-9/+9
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* GPU: Make use of RegisterSet.Tony Wasserka2014-07-231-26/+28
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* Renderer: Fix component order in bottom framebuffer.Tony Wasserka2014-07-232-5/+4
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* Renderer: Respect the active_fb GPU register.Tony Wasserka2014-07-231-2/+9
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* Renderer: Add a few TODOs.Tony Wasserka2014-07-231-3/+10
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* Rename LCD to GPU.Tony Wasserka2014-06-121-3/+3
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* common_types: Changed BasicRect back to Rect, in the common namespacearchshift2014-05-202-3/+3
| | | | Only Rect is in the namespace for now; the rest of common should be added in the future
* Merge remote-tracking branch 'upstream/master' into issue-7-fixarchshift2014-05-171-7/+6
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| * Update FlipFramebufferSethpaien2014-05-081-7/+6
| | | | | | Less calculations + fix
* | Reverse debugging changesarchshift2014-05-011-2/+0
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* | TGA dumps work, courtesy of @bunneiarchshift2014-05-011-0/+2
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* | Xcode complains that the class name is redundant.archshift2014-04-281-1/+1
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* | Rect to BasicRectarchshift2014-04-282-3/+3
|/ | | | Somewhere along the line an OSX header had already taken the name Rect.
* removed DISALLOW_COPY_AND_ASSIGN in favor of NonCopyable classbunnei2014-04-281-1/+0
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* fixed renderer to use correct framebuffer locationbunnei2014-04-272-8/+7
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* fixed GL context acquire (applies to Qt GUI only)bunnei2014-04-221-0/+2
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* renamed hw_lcd module to just lcdbunnei2014-04-181-1/+1
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* fixed framebuffer color orderbunnei2014-04-171-1/+1
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* removed hard-coded framebuffer addresses from renderer_opengl.cppbunnei2014-04-171-2/+4
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* fixed project includes to use new directory structurebunnei2014-04-092-6/+7
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* got rid of 'src' folders in each sub-projectbunnei2014-04-092-0/+370