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2046 Commits

Author SHA1 Message Date
Laku 915ab81ec2 gl_shader_decompiler: Implement POPC (#1203)
* Implement POPC

* implement invert
2018-08-30 21:32:58 -04:00
bunnei d6accf96ff
Merge pull request #1200 from bunnei/improve-ipa
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-30 10:31:26 -04:00
tech4me a6dd577d02 Shaders: Implemented IADD3 2018-08-29 13:44:41 -04:00
bunnei b1ccd88434 gl_shader_decompiler: Improve IPA for Pass mode with Position attribute. 2018-08-29 00:37:29 -04:00
bunnei 4d7e1662c8
Merge pull request #1193 from lioncash/priv
gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
bunnei eb4f2d5596
Merge pull request #1192 from lioncash/unused
gl_rasterizer: Remove unused variables
2018-08-28 12:28:13 -04:00
Lioncash 2e7dc4cac9 gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
2018-08-28 11:20:41 -04:00
Lioncash 45fb74d262 gpu: Make memory_manager private
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.

Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash 6771a18c6c gl_rasterizer: Remove unused variables 2018-08-28 10:46:29 -04:00
bunnei b55d8111e6 renderer_opengl: Implement a new shader cache. 2018-08-27 18:26:46 -04:00
bunnei a0e1566dc5 gl_rasterizer_cache: Update to use RasterizerCache base class. 2018-08-27 18:26:46 -04:00
bunnei 382852418b video_core: Add RasterizerCache class for common cache management code. 2018-08-27 18:26:45 -04:00
bunnei 2f5ed3877c
Merge pull request #1169 from Lakumakkara/sel
shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
bunnei f96ded9815
Merge pull request #1174 from lioncash/debug
debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
bunnei be2f1eabd7
Merge pull request #1173 from lioncash/batch
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
bunnei 23b86fd3ea
Merge pull request #1167 from lioncash/assert
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
Lioncash c65713832c debug_utils: Remove unused includes
Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
Lioncash 1e6a209649 debug_utils: Make BreakpointObserver class' constructor explicit
Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
Lioncash b6425c0511 debug_utils: Initialize active_breakpoint member of DebugContext
Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
Lioncash 20800f2df7 maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
Laku 36093a3e4d fix SEL_IMM bitstring 2018-08-24 07:18:12 +03:00
Lioncash 8fd9eb71b4 gl_rasterizer: Correct assertion condition in SyncLogicOpState()
Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
tech4me ba2972bc64 Shaders: Added decodings for IADD3 instructions 2018-08-23 15:46:59 -04:00
bunnei 0dce6d7008
Merge pull request #1160 from bunnei/surface-reserve
gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei d65f079cc1 gl_rasterizer_cache: Blit when possible on RecreateSurface. 2018-08-23 11:27:01 -04:00
bunnei fee8bdd90c gl_rasterizer_cache: Reserve surfaces that have already been created for later use. 2018-08-23 11:27:01 -04:00
bunnei fde2017a3f gl_rasterizer_cache: Remove assert for RecreateSurface type. 2018-08-23 11:27:00 -04:00
bunnei ebf5768340 gl_rasterizer_cache: Implement compressed texture copies. 2018-08-23 11:27:00 -04:00
bunnei a4ac3bed6c gl_rasterizer: Implement stencil test.
- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei da3da6be90 gl_rasterizer: Implement partial color clear and stencil clear. 2018-08-23 11:08:48 -04:00
bunnei 2a472ff54d maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
bunnei c4ed0b16b1 gl_state: Update to handle stencil front/back face separately. 2018-08-23 11:08:46 -04:00
bunnei c7f2fb2151
Merge pull request #1157 from lioncash/vec
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei 232b0d9d2a
Merge pull request #1156 from Lakumakkara/lop3
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash 12ba80a86c gl_shader_gen: Make ShaderSetup's constructor explicit
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash 1fd979f50a gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.

If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku b2ca8089ce more fixes 2018-08-23 00:01:40 +03:00
Laku e70a3c5a5d fixes 2018-08-22 21:33:32 +03:00
Lioncash dd35b4b18a renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku 4877e6c2f6 remove debug logging 2018-08-22 11:45:28 +03:00
Laku 8e8326595f implement lop3 2018-08-22 10:09:44 +03:00
bunnei cea627b0fc
Merge pull request #840 from FearlessTobi/port-3353
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei 5abf71fe65
Merge pull request #1154 from OatmealDome/topology-lines
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei 125d7122ac
Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome ad1220e1b3
maxwell_to_gl: Implement PrimitiveTopology::Lines
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei d63b1d21f1 Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
- This reverts commit 3ef4b3d4b4.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash a0e2bd85a5 shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei bf89a99839
Merge pull request #1123 from lioncash/screen
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei b0f7713fce
Merge pull request #1132 from Subv/gl_FragDepth
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei 8c9abe1d41
Merge pull request #1134 from lioncash/log
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei ca58929eb0
Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash 523e4be02c renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei fde3b1b6f2
Merge pull request #1133 from lioncash/guard
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash 93a4097e9d gl_stream_buffer: Add missing header guard
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv e3bddf8137 Shaders: Implement depth writing in fragment shaders.
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei e33452f7e8
Merge pull request #1131 from bunnei/impl-tex3d-texcube
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei 5aaee2ff8d
Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei 2ae88feea7 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
bunnei 16db8b9d9f gl_shader_decompiler: Implement Texture3D for TEXS. 2018-08-20 21:53:18 -04:00
bunnei 948002635f gl_shader_decompiler: Implement TextureCube for TEX. 2018-08-20 21:53:00 -04:00
Subv eac3cf301c Shaders: Fixed the coords in TEX with Texture2D.
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.

This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00
Subv fc5b489b0f Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction. 2018-08-20 20:44:56 -05:00
Subv 2b9eee4d1e GPU: Implemented the logic op functionality of the GPU.
This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
Subv f24ab6d9e6 GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending. 2018-08-20 18:43:11 -05:00
Lioncash 46ef072cf9 rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv 6bcdf37d4f GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
Lioncash bc16f7f3cc renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.

Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:

// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();

// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi ba8ff096fd Port #3353 from Citra 2018-08-21 01:14:06 +02:00
Subv 7784ce1854 Shaders: Write all the enabled color outputs when a fragment shader exits.
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.

Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv d7c68fbb12 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. 2018-08-20 15:20:35 -05:00
Subv 3fe77be392 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. 2018-08-20 15:20:35 -05:00
bunnei 028d90eb79
Merge pull request #1104 from Subv/instanced_arrays
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei 296e57fa0e
Merge pull request #1115 from Subv/texs_mask
Shaders/TEXS: Write to the correct output register when swizzling.
2018-08-20 14:31:33 -04:00
bunnei b20ed93884
Merge pull request #1112 from Subv/sampler_types
Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
David Marcec 23d45715dc Implemented RGBA8_UINT
Needed by kirby
2018-08-20 22:26:54 +10:00
Subv 6cf719a4ab Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 17:09:40 -05:00
bunnei 51ddb130c5
Merge pull request #1089 from Subv/neg_bits
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
bunnei 9b17486be6
Merge pull request #1105 from Subv/convert_neg
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-19 17:01:20 -04:00
bunnei 0a1d4fbc5c
Merge pull request #1113 from Subv/texs_mask
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
2018-08-19 17:00:59 -04:00
Subv f7edbcd7a3 Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
bunnei b0eb580931
Merge pull request #1102 from ogniK5377/mirror-clamp-edge
Added WrapMode MirrorOnceClampToEdge
2018-08-19 13:59:41 -04:00
bunnei 85da529f15
Merge pull request #1101 from Subv/ssy_stack
Shaders: Implemented a stack for the SSY/SYNC instructions.
2018-08-19 13:58:45 -04:00
Subv 7fb406c3fc Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
It is unknown how TLD4S determines the sampler type, more research is needed.
2018-08-19 12:57:58 -05:00
Subv 3ef4b3d4b4 Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.
Different sampler types have their parameters in different registers.
2018-08-19 12:57:54 -05:00
Subv 73b937b190 Shader: Added bitfields for the texture type of the various sampling instructions. 2018-08-19 12:57:51 -05:00
Subv 656758fd81 Shaders: Added decodings for TLD4 and TLD4S 2018-08-19 12:57:08 -05:00
bunnei 29d4f8c2dd
Merge pull request #1109 from Subv/ldg_decode
Shaders: Added decodings for  the LDG and STG instructions.
2018-08-19 13:31:19 -04:00
bunnei 9baf5de90c
Merge pull request #1108 from Subv/front_facing
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 13:21:14 -04:00
Subv 1b92ae136f Shaders: Added decodings for the LDG and STG instructions. 2018-08-19 00:46:34 -05:00
Subv 731701a2d2 Shaders: Implemented the gl_FrontFacing input attribute (attr 63). 2018-08-19 00:14:34 -05:00
Subv 9b1c49a9cf Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions. 2018-08-18 14:48:05 -05:00
Subv e0f66c1fbf GLRasterizer: Implemented instanced vertex arrays.
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18 14:42:26 -05:00
Subv 8335b2f115 Shader: Implemented the predicate and mode arguments of LOP.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).

This is used by Super Mario Odyssey.
2018-08-18 14:36:37 -05:00
David Marcec 71cc482bbd Added WrapMode MirrorOnceClampToEdge
Used by splatoon 2
2018-08-19 02:26:50 +10:00
Subv ff358d97e8 Shaders: Implemented a stack for the SSY/SYNC instructions.
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
2018-08-18 10:48:12 -05:00
Subv 2e95ba2e9c Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
We should definitely audit our shader generator for more errors like this.
2018-08-18 10:22:42 -05:00
David Marcec 63dff47e22 Added predcondition GreaterThanWithNan 2018-08-18 17:49:59 +10:00
bunnei 504cff2b7a
Merge pull request #1096 from bunnei/supported-blits
gl_rasterizer_cache: Remove asserts for supported blits.
2018-08-17 22:41:53 -04:00
bunnei e341d868ee gl_rasterizer_cache: Remove asserts for supported blits. 2018-08-17 00:10:08 -04:00
bunnei da7226442f renderer_opengl: Treat OpenGL errors as critical. 2018-08-17 00:09:27 -04:00
bunnei 727136a9c9
Merge pull request #1019 from Subv/vertex_divisor
Rasterizer: Manually implemented instanced rendering.
2018-08-17 00:07:06 -04:00
bunnei 89c3d6a2a3 gl_rasterizer_cache: Treat Depth formats differently from DepthStencil. 2018-08-15 21:24:04 -04:00
Subv 91140f6c0a Shader/Conversion: Implemented the negate bit in F2F and I2I instructions. 2018-08-15 09:27:43 -05:00
Subv 38592a3b5e Shader/I2F: Implemented the negate I2F_C instruction variant. 2018-08-15 09:25:02 -05:00
Subv 40ecdda19e Shader/F2I: Implemented the negate bit in the I2F instruction 2018-08-15 09:18:55 -05:00
Subv 5ef447cc0e Shader/F2I: Implemented the F2I_C instruction variant. 2018-08-15 09:16:35 -05:00
Subv 11c221cc62 Shader/F2I: Implemented the negate bit in the F2I instruction. 2018-08-15 09:15:55 -05:00
bunnei 40f83fee6a
Merge pull request #1077 from bunnei/rgba16u
gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
2018-08-15 09:25:15 -04:00
bunnei b1148d269d gl_rasterizer_cache: Cleanup some PixelFormat names and logging. 2018-08-14 23:31:45 -04:00
Subv c5284efd4f Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.

Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00
bunnei 8599e1e4fc gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
- Used by Breath of the Wild.
2018-08-14 23:18:34 -04:00
bunnei 3aad82b1a3
Merge pull request #1069 from bunnei/vtx-sz
maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
2018-08-14 23:14:44 -04:00
bunnei 2a42dea568
Merge pull request #1070 from bunnei/cbuf-sz
gl_rasterizer: Fix upload size for constant buffers.
2018-08-14 23:14:24 -04:00
bunnei c8cd1785e6
Merge pull request #1071 from bunnei/fix-ldc
gl_shader_decompiler: Several fixes for indirect constant buffer loads.
2018-08-14 23:14:09 -04:00
bunnei 991eb4824c
Merge pull request #1068 from bunnei/g8r8s
gl_rasterizer_cache: Implement G8R8S format.
2018-08-14 23:13:43 -04:00
greggameplayer 6eda9ebbdb Implement Z16_UNORM in PixelFormatFromTextureFormat function
Require by Zelda Breath Of The Wild
2018-08-15 04:14:15 +02:00
bunnei 5e66a24423 gl_shader_decompiler: Several fixes for indirect constant buffer loads. 2018-08-14 20:47:50 -04:00
bunnei 290439a6a5 gl_rasterizer: Fix upload size for constant buffers. 2018-08-14 20:44:19 -04:00
bunnei dc876fd63a maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes. 2018-08-14 20:43:02 -04:00
bunnei d8fd3ef4fe gl_rasterizer_cache: Implement G8R8S format.
- Used by Super Mario Odyssey.
2018-08-14 20:41:49 -04:00
bunnei 4dacb8a4b1
Merge pull request #1058 from greggameplayer/BC7U_Fix
Fix BC7U
2018-08-14 08:03:07 -04:00
greggameplayer 6bfcf13187 Fix BC7U 2018-08-14 02:36:00 +02:00
bunnei 6e52f37d5b renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
- Used by Breath of the Wild.
2018-08-13 18:20:07 -04:00
bunnei 46fbf6dd92
Merge pull request #1052 from ogniK5377/xeno
Implement RG32UI and R32UI
2018-08-13 12:31:39 -04:00
David Marcec 45cc022ea9 Implement RG32UI and R32UI
Needed for xenoblade
2018-08-13 22:55:16 +10:00
bunnei 41b77c4e0a maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
- Used by Breath of the Wild.
2018-08-13 01:34:21 -04:00
bunnei bdf17fe0cc renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT.
- Used by Breath of the Wild.
2018-08-13 00:06:22 -04:00
bunnei 54ef9302a2
Merge pull request #1045 from bunnei/rg8-unorm
renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
2018-08-13 00:05:25 -04:00
bunnei 8fe118bcaa maxwell_to_gl: Implement PrimitiveTopology::LineStrip.
- Used by Breath of the Wild.
2018-08-12 23:09:32 -04:00
bunnei c56a0e3c34 renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
- Used by Breath of the Wild.
2018-08-12 23:08:50 -04:00
bunnei 534abf9d97 gl_shader_decompiler: Implement XMAD instruction. 2018-08-12 18:30:24 -04:00
Markus Wick 0eb39922f6 gl_rasterizer: Use a shared helper to upload from CPU memory. 2018-08-12 16:10:26 +02:00
Markus Wick 0af7e93763 gl_state: Don't track constant buffer mappings. 2018-08-12 16:10:26 +02:00
Markus Wick 6ff7906ddc gl_rasterizer: Use the stream buffer for constant buffers. 2018-08-12 16:10:26 +02:00
Markus Wick ce722e317b gl_rasterizer: Use the streaming buffer itself for the constant buffer.
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
2018-08-12 15:48:59 +02:00
Markus Wick 6f6bba3ff1 gl_rasterizer: Use a helper for aligning the buffer. 2018-08-12 15:47:35 +02:00
Markus Wick d7298ec262 Update the stream_buffer helper from Citra.
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
2018-08-12 15:47:35 +02:00
bunnei 639ebb39f6 gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check. 2018-08-12 02:22:42 -04:00
bunnei c68aa65226 gl_shader_decompiler: Fix GLSL compiler error with KIL instruction. 2018-08-12 00:06:48 -04:00
bunnei ee07041b3a
Merge pull request #1020 from lioncash/namespace
core: Namespace EmuWindow
2018-08-11 22:40:08 -04:00
bunnei 9c977d2215
Merge pull request #1021 from lioncash/warn
gl_rasterizer: Silence implicit truncation warning in SetupShaders()
2018-08-11 22:39:46 -04:00
bunnei f2c7b5dcd6
Merge pull request #1024 from Subv/blend_gl
GPU/Maxwell3D: Implemented an alternative set of blend factors.
2018-08-11 22:39:02 -04:00
bunnei d37da52cb3
Merge pull request #1023 from Subv/invalid_attribs
RasterizerGL: Ignore invalid/unset vertex attributes.
2018-08-11 22:18:40 -04:00
Subv 969326bd58 GPU/Maxwell3D: Implemented an alternative set of blend factors.
These are used by nouveau and some games like SMO.
2018-08-11 20:57:16 -05:00
greggameplayer 224071a652 Implement R8_UINT RenderTargetFormat & PixelFormat (#1014)
- Used by Go Vacation
2018-08-11 21:44:42 -04:00
Subv 2dad1204e8 RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
2018-08-11 20:36:40 -05:00
Lioncash 28e90fa0e0 gl_rasterizer: Silence implicit truncation warning in SetupShaders()
Previously this would warn of truncating a std::size_t to a u32. This is
safe because we'll obviously never have more than UINT32_MAX amount of
uniform buffers.
2018-08-11 20:32:03 -04:00
Lioncash 0a93b45b6a core: Namespace EmuWindow
Gets the class out of the global namespace.
2018-08-11 20:20:21 -04:00
bunnei 403dfd68fc
Merge pull request #1010 from bunnei/unk-vert-attrib-shader
gl_shader_decompiler: Improve handling of unknown input/output attributes.
2018-08-11 19:56:28 -04:00
bunnei c519354506
Merge pull request #1009 from bunnei/rg8-rgba8-snorm
Implement render target formats RGBA8_SNORM and RG8_SNORM.
2018-08-11 19:55:41 -04:00
bunnei 0b668d5ff3 gl_shader_decompiler: Improve handling of unknown input/output attributes. 2018-08-11 19:26:45 -04:00
bunnei 670a2c1f80
Merge pull request #1018 from Subv/ssy_sync
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
2018-08-11 19:10:02 -04:00
bunnei 88ffa422d4 gl_rasterizer: Implement render target format RG8_SNORM.
- Used by Super Mario Odyssey.
2018-08-11 19:06:42 -04:00
bunnei 0471976b48 gl_rasterizer: Implement render target format RGBA8_SNORM.
- Used by Super Mario Odyssey.
2018-08-11 18:59:14 -04:00
Subv c1ad973881 GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY). 2018-08-11 16:00:14 -05:00
Subv 305a05f820 GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution.
SSY sets the target label to jump to when the SYNC instruction is executed.
2018-08-11 15:55:11 -05:00
bunnei d64303d185
Merge pull request #1016 from lioncash/video
video_core: Get rid of global variable g_toggle_framelimit_enabled
2018-08-11 14:10:55 -04:00
bunnei b8b9f41b6b
Merge pull request #1003 from lioncash/var
video_core: Use variable template variants of type_traits interfaces where applicable
2018-08-11 14:08:12 -04:00
greggameplayer dfcde52f39 Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848)
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats


Do a separate function in order to get Bytes Per Pixel of DepthFormat


Apply the new function in gpu.h


delete unneeded white space

* correct merging error
2018-08-11 14:01:50 -04:00
Lioncash 20c2928c2b video_core; Get rid of global g_toggle_framelimit_enabled variable
Instead, we make a struct for renderer settings and allow the renderer
to update all of these settings, getting rid of the need for
global-scoped variables.

This also uncovered a few indirect inclusions for certain headers, which
this commit also fixes.
2018-08-10 19:00:09 -04:00
Lioncash f380496728 renderer_base: Remove unused kFramebuffer enumeration
This is entirely unused and can be removed.
2018-08-10 18:31:13 -04:00
Lioncash 2e80e7480d video_core: Remove unused Renderer enumeration
Currently we only have an OpenGL renderer, so this is unused in code
(and occupies the Renderer identifier in the VideoCore namespace).
2018-08-10 18:27:40 -04:00
bunnei 6b0bc48a42 maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
- Used by Super Mario Odyssey.
2018-08-10 12:47:00 -04:00
bunnei a5b65df9cf maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32.
- Used by Super Mario Odyssey.
2018-08-10 12:46:49 -04:00
bunnei 57626fda7b
Merge pull request #1004 from lioncash/unused
gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
2018-08-10 12:13:32 -04:00
bunnei 6313d54cef
Merge pull request #1008 from yuzu-emu/revert-697-disable-depth-cull
Revert "gl_state: Temporarily disable culling and depth test."
2018-08-10 12:13:09 -04:00
bunnei 2156cb3cbe
Revert "gl_state: Temporarily disable culling and depth test." 2018-08-10 10:39:46 -04:00
Lioncash 0e1510ac29 gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces() 2018-08-09 20:55:41 -04:00
Lioncash b8c43b6080 video_core: Use variable template variants of type_traits interfaces where applicable 2018-08-09 20:45:48 -04:00
bunnei 3a67876252 textures: Refactor out for Texture/Depth FormatFromPixelFormat. 2018-08-09 20:36:03 -04:00
bunnei 6828c25498
Merge pull request #995 from bunnei/gl-buff-bounds
gl_rasterizer_cache: Add bounds checking for gl_buffer copies.
2018-08-09 20:23:30 -04:00
bunnei 05c33d89a1
Merge pull request #1001 from lioncash/reserve
gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
2018-08-09 19:27:35 -04:00
bunnei e8c52d4c89 gl_rasterizer_cache: Add bounds checking for gl_buffer copies. 2018-08-09 19:20:17 -04:00
bunnei 37e1ed3744
Merge pull request #991 from bunnei/ignore-mac
maxwell_3d: Ignore macros that have not been uploaded yet.
2018-08-09 19:16:28 -04:00
Khangaroo 75e12a33ae Implement SNORM for BC5/DXN2 (#998)
* Implement BC5/DXN2 (#996)

- Used by Kirby Star Allies.

* Implement BC5/DXN2 SNORM

UNORM for Kirby Star Allies
SNORM for Super Mario Odyssey
2018-08-09 19:15:32 -04:00
Lioncash 6ef027b958 gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
Avoids potentially perfoming multiple reallocations when we know the
total amount of memory we need beforehand.
2018-08-09 17:29:11 -04:00
Lioncash 59ea37daa7 gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion()
A range-based for loop can't be used when the container being iterated
is also being erased from.
2018-08-09 15:30:20 -04:00
bunnei 0bfe974281
Merge pull request #992 from bunnei/declr-pred
gl_shader_decompiler: Declare predicates on use.
2018-08-09 14:36:52 -04:00
bunnei 88b18b9ba4
Merge pull request #994 from lioncash/const
gl_rasterizer_cache: Use std::vector::assign vs resize() then copy for the non-tiled case
2018-08-09 14:36:06 -04:00
bunnei b125137493
Merge pull request #993 from bunnei/smo-vtx-pts
Implement VertexAttribute::Size::Size_16_16_16_16 and PrimitiveTopology::Points.
2018-08-09 13:28:14 -04:00
bunnei f765a6b902
Merge pull request #984 from bunnei/rt-none
gl_rasterizer: Do not render when no render target is configured.
2018-08-09 13:12:28 -04:00
Khangaroo 5cb6eceecf Implement BC5/DXN2 (#996)
- Used by Kirby Star Allies.
2018-08-09 12:57:13 -04:00
bunnei c333bfc193
Merge pull request #977 from bunnei/bgr565
gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
2018-08-08 23:43:04 -04:00
Lioncash e831b80d69 gl_rasterizer_cache: Invert conditional in LoadGLBuffer()
It's generally easier to follow code using conditionals that operate in
terms of the true case followed by the false case (no chance of
overlooking the exclamation mark).
2018-08-08 23:34:57 -04:00
Lioncash 434f352eb3 gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled case
resize() causes the vector to expand and zero out the added members to
the vector, however we can avoid this zeroing by using assign().

Given we have the pointer to the data we want to copy, we can calculate
the end pointer and directly copy the range of data without the
need to perform the resize() beforehand.
2018-08-08 23:34:58 -04:00
bunnei dfc3eed0cb maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:28:17 -04:00
bunnei 06d0b96ca9 maxwell_to_gl: Implement PrimitiveTopology::Points.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:28:00 -04:00
bunnei 4283019aa0 gl_shader_decompiler: Declare predicates on use.
- Used by Super Mario Odyssey (when going in game).
2018-08-08 23:26:31 -04:00
bunnei efe6b473c5 maxwell_3d: Ignore macros that have not been uploaded yet.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:25:37 -04:00
Lioncash 557c466994 gl_rasterizer_cache: Make pointer const in LoadGLBuffer()
This is only ever read from, so we can make the data it's pointing to
const.
2018-08-08 23:14:57 -04:00
bunnei 25ba4d1b68
Merge pull request #982 from bunnei/stub-unk-63
gl_shader_decompiler: Stub input attribute Unknown_63.
2018-08-08 22:28:18 -04:00
bunnei ddec200290 gl_rasterizer: Do not render when no render target is configured.
- Used by Super Mario Odyssey.
2018-08-08 19:29:45 -04:00
bunnei cf917a5e93
Merge pull request #976 from bunnei/shader-imm
gl_shader_decompiler: Let OpenGL interpret floats.
2018-08-08 19:17:01 -04:00
bunnei 9ceceb212f
Merge pull request #981 from bunnei/cbuf-corrupt
maxwell_3d: Use correct const buffer size and check bounds.
2018-08-08 19:16:34 -04:00
bunnei cc2526dd51
Merge pull request #985 from bunnei/rt-r11g11b10
gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.
2018-08-08 18:21:34 -04:00
bunnei 096b04f1a4
Merge pull request #979 from bunnei/vtx88
maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
2018-08-08 18:18:50 -04:00
bunnei 7bf422d58c gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.
- Used by Super Mario Odyssey.
2018-08-08 02:42:14 -04:00
bunnei 7f0d0a93f7 gl_shader_decompiler: Stub input attribute Unknown_63. 2018-08-08 02:35:59 -04:00
bunnei 57982df105 maxwell_3d: Use correct const buffer size and check bounds.
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08 02:10:25 -04:00
bunnei 8c6338b6f9 renderer_opengl: Use trace log in a few places. 2018-08-08 01:53:23 -04:00
bunnei c120ed7d18 maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8. 2018-08-08 01:50:53 -04:00
bunnei aaf8d9ac2f gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
- Used by Super Mario Odyssey.
2018-08-08 01:48:27 -04:00
bunnei e542356d0c gl_shader_decompiler: Let OpenGL interpret floats.
- Accuracy is lost in translation to string, e.g. with NaN.
- Needed for Super Mario Odyssey.
2018-08-08 01:45:23 -04:00
bunnei 4fa3511a63
Merge pull request #964 from Hexagon12/lower-logs
Lowered down the logging for command processor methods
2018-08-07 19:00:19 -04:00
Hexagon12 7139f05fc5 Fixed the sRGB pixel format (#963)
* Changed the sRGB pixel format return

* Add a message about SRGBA -> RGBA conversion
2018-08-07 18:59:50 -04:00
Hexagon12 bc6d91a103 Lowered down the logging for methods 2018-08-07 19:51:40 +03:00
bunnei 904d7eaa94 maxwell_3d: Remove outdated assert. 2018-08-05 23:57:19 -04:00
bunnei 57eb936200 gl_rasterizer_cache: Avoid superfluous surface copies. 2018-08-05 23:40:03 -04:00
bunnei c8e5c74092
Merge pull request #927 from bunnei/fix-texs
gl_shader_decompiler: Fix TEXS mask and dest.
2018-08-05 16:42:21 -04:00
bunnei c0af42d6eb
Merge pull request #912 from lioncash/global-var
video_core: Eliminate the g_renderer global variable
2018-08-05 16:37:39 -04:00
bunnei fd715e54a1 gl_shader_decompiler: Fix TEXS mask and dest. 2018-08-05 01:47:09 -04:00
David Marcec b96010bfa9 added braces for conditions 2018-08-05 11:36:55 +10:00
David Marcec 6d1e30e041 fix the attrib format for ints 2018-08-05 11:29:21 +10:00
bunnei 13d6593753
Merge pull request #919 from lioncash/sign
gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()
2018-08-04 14:29:59 -04:00
Lioncash 3b678b9e8e gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()
This lets us indent the majority of the code and places the error case
first.
2018-08-04 02:57:11 -04:00
Lioncash dde5dce736 gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()
Ensures both operands have the same sign in the comparison.

While we're at it, we can get rid of the redundant casting of ub_size to
an int. This type will always be trivial and alias a built-in type (not
doing so would break backwards compatibility at a standard level).
2018-08-04 02:55:03 -04:00
Lioncash 2665457f4a renderer_base: Make Rasterizer() return the rasterizer by reference
All calling code assumes that the rasterizer will be in a valid state,
which is a totally fine assumption. The only way the rasterizer wouldn't
be is if initialization is done incorrectly or fails, which is checked
against in System::Init().
2018-08-04 02:36:58 -04:00
Lioncash 6030c5ce41 video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.

For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
2018-08-04 02:36:57 -04:00
bunnei 762fcaf5de
Merge pull request #911 from lioncash/prototype
video_core: Remove unimplemented Start() function prototype
2018-08-04 02:18:38 -04:00
bunnei 29f31356d8
Merge pull request #910 from lioncash/unused
gl_shader_decompiler: Remove unused variable in GenerateDeclarations()
2018-08-03 15:54:11 -04:00
Lioncash b4e050e6c4 video_core: Remove unimplemented Start() function prototype
Given this has no definition, we can just remove it entirely.
2018-08-03 12:48:14 -04:00
Lioncash b45e5c2399 gl_shader_decompiler: Remove unused variable in GenerateDeclarations()
This variable was being incremented, but we were never actually using
it.
2018-08-03 12:18:31 -04:00
Lioncash 555d76d065 gl_shader_manager: Make ProgramManager's GetCurrentProgramStage() a const member function
This function doesn't modify class state, so it can be made const.
2018-08-03 12:08:17 -04:00
bunnei 00ba704a7f
Merge pull request #892 from lioncash/global
video_core: Make global EmuWindow instance part of the base renderer …
2018-08-03 00:31:32 -04:00
bunnei 52da0ce399
Merge pull request #901 from lioncash/ref
gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()
2018-08-02 23:00:56 -04:00
bunnei bae1822aed
Merge pull request #902 from lioncash/array
gl_state: Make texture_units a std::array
2018-08-02 14:57:42 -04:00
greggameplayer fe64e1d38e Implement RGB32F PixelFormat (#886) (used by Go Vacation) 2018-08-02 14:56:38 -04:00
Lioncash 6b32e24161 gl_state: Make texture_units a std::array
Gets rid of the use of a raw C array.
2018-08-02 11:19:58 -04:00
Lioncash d92e8ab062 gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()
Avoids performing unnecessary copies of 65560 byte sized ShaderSetup
instances, considering it's only used as part of lookup and not
modified.

Given the parameters were already const, it's likely taking these
parameters by reference was intended but the ampersand was forgotten.
2018-08-02 11:09:46 -04:00
Lioncash 0f2ac928f2 video_core: Make global EmuWindow instance part of the base renderer class
Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.

This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
2018-08-01 21:40:30 -04:00
Unknown 0d8fcab136 Implement R32_FLOAT RenderTargetFormat 2018-08-01 15:31:42 +02:00
bunnei 3575c076cb
Merge pull request #869 from Subv/ubsan
Corrected a few error cases detected by asan/ubsan
2018-07-31 09:24:13 -07:00
Subv 8191273a3d MacroInterpreter: Avoid left shifting negative values.
The branch target is signed, so multiply by 4 instead of left shifting by 2
2018-07-30 20:38:24 -05:00
bunnei e013fdc2b2
Merge pull request #808 from lioncash/mem-dedup
video_core/memory_manager: Avoid repeated unnecessary page slot lookups
2018-07-26 11:50:27 -07:00
Subv f85cff0f48 GPU: Allow using R16F as a render target format. 2018-07-26 08:52:21 -05:00
Unknown 4672a01cbf Implement R16_G16
correct trailing white spaces


Delete tabs


correct placement
Add RG16F & RG16UI & RG16I & RG16S PixelFormats
Return correct data according to changes done previously
correct PixelFormat declaration
correct coding style error
correct coding style error part 2
correct RG16S Declaration error
correct alignment
2018-07-26 02:01:29 +02:00
bunnei c88382517c
Merge pull request #819 from Subv/srgb
GPU: Use the right texture format for sRGBA framebuffers.
2018-07-25 14:47:26 -07:00
Subv c5b838aeef GPU: Use the right texture format for sRGBA framebuffers. 2018-07-25 09:52:39 -05:00
Subv ee8123bf13 GPU: Allow the use of Z24S8 as a texture format. 2018-07-25 09:41:24 -05:00
bunnei 0686183c3e
Merge pull request #816 from Subv/z32_s8
GPU: Implemented the Z32_S8_X24 depth buffer format.
2018-07-25 07:37:00 -07:00
bunnei af787744ab
Merge pull request #815 from Subv/z32f_tex
GPU: Allow using Z32 as a texture format.
2018-07-25 07:33:09 -07:00
bunnei 704824d50a
Merge pull request #814 from Subv/rt_r8
GPU: Allow the usage of R8 as a render target format.
2018-07-25 07:32:18 -07:00
bunnei a6ea6febc9
Merge pull request #809 from lioncash/rasterizer
gl_rasterizer: Minor cleanup
2018-07-24 19:31:34 -07:00
bunnei e0106a7d68
Merge pull request #811 from Subv/code_address_assert
GPU: Remove the assert that required the CODE_ADDRESS to be 0.
2018-07-24 19:31:09 -07:00
Subv daf2504d31 GPU: Implemented the Z32_S8_X24 depth buffer format. 2018-07-24 20:41:40 -05:00
Subv f747a7e35d GPU: Allow using Z32 as a texture format. 2018-07-24 19:54:23 -05:00
Subv 4f574201ea GPU: Allow the usage of R8 as a render target format. 2018-07-24 19:49:36 -05:00
Subv 8f2c4191ab GPU: Remove the assert that required the CODE_ADDRESS to be 0.
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-24 13:54:12 -05:00
Subv 4cc1e180ec GPU: Implemented the R16 and R16F texture formats. 2018-07-24 13:39:16 -05:00
Lioncash 0162f8b3a7 gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers()
This is just the named constant that OpenGL provides, so we can use that
instead of using a literal -1
2018-07-24 12:24:49 -04:00
Lioncash 16139ed53b gl_rasterizer: Use std::string_view instead of std::string when checking for extensions
We can avoid heap allocations here by just using a std::string_view
instead of performing unnecessary copying of the string data.
2018-07-24 12:10:37 -04:00
Lioncash b5eb3905cd gl_rasterizer: Use in-class member initializers where applicable
We can just assign to the members directly in these cases.
2018-07-24 12:08:12 -04:00
Lioncash bf608f125e video_core/memory_manager: Replace a loop with std::array's fill() function in PageSlot()
We already have a function that does what this code was doing, so let's
use that instead.
2018-07-24 11:56:30 -04:00
Lioncash d71e19fd75 video_core/memory_manager: Avoid repeated unnecessary page slot lookups
We don't need to keep calling the same function over and over again in a
loop, especially when the behavior is slightly non-trivial. We can just
keep a reference to the looked up location and do all the checking and
assignments based off it instead.
2018-07-24 11:19:54 -04:00
bunnei 0f830d08f1
Merge pull request #799 from Subv/tex_r32f
GPU: Implement texture format R32F.
2018-07-24 04:46:07 -07:00
bunnei b70f757913
Merge pull request #796 from bunnei/gl-uint
maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
2018-07-24 04:44:56 -07:00
bunnei 69c45ce71c gl_rasterizer: Implement texture border color. 2018-07-23 23:34:42 -04:00
bunnei 6b3e54621f maxwell_to_gl: Implement Texture::WrapMode::Border. 2018-07-23 23:34:41 -04:00
Subv ccc42702b5 GPU: Implement texture format R32F. 2018-07-23 22:21:31 -05:00
bunnei 1ff3bea6c7
Merge pull request #791 from bunnei/rg32f-rgba32f-bgra8
gl_rasterizer_cache: Implement formats BGRA8_UNORM/RGBA32_FLOAT/RG32_FLOAT
2018-07-23 20:13:19 -07:00
bunnei 2ff86f5765 maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt. 2018-07-23 23:12:14 -04:00
bunnei 92304181d5
Merge pull request #792 from lioncash/retval
gl_shader_decompiler: Correct return value of WriteTexsInstruction()
2018-07-23 20:06:48 -07:00
bunnei 47ac369180
Merge pull request #790 from bunnei/shader-print-instr
gl_shader_decompiler: Print instruction value in shader comments.
2018-07-23 19:48:47 -07:00
bunnei c2b4ff5d48
Merge pull request #788 from bunnei/shader-check-zero
gl_shader_decompiler: Check if SetRegister result is ZeroIndex.
2018-07-23 19:44:05 -07:00
Lioncash 33e2033af5 gl_shader_decompiler: Correct return value of WriteTexsInstruction()
This should be returning void, not a std::string
2018-07-23 22:31:58 -04:00
bunnei 9505283989 gl_shader_decompiler: Implement shader instruction TLDS. 2018-07-23 22:02:51 -04:00
bunnei a27c0099ed gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT. 2018-07-23 21:22:54 -04:00
bunnei 3a19c1098d gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT. 2018-07-23 21:22:53 -04:00
bunnei bcc184acfa gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM. 2018-07-23 21:22:44 -04:00
bunnei 89db8c2171 gl_rasterizer_cache: Add missing log statements. 2018-07-23 21:20:09 -04:00
bunnei c4322ce87e gl_shader_decompiler: Print instruction value in shader comments. 2018-07-23 21:11:05 -04:00
bunnei 81aa02424b gl_shader_decompiler: Check if SetRegister result is ZeroIndex. 2018-07-23 21:08:40 -04:00
Lioncash 3b88ce3dcb gl_shader_decompiler: Simplify GetCommonDeclarations() 2018-07-23 17:11:18 -04:00
bunnei e85a528bb9
Merge pull request #769 from bunnei/shader-mask-fixes
shader_bytecode: Implement other TEXS masks.
2018-07-22 18:03:31 -07:00
Lioncash 0797657bc0 gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine()
We don't need to toss away the Subroutine instance after the find() call
and reconstruct another instance with the same data right after it.
Particularly give Subroutine contains a std::set.
2018-07-22 03:30:35 -04:00
bunnei 148a5bef7e shader_bytecode: Implement other TEXS masks. 2018-07-22 03:23:15 -04:00
bunnei af4bde8cd1
Merge pull request #767 from bunnei/shader-cleanup
gl_shader_decompiler: Remove unused state tracking and minor cleanup.
2018-07-22 00:03:17 -07:00
bunnei f5a2944ab6 gl_shader_decompiler: Remove unused state tracking and minor cleanup. 2018-07-22 01:00:44 -04:00
bunnei c43eaa94f3 gl_shader_decompiler: Implement SEL instruction. 2018-07-22 00:37:12 -04:00
bunnei 63fbf9a7d3 gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load. 2018-07-21 21:51:06 -04:00
bunnei 4301f0b539 gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set. 2018-07-21 21:51:06 -04:00
bunnei cd47391c2d gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer. 2018-07-21 21:51:06 -04:00
bunnei d8c60029d6 gl_rasterizer: Use zeta_enable register to enable depth buffer. 2018-07-21 21:51:06 -04:00
bunnei 5287991a36 maxwell_3d: Add depth buffer enable, width, and height registers. 2018-07-21 21:51:05 -04:00
bunnei 3ac736c003
Merge pull request #748 from lioncash/namespace
video_core: Use nested namespaces where applicable
2018-07-21 18:50:14 -07:00
bunnei ff8754f921
Merge pull request #747 from lioncash/unimplemented
gl_shader_manager: Remove unimplemented function prototype
2018-07-21 10:54:58 -07:00
Lioncash d5bc9aef4e gl_shader_manager: Replace unimplemented function prototype
This was just a linker error waiting to happen.
2018-07-20 18:39:54 -04:00
Lioncash 863579736c gpu: Rename Get3DEngine() to Maxwell3D()
This makes it match its const qualified equivalent.
2018-07-20 18:34:49 -04:00
Lioncash bb960c8cb4 video_core: Use nested namespaces where applicable
Compresses a few namespace specifiers to be more compact.
2018-07-20 18:23:54 -04:00
bunnei 29f49bd3c1
Merge pull request #738 from lioncash/sign
gl_state: Get rid of mismatched sign conversions in Apply()
2018-07-20 09:21:57 -07:00
bunnei fbc2bcd4a9
Merge pull request #735 from lioncash/video-unused
maxwell_3d: Remove unused variable within GetStageTextures()
2018-07-20 09:16:15 -07:00
bunnei 204d707ce7
Merge pull request #731 from lioncash/shadow
gl_shader_decompiler: Eliminate variable and declaration shadowing
2018-07-20 09:13:36 -07:00
Lioncash 0faa13baeb gl_state: Make references const where applicable in Apply() 2018-07-20 01:12:29 -04:00
Lioncash e6b3d3a9ea gl_state: Get rid of mismatched sign conversions
While we're at it, amend the loop variable type to be the same width as
that returned by the .size() call.
2018-07-20 01:11:20 -04:00
Lioncash 8b08f82dc7 maxwell_3d: Remove unused variable within GetStageTextures() 2018-07-19 22:38:28 -04:00
Lioncash f26866ff6a gl_shader_decompiler: Eliminate variable and declaration shadowing
Ensures that no identifiers are being hidden, which also reduces
compiler warnings.
2018-07-19 20:32:49 -04:00
Lioncash c2121cb059 gl_shader_decompiler: Remove unnecessary const from return values
This adds nothing from a behavioral point of view, and can inhibit the
move constructor/RVO
2018-07-19 20:11:04 -04:00
bunnei cf30c4be22 gl_state: Temporarily disable culling and depth test. 2018-07-18 23:21:43 -04:00
bunnei 49b0966003
Merge pull request #687 from lioncash/instance
core: Don't construct instance of Core::System, just to access its live instance
2018-07-18 18:55:58 -07:00
bunnei b496a9eefe decoders: Fix calc of swizzle image_width_in_gobs. 2018-07-18 21:42:52 -04:00
Lioncash 3a4841e403 core: Don't construct instance of Core::System, just to access its live instance
This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.

These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
2018-07-18 18:18:27 -04:00
bunnei b87a71b3fe
Merge pull request #678 from lioncash/astc
astc: Minor changes
2018-07-17 22:06:20 -07:00
Lioncash 6a03badcbc astc: Initialize vector size directly in Decompress
There's no need to perform a separate resize.
2018-07-17 23:58:14 -04:00
Lioncash 0f148548f3 astc: Mark functions as internally linked where applicable 2018-07-17 23:58:14 -04:00
Lioncash c5803e30d3 astc: const-correctness changes where applicable
A few member functions didn't actually modify class state, so these can
be amended as necessary.
2018-07-17 23:58:14 -04:00
Lioncash e3fadb9616 astc: Delete Bits' copy contstructor and assignment operator
This also potentially avoids warnings, considering the copy assignment
operator is supposed to have a return value.
2018-07-17 23:58:14 -04:00
Lioncash 4cd52a34b9 astc: In-class initialize member variables where appropriate 2018-07-17 23:58:10 -04:00
bunnei c3dd456d51 vi: Partially implement buffer crop parameters. 2018-07-17 20:13:17 -04:00
Subv 3d3b10adc7 GPU: Added register definitions for the stencil parameters. 2018-07-17 15:00:21 -05:00
bunnei 3a96670f2d gl_rasterizer_cache: Implement texture format G8R8. 2018-07-15 01:33:42 -04:00
bunnei aaec0b7e70
Merge pull request #665 from bunnei/fix-z24-s8
gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
2018-07-14 22:18:55 -07:00
bunnei 3145114190 gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8. 2018-07-15 00:02:05 -04:00
bunnei e21190f47f gl_rasterizer_cache: Implement depth format Z16_UNORM. 2018-07-14 23:43:28 -04:00
bunnei 2cb3fdca86
Merge pull request #598 from bunnei/makedonecurrent
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
2018-07-14 20:18:11 -07:00
bunnei 05cb10530f OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering. 2018-07-14 02:50:35 -04:00
Subv b37354cca8 GPU: Always enable the depth write when clearing the depth buffer.
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
2018-07-14 00:52:23 -05:00
bunnei 8aeff9cf8e gl_rasterizer: Fix check for if a shader stage is enabled. 2018-07-12 22:57:57 -04:00
bunnei c4015cd93a gl_shader_gen: Implement dual vertex shader mode.
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
2018-07-12 22:25:36 -04:00
bunnei 64b5e5d5d9
Merge pull request #655 from bunnei/pred-lt-nan
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
2018-07-12 18:59:15 -07:00
bunnei 49c0c081c4 gl_shader_decompiler: Implement PredCondition::LessThanWithNan. 2018-07-12 20:04:35 -04:00
bunnei 4757ffdcce gl_shader_decompiler: Use FlowCondition field in EXIT instruction. 2018-07-12 20:00:37 -04:00
Sebastian Valle 274d1fb0fc
Merge pull request #652 from Subv/fadd32i
GPU: Implement the FADD32I shader instruction.
2018-07-12 17:36:51 -05:00
bunnei 3ff21345b4
Merge pull request #651 from Subv/ffma_decode
GPU: Corrected the decoding of FFMA for immediate operands.
2018-07-12 12:42:58 -07:00
Subv c1ae841f47 GPU: Implement the FADD32I shader instruction. 2018-07-12 12:00:31 -05:00
Subv 0cad310e12 GPU: Corrected the decoding of FFMA for immediate operands. 2018-07-12 10:15:48 -05:00
bunnei 854f474f52 gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.
- Fixes a regression with Binding of Isaac.
2018-07-08 16:16:24 -04:00
bunnei 639346bcfb
Merge pull request #625 from Subv/imnmx
GPU: Implemented the IMNMX shader instruction.
2018-07-07 19:33:50 -07:00
Subv 4633dd9505 GPU: Implemented the BC7U texture format.
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
2018-07-07 09:17:48 -05:00
bunnei 51bd76a5fd
Merge pull request #629 from Subv/depth_test
GPU: Allow using the old NV04 values for the depth test function.
2018-07-05 16:43:10 -04:00
Subv 9f6a5660e8 GPU: Allow using the old NV04 values for the depth test function.
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp

This restores graphical output to Disgaea 5
2018-07-05 13:01:31 -05:00
bunnei 762bf6a522
Merge pull request #626 from Subv/shader_sync
GPU: Stub the shader SYNC and DEPBAR instructions.
2018-07-05 12:54:19 -04:00
bunnei 637f9d780a
Merge pull request #624 from Subv/f2f_round
GPU: Implemented the F2F 'round' rounding mode.
2018-07-05 11:30:29 -04:00
bunnei 956b5db52e
Merge pull request #623 from Subv/vertex_types
GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
2018-07-05 11:30:01 -04:00
bunnei 8b815877a6
Merge pull request #622 from Subv/unused_tex
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
2018-07-05 11:29:17 -04:00
bunnei 1b0a74e23f
Merge pull request #621 from Subv/psetp_
GPU: Implemented the PSETP shader instruction.
2018-07-05 11:28:50 -04:00
bunnei 9a3c0b161e
Merge pull request #620 from Subv/depth_z32f
GPU: Implemented the 32 bit float depth buffer format.
2018-07-05 11:09:15 -04:00
Subv b0c92b80b1 GPU: Implemented the IMNMX shader instruction.
It's similar to the FMNMX instruction but it works on integers.
2018-07-04 15:44:37 -05:00
Subv d800a02b4b GPU: Implemented the F2F 'round' rounding mode.
It's implemented via the GLSL 'roundEven()' function.
2018-07-04 15:43:21 -05:00
Subv 77cfe4f027 GPU: Stub the shader SYNC and DEPBAR instructions.
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-04 15:29:51 -05:00
Subv ce39ae3e57 GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types.
Both signed and unsigned variants.
2018-07-04 15:22:34 -05:00
Subv 4bda9693be GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders. 2018-07-04 15:20:12 -05:00
Subv c42b818cf9 GPU: Corrected the decoding for the TEX shader instruction. 2018-07-04 15:19:20 -05:00
Subv 53a55bd751 GPU: Implemented the PSETP shader instruction.
It's similar to the isetp and fsetp instructions but it works on predicates instead.
2018-07-04 15:15:03 -05:00
Subv 016e357c75 GPU: Implemented the 32 bit float depth buffer format. 2018-07-04 10:42:33 -05:00
Subv c1bebdef5e GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles.

This fixes 1-2 Switch's splash screen.
2018-07-04 10:26:46 -05:00
Subv 5a9df3c675 GPU: Only configure the used framebuffers during clear.
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
2018-07-03 22:32:59 -05:00
bunnei c996787d84
Merge pull request #609 from Subv/clear_buffers
GPU: Implemented the CLEAR_BUFFERS register.
2018-07-03 19:34:34 -04:00
Subv 78443a7f29 GPU: Factor out the framebuffer configuration code for both Clear and Draw commands. 2018-07-03 16:56:47 -05:00
Subv c1811ed3d1 GPU: Support clears that don't clear the color buffer. 2018-07-03 16:56:47 -05:00
Subv be51120d23 GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. 2018-07-03 16:56:44 -05:00