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Author SHA1 Message Date
bunnei 0e1268e507
Merge pull request #4105 from ReinUsesLisp/resident-buffers
gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
2020-06-24 11:40:30 -04:00
bunnei 2f2df9a4a7
Merge pull request #4083 from Morph1984/B10G11R11F
decode/image: Implement B10G11R11F
2020-06-24 11:02:38 -04:00
David Marcec 510838759f Prevent nullptr dereference on swkbd error case 2020-06-25 00:25:15 +10:00
Fernando Sahmkow 32343d820d
Merge pull request #4046 from ogniK5377/macro-hle-prod
Add support for HLEing Macros
2020-06-24 09:01:00 -04:00
David Marcec 82ecdd0104 Mark invalid IPC buffers as ASSERT_OR_EXECUTE_MSG
Previously if applications would send faulty buffers(example homebrew) it would lead to us returning uninitalized data. Switching from ASSERT_MSG to ASSERT_OR_EXECUTE_MSG allows us to have a fail safe to prevent crashes but also continue execution without introducing undefined behavior
2020-06-24 22:50:27 +10:00
ReinUsesLisp 32a2dcd415 buffer_cache: Use buffer methods instead of cache virtual methods 2020-06-24 02:36:14 -03:00
ReinUsesLisp 39c97f1b65 gl_stream_buffer: Use InvalidateBufferData instead unmap and map
Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
2020-06-24 02:36:14 -03:00
ReinUsesLisp 41a4090320 gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness
Switch games are allowed to bind less data than what they use in a
vertex buffer, the expected behavior here is that these values are read
as zero. At the moment of writing this only D3D12, OpenGL and NVN through
NV_vertex_buffer_unified_memory support vertex buffer with a size limit.

In theory this could be emulated on Vulkan creating a new VkBuffer for
each (handle, offset, length) tuple and binding the expected data to it.
This is likely going to be slow and memory expensive when used on the
vertex buffer and we have to do it on all draws because we can't know
without analyzing indices when a game is going to read vertex data out
of bounds.

This is not a problem on OpenGL's BufferAddressRangeNV because it takes
a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes
buffers and offsets (the length is implicit in VkBuffer). It isn't a
problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on
IASetVertexBuffers takes SizeInBytes as a parameter (although I am not
familiar with robustness on D3D12).

Currently this only implements buffer ranges for vertex buffers,
although indices can also be affected. A KHR_robustness profile is not
created, but Nvidia's driver reads out of bound vertex data as zero
anyway, this might have to be changed in the future.

- Fixes SMO random triangles when capturing an enemy, getting hit, or
looking at the environment on certain maps.
2020-06-24 02:36:14 -03:00
ReinUsesLisp 32485917ba gl_buffer_cache: Mark buffers as resident
Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
2020-06-24 02:36:14 -03:00
ReinUsesLisp 73fb3a304b gl_device: Expose NV_vertex_buffer_unified_memory except on Turing
Expose NV_vertex_buffer_unified_memory when the driver supports it.

This commit adds a function the determine if a GL_RENDERER is a Turing
GPU. This is required because on Turing GPUs Nvidia's driver crashes
when the buffer is marked as resident or on DeleteBuffers. Without a
synchronous debug output (single threaded driver), it's likely that
the driver will crash in the first blocking call.
2020-06-24 02:36:14 -03:00
ReinUsesLisp 00c66a7289 gl_stream_buffer: Always use a non-coherent buffer 2020-06-24 02:35:33 -03:00
ReinUsesLisp da79ec9565 gl_stream_buffer: Always use persistent memory maps
yuzu no longer supports platforms without persistent maps.
2020-06-24 02:35:33 -03:00
Rodrigo Locatti b66ccaa376
Merge pull request #4129 from Morph1984/texture-shadow-lod-workaround
gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
2020-06-24 01:51:15 -03:00
David Marcec f5e2aec422 addressed issues 2020-06-24 12:18:33 +10:00
David Marcec 52340e94ac clear mme draw mode
We already draw, so we can clear it
2020-06-24 12:09:04 +10:00
David Marcec fabdf5d385 Addressed issues 2020-06-24 12:09:03 +10:00
David Marcec 74b4334d51 Fix constbuffer for 0217920100488FF7 2020-06-24 12:09:02 +10:00
David Marcec 6ce5f3120b Macro HLE support 2020-06-24 12:09:01 +10:00
bunnei 3bab5a5e4a
Merge pull request #4138 from Morph1984/GyroscopeZeroDriftMode
hid: Implement Get/ResetGyroscopeZeroDriftMode
2020-06-23 21:56:16 -04:00
ReinUsesLisp 9f54cd4dad gl_shader_cache: Avoid use after move for program size
All programs had a size of zero due to this bug, skipping invalidations.

While we are at it, remove some unused forward declarations.
2020-06-23 22:54:42 -03:00
bunnei 1d1489da80
Merge pull request #4128 from lioncash/move2
software_keyboard: Eliminate trivial redundant copies
2020-06-23 18:24:15 -04:00
bunnei bfe2e40882
Merge pull request #4135 from FearlessTobi/port-5324
Port citra-emu/citra#5324: "Update manifest file to include new elements that are introduced with Windows 10 later versions"
2020-06-23 16:03:35 -04:00
bunnei 15aeae3dd3
Merge pull request #4127 from lioncash/dst-typo
texture_cache: Fix incorrect address used in a DeduceSurface() call
2020-06-23 15:59:37 -04:00
bunnei 60da57b518
Merge pull request #3948 from Morph1984/log-cpu-instructions
main/common: Log/append AVX/FMA to the Host CPU string if available and add AVX512 detection
2020-06-23 15:19:47 -04:00
Rodrigo Locatti 2ce3aedda8
Merge pull request #4148 from Morph1984/silence-warnings
Silence miscellaneous warnings
2020-06-23 00:39:04 -03:00
Morph b8798a995b yuzu_tester: Silence type conversion warning 2020-06-22 22:56:15 -04:00
Morph 45dac6bc5c lm: Silence no return value warning 2020-06-22 22:55:32 -04:00
ReinUsesLisp 39ab33ee1c shader/half_set: Implement HSET2_IMM
Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
2020-06-22 20:51:18 -03:00
VolcaEM e193aa3f53
account: Update function tables and add missing classes (#4145)
* account: Update function tables and add missing classes

* clang-format

* Add missing "public"

* Add missing public again

* Add missing final
2020-06-22 16:03:26 -04:00
LC 25174afa79
Merge pull request #4142 from Morph1984/core-arm-logging
arm_dynarmic: Minor logging changes
2020-06-22 14:21:53 -04:00
Fernando Sahmkow 544b15e8e4 TextureCache: Fix case where layer goes off bound.
The returned layer is expected to be between 0 and the depth of the
surface, anything larger is off bounds.
2020-06-22 11:37:40 -04:00
Morph f2df941e8d arm_dynarmic_64: Log the instruction when an exception is raised 2020-06-22 07:00:24 -04:00
Morph e0af4cdf98 arm_dynarmic_32: Log under Core_ARM instead of HW_GPU 2020-06-22 06:59:41 -04:00
Rodrigo Locatti 406d298457
Merge pull request #4110 from ReinUsesLisp/direct-upload-sets
vk_update_descriptor: Upload descriptor sets data directly
2020-06-22 05:02:13 -03:00
bunnei 14a1181a97
Merge pull request #4122 from lioncash/hide
video_core: Eliminate some variable shadowing
2020-06-21 22:38:04 -04:00
bunnei c27c76ed43
Merge pull request #4126 from lioncash/noexcept
vulkan/wrapper: Remove noexcept from GetSurfaceCapabilitiesKHR()
2020-06-21 22:36:14 -04:00
bunnei e8855ed0fc
Merge pull request #4134 from FearlessTobi/port-5322
Port citra-emu/citra#5322: "Fix: fatal error CVT1100 when compiling manifest file"
2020-06-21 22:35:17 -04:00
Morph 0235915baa hid: Implement Get/ResetGyroscopeZeroDriftMode
- Used by Captain Toad Treasure Tracker
2020-06-21 16:25:41 -04:00
VolcaEM 409fedaf97
Correct function name (2/2) 2020-06-21 18:10:23 +02:00
VolcaEM 182ac8a504
Correct function name (1/2) 2020-06-21 18:09:14 +02:00
VolcaEM 23d57ed4f7
Clang-format 2020-06-21 06:17:46 +02:00
VolcaEM d11b04ed46
Remove unnecessary conversion 2020-06-21 06:16:03 +02:00
VolcaEM 606e833d26
Address review comment by Lioncash
Co-authored-by: LC <mathew1800@gmail.com>
2020-06-21 06:12:23 +02:00
VolcaEM b81af6ae9b
Add a "Open Mods Page" button to the GUI 2020-06-21 06:09:28 +02:00
Morph f77c897b8d gl_shader_decompiler: Enable GL_EXT_texture_shadow_lod if available
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround.
2020-06-20 23:02:29 -04:00
Morph 1e65da971b gl_device: Check for GL_EXT_texture_shadow_lod 2020-06-20 22:14:32 -04:00
bunnei f98bf1025f
Merge pull request #4120 from lioncash/arb
gl_arb_decompiler: Avoid several string copies
2020-06-20 22:11:49 -04:00
FearlessTobi 20ed33b53b Update manifest file to include new elements that are introduced with Windows 10 later versions
Co-Authored-By: dragios <dragios@users.noreply.github.com>
2020-06-21 03:17:55 +02:00
FearlessTobi a8674a7b86 Fix: fatal error CVT1100 when compiling manifest file
Occurs when doing a local compile in MSVC build. The compiler I'm using is as below:
Microsoft Visual Studio Community 2019 Preview
Version 16.6.0 Preview 5.0

Fixes this error:
CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409
LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

I have put 0 since previous name was 1. If have other names in mind, please let me know.

Co-Authored-By: dragios <dragios@users.noreply.github.com>
2020-06-21 03:11:23 +02:00
LC c6ba7a228d
Merge pull request #4133 from MerryMage/macrojit-shifts
macro_jit_x64: Use ecx for shift register
2020-06-20 19:58:51 -04:00