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14149 Commits

Author SHA1 Message Date
ReinUsesLisp b67360c0f8 vk_shader_decompiler: Add XFB decorations to generic varyings 2020-03-13 18:33:05 -03:00
ReinUsesLisp 8d5bdcb17b vk_device: Enable VK_EXT_transform_feedback when available 2020-03-13 18:33:05 -03:00
ReinUsesLisp c320702092 vk_device: Shrink formatless capability name size 2020-03-13 18:33:05 -03:00
ReinUsesLisp ae6189d7c2 shader/transform_feedback: Expose buffer stride 2020-03-13 18:33:05 -03:00
ReinUsesLisp 7acebd7eb6 vk_shader_decompiler: Use registry for specialization 2020-03-13 18:33:05 -03:00
ReinUsesLisp 8e9f23f393 gl_rasterizer: Implement transform feedback bindings 2020-03-13 18:33:04 -03:00
ReinUsesLisp 4d711dface gl_shader_decompiler: Decorate output attributes with XFB layout
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
ReinUsesLisp 3dcaa84ba4 shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 -03:00
Fernando Sahmkow 666d431ad8
Merge pull request #3473 from ReinUsesLisp/shader-purge
gl_shader_cache: Rework shader cache and store texture arrays
2020-03-13 16:26:24 -04:00
Rodrigo Locatti 244fe13219
Merge branch 'master' into shader-purge 2020-03-13 16:44:06 -03:00
bunnei b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
Nguyen Dac Nam 829f424618
nit & remove some optional param 2020-03-13 20:47:38 +07:00
Nguyen Dac Nam a166217480
shader_decode: implement XMAD mode CSfu 2020-03-13 19:01:49 +07:00
makigumo 753bc2026f
fix formatting 2020-03-13 11:37:24 +01:00
makigumo 54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32 2020-03-13 11:26:13 +01:00
Nguyen Dac Nam 00607fe1e0
clang-format 2020-03-13 15:38:57 +07:00
Nguyen Dac Nam 325977c0c6
Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam 70ff82f72d
shader_decode: BFE add ref of reverse parallel method. 2020-03-13 14:20:18 +07:00
Nguyen Dac Nam 96a4abe12d
shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
Nguyen Dac Nam 93547cac68
shader_bytecode: update BFE instructions struct. 2020-03-13 12:52:16 +07:00
Nguyen Dac Nam 911c56ccef
node_helper: add IBitfieldExtract case 2020-03-13 12:50:32 +07:00
Nguyen Dac Nam 465ba30d08
shader_decode: Reimplement BFE instructions 2020-03-13 12:48:01 +07:00
ReinUsesLisp e24197bb3f gl_shader_decompiler: Initialize gl_Position on vertex shaders 2020-03-12 23:31:06 -03:00
Fernando Sahmkow 00e9ba0603
Merge pull request #3483 from namkazt/patch-1
vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
Fernando Sahmkow f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
ReinUsesLisp 3a10016e38 gl_shader_decompiler: Add missing {} on smem GLSL emission 2020-03-12 21:50:37 -03:00
ReinUsesLisp 4dcca90ef4 video_core: Implement RGBA16_SNORM
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp e22816a5bb texture_cache: Report incompatible textures as black
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.

We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.

As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
ReinUsesLisp daae6a323b texture_cache/surface_params: Force depth=1 on 2D textures
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
ReinUsesLisp 38fe070d78 gl_shader_decompiler: Add layer component to texelFetch
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
bunnei ca2d228c9d
Merge pull request #3497 from FernandoS27/microprogfile-extend
Small corrections and features to microprofile
2020-03-12 12:14:03 -04:00
bunnei c21dc36cda
Merge pull request #3496 from vitor-k/remove-enum
framebuffer_layout.h: drop the use of enum for screen dimensions
2020-03-12 12:00:39 -04:00
Fernando Sahmkow 95b804ff05 NVFlinger: Do the microprofile Flip after processing a valid frame. 2020-03-12 10:52:44 -04:00
Fernando Sahmkow 448856695a Microprofile: Allow accessing token. 2020-03-12 10:50:48 -04:00
ReinUsesLisp 825d629565 gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
bunnei fce33adcf1
Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
gl_shader_manager: Fix interaction between graphics and compute
2020-03-11 13:51:54 -04:00
Vitor Kiguchi e891ff9a0c framebuffer_layout.h: drop the use of enum for screen dimensions.
+clang format
2020-03-11 14:22:28 -03:00
ReinUsesLisp 8357908099 gl_shader_manager: Fix interaction between graphics and compute
After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
2020-03-11 01:04:52 -03:00
bunnei 503ebe9b96
Merge pull request #3458 from FearlessTobi/voice-issues
cubeb_sink: Don't discard other channels when performing downmixing
2020-03-10 22:18:37 -04:00
ReinUsesLisp e4bc3c3342 gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
ReinUsesLisp eb5861e0a2 engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
ReinUsesLisp b1acb4f73f shader/registry: Address feedback 2020-03-09 18:40:53 -03:00
ReinUsesLisp b1061afed9 gl_shader_decompiler: Add identifier to decompiled code 2020-03-09 18:40:53 -03:00
ReinUsesLisp e612242977 gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09 18:40:53 -03:00
ReinUsesLisp 978172530e const_buffer_engine_interface: Store component types
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp 120f688272 yuzu/loading_screen: Remove unused shader progress mode 2020-03-09 18:40:53 -03:00
ReinUsesLisp e1932351a9 gl_shader_cache: Reduce registry consistency to debug assert
Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
2020-03-09 18:40:07 -03:00
ReinUsesLisp 66a8a3e887 shader/registry: Cache tessellation state 2020-03-09 18:40:07 -03:00
ReinUsesLisp 0528be5c92 shader/registry: Store graphics and compute metadata
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09 18:40:07 -03:00
ReinUsesLisp e8efd5a901 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 -03:00