yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0
Commit Graph

11954 Commits

Author SHA1 Message Date
Lioncash f10ea944e0 gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constant
Given this isn't used, this can be removed entirely.
2020-01-14 13:16:52 -05:00
Lioncash 4cd5ad90f3 gl_shader_cache: std::move entries in CachedShader constructor
Avoids several reallocations of std::vector instances where applicable.
2020-01-14 13:14:16 -05:00
Lioncash 15a6840e7a gl_shader_cache: Remove unused entries variable in BuildShader()
Eliminates a few unnecessary constructions of std::vectors.
2020-01-14 13:11:49 -05:00
bunnei 55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
bunnei 15788ffcde
Merge pull request #3288 from ReinUsesLisp/uncurse-aoffi
shader_ir/texture: Simplify AOFFI code
2020-01-13 23:52:12 -05:00
bunnei 6985eea519
Merge pull request #3290 from ReinUsesLisp/gl-clamp
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
2020-01-13 19:16:06 -05:00
bunnei e749f17257
Merge pull request #3292 from degasus/heap_space_fix
core/kernel: Fix GetTotalPhysicalMemoryUsed.
2020-01-13 19:15:43 -05:00
ReinUsesLisp 09e17fbb0f vk_texture_cache: Implement generic texture cache on Vulkan
It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
2020-01-13 20:37:50 -03:00
ReinUsesLisp 2b2712fa95 texture_cache/surface_params: Make GetNumLayers public 2020-01-13 20:35:43 -03:00
Bartosz Kaszubowski da3049aa74 GUI: add few missing hotkeys to main menu 2020-01-13 00:49:44 +01:00
CJBok 83be9fc96d Merge remote-tracking branch 'upstream/master' 2020-01-12 23:21:30 +01:00
Bartosz Kaszubowski 6726e8b784 GUI/configure: resize hotkeys column to content 2020-01-12 22:46:28 +01:00
Markus Wick c76ffa5019 core/kernel: Fix GetTotalPhysicalMemoryUsed.
module._memory was already moved over to a new shared_ptr.
So code_memory_size was not increased at all.

This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB.

This fixes a regression of c0a01f3adc
2020-01-11 14:04:44 +01:00
Rodrigo Locatti b1138e5ea1
vk_compute_pass: Address feedback
Comment hardcoded SPIR-V modules.
2020-01-10 22:46:34 -03:00
ReinUsesLisp 3d46709b7f maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
2020-01-10 17:12:50 -03:00
ReinUsesLisp 13021b534c shader_ir/texture: Simplify AOFFI code 2020-01-09 03:50:37 -03:00
ReinUsesLisp e2a2a556b9 shader_ir/memory: Implement u16 and u8 for STG and LDG
Using the same technique we used for u8 on LDG, implement u16.

In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
CJBok ae7fd01e38 hid: Fix analog sticks directional states 2020-01-09 02:40:55 +01:00
ReinUsesLisp 908e085d02 vk_compute_pass: Add compute passes to emulate missing Vulkan features
This currently only supports quad arrays and u8 indices.

In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.

The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
2020-01-08 19:24:26 -03:00
ReinUsesLisp 82a64da077 vk_shader_util: Add helper to build SPIR-V shaders 2020-01-08 19:22:20 -03:00
Fernando Sahmkow 80436c1330
Merge pull request #3279 from ReinUsesLisp/vk-pipeline-cache
vk_pipeline_cache: Initial implementation
2020-01-08 17:31:20 -04:00
bunnei 319c4d2108
Merge pull request #3272 from bunnei/vi-close-layer
service: vi: Implement CloseLayer.
2020-01-07 12:45:34 -05:00
ReinUsesLisp 6888d776ff vk_pipeline_cache: Initial implementation
Given a pipeline key, this cache returns a pipeline abstraction (for
graphics or compute).
2020-01-06 22:02:26 -03:00
ReinUsesLisp 2effdeb924 vk_graphics_pipeline: Initial implementation
This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.

It takes advantage of the few dynamic states Vulkan offers.
2020-01-06 22:02:26 -03:00
ReinUsesLisp dc96a59fa0 vk_compute_pipeline: Initial implementation
This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00
ReinUsesLisp b392a5986e vk_pipeline_cache: Add file and define descriptor update template filler
This function allows us to share code between compute and graphics
pipelines compilation.
2020-01-06 22:02:26 -03:00
ReinUsesLisp 3142f1b597 fixed_pipeline_state: Add depth clamp 2020-01-06 22:02:26 -03:00
ReinUsesLisp 9c548146ca vk_rasterizer: Add placeholder 2020-01-06 22:02:26 -03:00
bunnei 5be00cba15
Merge pull request #3276 from ReinUsesLisp/pipeline-reqs
vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
2020-01-06 17:03:34 -05:00
bunnei ee9b4a7f9a
Merge pull request #3278 from ReinUsesLisp/vk-memory-manager
renderer_vulkan: Buffer cache, stream buffer and memory manager changes
2020-01-06 17:03:04 -05:00
ReinUsesLisp 5aeff9aff5 vk_renderpass_cache: Initial implementation
The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
2020-01-06 18:28:32 -03:00
ReinUsesLisp 322d6a0311 vk_update_descriptor: Initial implementation
The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
2020-01-06 18:28:32 -03:00
ReinUsesLisp 5b01f80a12 vk_stream_buffer/vk_buffer_cache: Avoid halting and use generic cache
The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).

To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.

On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
2020-01-06 18:13:41 -03:00
ReinUsesLisp ceb851b590 vk_memory_manager: Misc changes
* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.

* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.

* Improve messages on exceptional situations.

* Fix typos "requeriments" -> "requirements".

* Small style changes.
2020-01-06 18:13:41 -03:00
ReinUsesLisp 85bb6a6f08 vk_buffer_cache: Temporarily remove buffer cache
This is intended for a follow up commit to avoid circular dependencies.
2020-01-06 17:58:46 -03:00
bunnei 984563b773
Merge pull request #3277 from ReinUsesLisp/make-current
yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
2020-01-06 14:09:19 -05:00
ReinUsesLisp 8306703a7d yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
MakeCurrent is a costly (according to Nsight's profiler it takes a tenth
of a millisecond to complete), and we don't have a reason to call it
because:
- Qt no longer signals a warning if it's not called
- yuzu no longer supports macOS
2020-01-06 14:02:47 -03:00
bunnei 09908207fb
Merge pull request #3261 from degasus/page_table
core/memory + arm/dynarmic: Use a global offset within our arm page table.
2020-01-06 11:56:59 -05:00
bunnei 89fc75d769
Merge pull request #3257 from degasus/no_busy_loops
video_core: Block in WaitFence.
2020-01-06 00:09:57 -05:00
Fernando Sahmkow 56e450a3f7
Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
bunnei 6fe51f398f
Merge pull request #2945 from FernandoS27/fix-bcat
nifm: Only return that there's an internet connection when there's a BCATServer
2020-01-05 02:17:16 -05:00
bunnei be5c149d37 service: time: Implement GetStandardLocalSystemClock. 2020-01-04 22:18:54 -05:00
bunnei cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
bunnei 361285add9 time: Remove overflow error checking (currently breaks ADO builds). 2020-01-04 13:48:31 -05:00
bunnei a4e840181c service: time: Implement GetClockSnapshotFromSystemClockContext. 2020-01-04 13:48:30 -05:00
bunnei fab2607c6b service: time: Implement IsStandardNetworkSystemClockAccuracySufficient. 2020-01-04 13:48:30 -05:00
bunnei 4414640285 system_archive: Add a basic HLE implementation for time zone binary. 2020-01-04 13:48:29 -05:00
bunnei 78f977c980 service: time: Rewrite implementation of glue services. 2020-01-04 13:48:29 -05:00
Fernando Sahmkow 3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
bunnei 5135b74179 core: Initialize several structs that make use of Common::UUID. 2020-01-04 13:29:55 -05:00
Fernando Sahmkow a1667a7b46 Shader_IR: Implement TXD Array.
This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
bunnei 64c5631579 service: vi: Implement CloseLayer.
- Needed for Undertale.
2020-01-04 00:45:06 -05:00
Rodrigo Locatti 6e347d8d1b
Update src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03 17:34:30 -03:00
bunnei 624a0f7f3f
Merge pull request #3247 from FernandoS27/remap-fix
NvServices: Correct Ioctl Remap.
2020-01-03 12:30:56 -05:00
CJBok 2fa9a96309 const correction 2020-01-03 10:30:51 +01:00
CJBok 90f9c830ca clang 2020-01-03 09:31:54 +01:00
CJBok 351e3fb72e
Update configure_input_player.cpp 2020-01-03 09:11:34 +01:00
CJBok 4a566b9828 Added deadzone controls for sdl engine at input settings 2020-01-03 08:54:57 +01:00
ReinUsesLisp 0d6d8129c4 yuzu: Remove Maxwell debugger
This was carried from Citra and wasn't really used on yuzu. It also adds
some runtime overhead. This commit removes it from yuzu's codebase.
2020-01-02 23:09:44 -03:00
bunnei ae0e481677
Merge pull request #3243 from ReinUsesLisp/topologies
maxwell_to_gl: Implement missing primitive topologies
2020-01-01 20:33:33 -05:00
ReinUsesLisp 1fe7df4517 vk_descriptor_pool: Initial implementation
Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.

If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
2020-01-01 16:44:06 -03:00
Markus Wick 0986caa8d8 core/memory + arm/dynarmic: Use a global offset within our arm page table.
This saves us two x64 instructions per load/store instruction.

TODO: Clean up our memory code. We can use this optimization here as well.
2020-01-01 12:24:54 +01:00
bunnei 028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
Fernando Sahmkow 7bd447355f
Merge pull request #3248 from ReinUsesLisp/vk-image
vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
Rodrigo Locatti 4cbb363d3f
vk_image: Avoid unnecesary equals 2019-12-30 13:28:23 -03:00
Fernando Sahmkow 287d5921cf
Merge pull request #3249 from ReinUsesLisp/vk-staging-buffer-pool
vk_staging_buffer_pool: Add a staging pool for temporary operations
2019-12-30 12:25:59 -04:00
Markus Wick cb9dd01ffd video_core: Block in WaitFence.
This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.

This might also increase the performance as the other cores might be allowed to clock higher.
2019-12-30 13:04:53 +01:00
Rodrigo Locatti f2c61bbe13
vk_staging_buffer_pool: Initialize last epoch to zero 2019-12-29 19:19:43 -03:00
Fernando Sahmkow f846e3d6d0
Merge pull request #3250 from ReinUsesLisp/empty-fragment
gl_rasterizer: Allow rendering without fragment shader
2019-12-28 14:33:53 -04:00
bunnei 8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
ReinUsesLisp 5b989f189f
gl_rasterizer: Allow rendering without fragment shader
Rendering without a fragment shader is usually used in depth-only
passes.
2019-12-26 16:38:49 -03:00
ReinUsesLisp 3813af2f3c
vk_staging_buffer_pool: Add a staging pool for temporary operations
The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.

It automatically deletes unused buffers.
2019-12-25 18:12:17 -03:00
ReinUsesLisp c83bf7cd1e
vk_image: Add an image object abstraction
This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.

To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.

Image transitions are deferred to the scheduler command buffer.
2019-12-25 18:00:16 -03:00
Fernando Sahmkow a5bb1ac6e3 NvServices: Correct Ioctl Remap.
This commit corrects a padding value in Ioctl Remap that was actually an 
offset to the mapping address.
2019-12-25 14:37:28 -04:00
Fernando Sahmkow 5619d24377
Merge pull request #3244 from ReinUsesLisp/vk-fps
fixed_pipeline_state: Define structure and loaders
2019-12-25 14:31:29 -04:00
bunnei 4af569ee47
Merge pull request #3236 from ReinUsesLisp/rasterize-enable
gl_rasterizer: Implement RASTERIZE_ENABLE
2019-12-24 22:54:10 -05:00
ReinUsesLisp b9e3f5eb36
fixed_pipeline_state: Define symetric operator!= and mark as noexcept
Marks as noexcept Hash, operator== and operator!= for consistency.
2019-12-24 18:24:08 -03:00
ReinUsesLisp 4a3026b16b
fixed_pipeline_state: Define structure and loaders
The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.

In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
2019-12-22 22:59:11 -03:00
ReinUsesLisp 5770418fb3
maxwell_3d: Add depth bounds registers 2019-12-22 22:55:06 -03:00
ReinUsesLisp 91d35559e5
maxwell_to_gl: Implement missing primitive topologies
Many of these topologies are exclusively available in OpenGL.
2019-12-22 22:33:01 -03:00
bunnei e976d0e924
Merge pull request #3241 from ReinUsesLisp/gl-shader-cache
gl_shader_cache: Style changes
2019-12-22 16:23:46 -05:00
bunnei 1e76655f83
Merge pull request #3238 from ReinUsesLisp/vk-resource-manager
vk_resource_manager: Catch device losses and other changes
2019-12-22 15:57:16 -05:00
bunnei 0f3ac9cfeb
Merge pull request #3203 from FernandoS27/tex-cache-fixes
Texture Cache: Add HLE methods for building 3D textures
2019-12-22 14:25:13 -05:00
Fernando Sahmkow 3dc585d011
Merge pull request #3237 from ReinUsesLisp/vk-shader-decompiler
vk_shader_decompiler: Misc changes
2019-12-22 12:36:56 -04:00
Fernando Sahmkow 218ee18417 Texture Cache: Improve documentation 2019-12-22 12:29:23 -04:00
Fernando Sahmkow a3916588b6 Texture Cache: Address Feedback 2019-12-22 12:24:34 -04:00
Fernando Sahmkow 51c9e98677 Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
2019-12-22 12:24:34 -04:00
Fernando Sahmkow aea978e037
Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22 11:23:09 -04:00
Fernando Sahmkow 27efcc15e9
Merge pull request #3240 from ReinUsesLisp/decomp-cond-code
vk_shader_decompiler: Use Visit instead of reimplementing it
2019-12-22 11:20:55 -04:00
bunnei 16dcfacbfc
Merge pull request #3235 from ReinUsesLisp/ldg-u8
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp 1e16023d60
gl_shader_cache: Update commentary for shared memory
Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.

While we are at it sort the generated code to put preprocessor lines on
the top.
2019-12-20 22:51:21 -03:00
ReinUsesLisp 486c6a5316
gl_shader_cache: Remove unused entry in GetPrimitiveDescription 2019-12-20 22:49:30 -03:00
ReinUsesLisp af93909c9c
vk_shader_decompiler: Use Visit instead of reimplementing it
ExprCondCode visit implements the generic Visit. Use this instead of
that one.

As an intended side effect this fixes unwritten memory usages in cases
when a negation of a condition code is used.
2019-12-20 21:36:25 -03:00
ReinUsesLisp 38d3a48873
shader/p2r: Implement P2R Pr
P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp cf27b59493
shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
bunnei 7be65c6a68
Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
bunnei 6d55b14cc0
Merge pull request #3233 from ReinUsesLisp/mismatch-sizes
shader/texture: Properly shrink unused entries in size mismatches
2019-12-19 20:40:27 -05:00
ReinUsesLisp e41da22c8d
vk_resource_manager: Add entry to VKFence to test its usage 2019-12-19 16:31:34 -03:00
ReinUsesLisp ec983a2451
vk_reosurce_manager: Add assert for releasing fences
Notify the programmer when a request to release a fence is invalid
because the fence is already free.
2019-12-19 16:31:34 -03:00
ReinUsesLisp 6ddffa010a
vk_resource_manager: Implement VKFenceWatch move constructor
This allows us to put VKFenceWatch inside a std::vector without storing
it in heap. On move we have to signal the fences where the new protected
resource is, adding some overhead.
2019-12-19 16:31:34 -03:00
ReinUsesLisp 54747d60bc
vk_device: Add entry to catch device losses
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
2019-12-19 16:31:33 -03:00
ReinUsesLisp 2a63b3bdb9
vk_shader_decompiler: Fix full decompilation
When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
2019-12-19 16:24:45 -03:00
ReinUsesLisp de918ebeb0
vk_shader_decompiler: Skip NDC correction when it is native
Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
2019-12-19 16:24:45 -03:00
ReinUsesLisp 485c21eac3
vk_shader_decompiler: Normalize output fragment attachments
Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
2019-12-19 16:24:45 -03:00
bunnei 1eb4a95d2b
Merge pull request #3232 from ReinUsesLisp/gl-decompiler-images
gl_shader_decompiler: Add missing DeclareImages
2019-12-19 11:32:47 -05:00
bunnei 253aa52351
Merge pull request #3231 from ReinUsesLisp/tld4s-encoding
shader_bytecode: Fix TLD4S encoding
2019-12-19 11:32:25 -05:00
ReinUsesLisp f4a25f854c
vk_device: Add query for RGBA8Uint 2019-12-19 02:08:29 -03:00
ReinUsesLisp abb33d4aec
vk_shader_decompiler: Update sirit and implement Texture AOFFI 2019-12-19 01:42:13 -03:00
bunnei d53cf05513
Merge pull request #3221 from ReinUsesLisp/vk-scheduler
vk_scheduler: Delegate commands to a worker thread and state track
2019-12-18 22:04:08 -05:00
ReinUsesLisp da0aa4da6b
gl_rasterizer: Implement RASTERIZE_ENABLE
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.

NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -03:00
ReinUsesLisp ae8d4b6c0c
shader/memory: Implement LDG.U8 and unaligned U8 loads
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.

To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:

result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp a7d6bd1ef1
shader/conversion: Implement byte selector in I2F
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
ReinUsesLisp 15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp e438079b50
gl_shader_decompiler: Add missing DeclareImages 2019-12-17 23:34:15 -03:00
ReinUsesLisp 8b26b4228b
shader_bytecode: Fix TLD4S encoding 2019-12-17 23:32:10 -03:00
bunnei 8825b88a45
Merge pull request #3173 from yuzu-emu/bunnei-spscqueue
common: SPSCQueue: Notify after incrementing queue size.
2019-12-17 14:11:20 -05:00
bunnei 67b8ecc73e common: SPSCQueue: Notify after incrementing queue size. 2019-12-16 20:39:53 -05:00
ReinUsesLisp b52297767e
renderer_vulkan/shader: Add helper GLSL shaders
These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.

quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
2019-12-16 17:59:08 -03:00
bunnei 65b1b05e05
Merge pull request #3182 from ReinUsesLisp/renderer-opengl
renderer_opengl: Miscellaneous clean ups
2019-12-16 13:01:04 -05:00
ReinUsesLisp e09c1fbc1f
shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
ReinUsesLisp 844e4a297b
shader/texture: Enable arrayed TLD4 2019-12-16 02:37:21 -03:00
ReinUsesLisp a87c85eba2
gl_shader_decompiler: Rename "sepparate" to "separate" 2019-12-16 02:12:51 -03:00
ReinUsesLisp 3d2c44848b
shader/texture: Implement AOFFI for TLD4S 2019-12-16 02:06:42 -03:00
ReinUsesLisp 3d9fff82c0
shader/texture: Remove unnecesary parenthesis 2019-12-16 01:52:33 -03:00
Rodrigo Locatti eac075692b
Merge pull request #3219 from FernandoS27/fix-bindless
Corrections and fixes to TLD4S & bindless samplers failing
2019-12-16 01:26:11 -03:00
bunnei 3d51153611
Merge pull request #3222 from ReinUsesLisp/maxwell-to-vk
maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
2019-12-14 22:30:12 -05:00
bunnei 035ec7d9de
Merge pull request #3213 from ReinUsesLisp/intel-mesa
gl_device: Enable compute shaders for Intel Mesa drivers
2019-12-14 16:04:31 -05:00
bunnei 2b650543c6
Merge pull request #3212 from ReinUsesLisp/fix-smem-lmem
gl_shader_cache: Add missing new-line on emitted GLSL
2019-12-13 21:35:29 -05:00
ReinUsesLisp e3ea583893
maxwell_to_vk: Improve image format table and add more formats
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
2019-12-13 03:12:29 -03:00
ReinUsesLisp f27b21077d
maxwell_to_vk: Implement more vertex formats 2019-12-13 03:12:28 -03:00
ReinUsesLisp 8db8631d81
maxwell_to_vk: Implement more primitive topologies
Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
2019-12-13 03:12:28 -03:00
ReinUsesLisp 15513f0801
maxwell_to_vk: Approach GL_CLAMP closer to the GL spec
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
2019-12-13 03:12:28 -03:00
ReinUsesLisp f845df8651
maxwell_to_vk: Use VK_EXT_index_type_uint8 when available 2019-12-13 02:37:23 -03:00
ReinUsesLisp 2df9a2dcaf
vk_scheduler: Delegate commands to a worker thread and state track
Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk

Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
2019-12-13 02:24:48 -03:00
bunnei 6d0d79109b
Merge pull request #3214 from lioncash/svc-func
kernel/svc: Amend function signature of SignalProcessWideKey
2019-12-12 21:32:36 -05:00
bunnei 8fc49a83b6
Merge pull request #3217 from jhol/fix-boost-include
Added missing include
2019-12-11 22:21:24 -05:00
Fernando Sahmkow c0ee0aa1a8 Shader_IR: Correct TLD4S Depth Compare. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow af89723fa3 Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow 84a158c977 Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations. 2019-12-11 19:53:16 -04:00
Fernando Sahmkow 271a3264f3 Shader_Ir: default failed tracks on bindless samplers to null values. 2019-12-11 19:53:16 -04:00
Fernando Sahmkow 1d2ba3cc97 Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented.
This commit ensures the OGL backend does not execute tesselation shader 
stages as they are currently unimplemented.
2019-12-11 15:41:26 -04:00
bunnei 1a66cde175
Merge pull request #3210 from ReinUsesLisp/memory-barrier
shader: Implement MEMBAR.GL
2019-12-11 14:24:39 -05:00
Joel Holdsworth e9faa1617c Added missing include 2019-12-11 18:11:49 +00:00
Fernando Sahmkow 22c6b9fab2 Kernel: Correct behavior of Address Arbiter threads. (#3165)
* Kernel: Correct behavior of Address Arbiter threads.

This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.

* Kernel: Address Feedback.
2019-12-11 10:55:38 -05:00
Lioncash 30e365e4fc kernel/svc: Correct function signature of SignalProcessWideKey
This function doesn't actually return a result code, so we can amend the
signature of it to match.
2019-12-11 07:13:27 -05:00
ReinUsesLisp f564eaebed
gl_device: Enable compute shaders for Intel Mesa drivers
Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
2019-12-11 00:00:30 -03:00
ReinUsesLisp 48e16c4c49
gl_shader_cache: Add missing new-line on emitted GLSL
Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).

It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16

It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
2019-12-10 23:52:51 -03:00
bunnei 34f8881d3e
Merge pull request #3201 from lioncash/dump
kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
2019-12-10 21:48:37 -05:00
Fernando Sahmkow 7ffb672f61 Maxwell3D: Implement Depth Mode.
This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
ReinUsesLisp 425a254fa2
shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp 233ed96a5c
vk_shader_decompiler: Fix build issues on old gcc versions 2019-12-10 01:55:38 -03:00
ReinUsesLisp d30cf51d7d
vk_shader_decompiler: Reduce YNegate's severity 2019-12-09 23:52:28 -03:00
ReinUsesLisp 0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp ecbfa416f0
vk_shader_decompiler: Misc changes
Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
2019-12-09 23:51:57 -03:00
ReinUsesLisp 9ad6327fbd
shader: Keep track of shaders using warp instructions 2019-12-09 23:40:41 -03:00
ReinUsesLisp 6233b1db08
shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
ReinUsesLisp 19ce0d4f1a
vk_device: Misc changes
- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
2019-12-09 01:04:48 -03:00
bunnei faf5ae6a50
Merge pull request #3198 from ReinUsesLisp/tessellation-maxwell
maxwell_3d: Add tessellation state entries
2019-12-08 22:28:25 -05:00
ReinUsesLisp 7ea362e134
externals: Update Vulkan-Headers 2019-12-08 22:08:19 -03:00
Rodrigo Locatti e54699565a
Merge pull request #3199 from ReinUsesLisp/vk-swapchain
vk_swapchain: Add support for swapping sRGB
2019-12-08 21:53:22 -03:00
Lioncash c3e43c7e81 kernel: Remove unnecessary includes
Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
2019-12-07 22:37:05 -05:00
Lioncash 67b8265bd6 kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).

While we're at it, we can also correct the names of both of these
supervisor calls.
2019-12-07 22:01:17 -05:00
ReinUsesLisp f632d00eb1
vk_swapchain: Add support for swapping sRGB
We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
2019-12-06 22:42:08 -03:00
ReinUsesLisp 36651f215a
maxwell_3d: Add tessellation tess level registers 2019-12-06 22:08:22 -03:00
ReinUsesLisp 707bf41c6f
maxwell_3d: Add tessellation mode register 2019-12-06 22:07:31 -03:00
ReinUsesLisp d2b50c5ebd
maxwell_3d: Add patch vertices register 2019-12-06 22:06:53 -03:00
bunnei 4bbb22a477
Merge pull request #3195 from FernandoS27/clear-exclusive
CpuCore: Clear exclusive state after doing a run in dynarmic.
2019-12-06 20:00:23 -05:00
ReinUsesLisp 74f515e8b6
shader_bytecode: Remove corrupted character 2019-12-06 20:31:56 -03:00
bunnei e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Fernando Sahmkow 40cd4df584 CpuCore: Clear exclusive state after doing a run in dynarmic.
This commit corrects an error in which a Core could remain with an
exclusive state after running, leaving space for possible race
conditions between changing cores.
2019-12-05 18:08:59 -04:00
ReinUsesLisp be9f80ef56
telemetry_session: Report renderer backend
We only have OpenGL as an option for now. Hardcode the entry.
2019-12-02 16:50:39 -03:00
ReinUsesLisp 526e533e90
telemetry_session: Use temporary to avoid writing the same enum 2019-12-02 16:49:46 -03:00
bunnei 3c1b6b5723
Merge pull request #2987 from FernandoS27/texture-invalid
Texture_Cache: Redo invalid Surfaces handling.
2019-12-02 12:07:05 -05:00
bunnei 5c7253f8d3
Merge pull request #3177 from bunnei/new-ipc-req
kernel: Implement a more accurate IPC dispatch.
2019-11-30 18:56:35 -05:00
bunnei 930b7c18a6
Merge pull request #3184 from ReinUsesLisp/framebuffer-cache
gl_framebuffer_cache: Optimize framebuffer cache management
2019-11-30 18:46:40 -05:00
ReinUsesLisp ff64c3951a
texture_cache/surface_base: Fix out of bounds texture views
Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.

Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
2019-11-29 16:51:14 -03:00
ReinUsesLisp fb6cf12a17
gl_framebuffer_cache: Optimize framebuffer key
Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
2019-11-28 23:02:20 -03:00
ReinUsesLisp c34da106ed
gl_rasterizer: Re-enable framebuffer cache for clear buffers 2019-11-28 23:02:20 -03:00
ReinUsesLisp e6a0a30334
renderer_opengl: Make ScreenRectVertex's constructor constexpr 2019-11-28 20:36:02 -03:00
ReinUsesLisp dee7844443
renderer_opengl: Remove C casts 2019-11-28 20:28:27 -03:00
ReinUsesLisp 3a44faff11
renderer_opengl: Use explicit binding for presentation shaders 2019-11-28 20:25:56 -03:00
ReinUsesLisp 75cc501d52
renderer_opengl: Drop macros for message decorations 2019-11-28 20:15:25 -03:00
ReinUsesLisp 056f049b26
renderer_opengl: Move static definitions to anonymous namespace 2019-11-28 20:14:40 -03:00
ReinUsesLisp 4589582eaf
renderer_opengl: Move commentaries to header file 2019-11-28 20:11:03 -03:00
bunnei c3d3b173d3 kernel: Implement a more accurate IPC dispatch. 2019-11-28 12:01:53 -05:00
bunnei e3ee017e91
Merge pull request #3169 from lioncash/memory
core/memory: Deglobalize memory management code
2019-11-28 11:43:17 -05:00
bunnei fe65045dcb
Merge pull request #3171 from lioncash/internal-link
filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
2019-11-28 01:18:10 -05:00
Morph e0242a4654 patch_manager: Adds check for disabled cheats to prevent them from being enabled (#3178)
* Adds check for disabled cheats to prevent them from being added to the CheatList

* Address feedback
2019-11-28 01:17:17 -05:00
bunnei c47fc3301d
Merge pull request #3170 from lioncash/enum
file_sys/directory: Make EntryType an enum class
2019-11-27 23:23:01 -05:00
Rodrigo Locatti 913d0bb269
Merge pull request #3174 from lioncash/optional
video_core/gpu_thread: Tidy up SwapBuffers()
2019-11-27 20:35:31 -03:00
Lioncash aed6d8bef5 video_core/gpu_thread: Tidy up SwapBuffers()
We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
2019-11-27 17:46:11 -05:00
Lioncash 9403979c22 video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash 930e311526 video_core/const_buffer_locker: Remove unused includes 2019-11-27 05:51:13 -05:00
Lioncash 9341ca7979 video_core/const_buffer_locker: Remove #pragma once from cpp file
Silences a compiler warning.
2019-11-27 05:50:51 -05:00
Lioncash d66ab2b8aa filesys/romfs: Remove unused includes
These inclusions aren't used at all within the public interface, so they
can be removed.
2019-11-27 05:29:52 -05:00
Lioncash ba3c55ab7b filesys/romfs: Make ProcessFile and ProcessDirectory internally linked
These functions aren't used outside of this file, so we can place them
within an anonymous namespace.
2019-11-27 05:26:35 -05:00
Lioncash a3149536e2 file_sys/directory: Make EntryType an enum class
This can trivially be an enum class rather than a regular enum, making
it more strongly typed.
2019-11-27 05:11:02 -05:00
Lioncash e7e939104b core/memory; Migrate over SetCurrentPageTable() to the Memory class
Now that literally every other API function is converted over to the
Memory class, we can just move the file-local page table into the Memory
implementation class, finally getting rid of global state within the
memory code.
2019-11-26 21:55:39 -05:00
Lioncash 50a518be69 core/memory: Migrate over GetPointerFromVMA() to the Memory class
Now that everything else is migrated over, this is essentially just code
relocation and conversion of a global accessor to the class member
variable.

All that remains is to migrate over the page table.
2019-11-26 21:55:39 -05:00
Lioncash e4c381b885 core/memory: Migrate over Write{8, 16, 32, 64, Block} to the Memory class
The Write functions are used slightly less than the Read functions,
which make these a bit nicer to move over.

The only adjustments we really need to make here are to Dynarmic's
exclusive monitor instance. We need to keep a reference to the currently
active memory instance to perform exclusive read/write operations.
2019-11-26 21:55:39 -05:00
Lioncash b05bfc6036 core/memory: Migrate over Read{8, 16, 32, 64, Block} to the Memory class
With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.

Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.

For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
2019-11-26 21:55:39 -05:00
Lioncash 89ef3ef575 core/memory: Migrate over ZeroBlock() and CopyBlock() to the Memory class
These currently aren't used anywhere in the codebase, so these are very
trivial to move over to the Memory class.
2019-11-26 21:55:38 -05:00
Lioncash 849581075a core/memory: Migrate over RasterizerMarkRegionCached() to the Memory class
This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
2019-11-26 21:55:38 -05:00
Lioncash b2165c6b35 core/memory: Migrate over ReadCString() to the Memory class
This only had one usage spot, so this is fairly straightforward to
convert over.
2019-11-26 21:55:38 -05:00
Lioncash 3f08e8d8d4 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash 536fc7f0ea core: Prepare various classes for memory read/write migration
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.

Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
2019-11-26 21:55:37 -05:00
Lioncash fc7d0a17b6 core/memory: Move memory read/write implementation functions into an anonymous namespace
These will eventually be migrated into the main Memory class, but for
now, we put them in an anonymous namespace, so that the other functions
that use them, can be migrated over separately.
2019-11-26 21:53:35 -05:00
Lioncash e58748fd80 core/memory: Migrate over address checking functions to the new Memory class
A fairly straightforward migration. These member functions can just be
mostly moved verbatim with minor changes. We already have the necessary
plumbing in places that they're used.

IsKernelVirtualAddress() can remain a non-member function, since it
doesn't rely on class state in any form.
2019-11-26 21:53:34 -05:00
Lioncash 323680e5ad core/memory: Migrate over memory mapping functions to the new Memory class
Migrates all of the direct mapping facilities over to the new memory
class. In the process, this also obsoletes the need for memory_setup.h,
so we can remove it entirely from the project.
2019-11-26 21:53:34 -05:00
Lioncash 4c2ed2706e core/memory: Introduce skeleton of Memory class
Currently, the main memory management code is one of the remaining
places where we have global state. The next series of changes will aim
to rectify this.

This change simply introduces the main skeleton of the class that will
contain all the necessary state.
2019-11-26 21:53:34 -05:00
bunnei 6df6caaf5f
Merge pull request #3143 from ReinUsesLisp/indexing-bug
gl_device: Deduce indexing bug from device instead of heuristic
2019-11-26 21:53:12 -05:00
bunnei ec0ce96c56
core_timing: Use better reference tracking for EventType. (#3159)
* core_timing: Use better reference tracking for EventType.

- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
2019-11-26 21:48:56 -05:00
bunnei 31daaa7911
Merge pull request #3164 from ReinUsesLisp/half-cast-float
gl_shader_decompiler: Fix casts from fp32 to fp16
2019-11-26 09:11:23 -05:00
ReinUsesLisp ef4446cb11
gl_shader_decompiler: Fix casts from fp32 to f16
Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25 22:22:33 -03:00
bunnei f6b9b7910e kernel: Fix reference management for client/server session.
- Fixes shutdown crash and crash in Pokemon SwSh.
2019-11-25 18:17:49 -05:00
ReinUsesLisp 410d44ce05
gl_device: Deduce indexing bug from device instead of heuristic
The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
2019-11-25 16:15:22 -03:00
bunnei 2899c93818
Merge pull request #3158 from ReinUsesLisp/srgb-blit
gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei 50c7539108
Merge pull request #3094 from lioncash/tables
service: Update function tables
2019-11-24 20:30:58 -05:00
bunnei 33a6b45a6c
Merge pull request #3155 from bunnei/fix-asynch-gpu-wait
gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-24 20:19:25 -05:00
bunnei 9046d4a548
kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects. (#3154)
* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.

- See https://github.com/citra-emu/citra/pull/4710 for details.
2019-11-24 20:15:51 -05:00
bunnei b03242067d
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp 74fff717aa
gl_texture_cache: Apply sRGB on blits
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
2019-11-24 18:13:33 -03:00
bunnei b7031b2b9d
Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg
maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24 13:53:23 -05:00
bunnei 7298dcc016
Merge pull request #3156 from bunnei/sys-ticks
svc: GetSystemTick should return cntpct_el0, not core ticks.
2019-11-24 13:52:28 -05:00
bunnei ec8bfe94a7
Merge pull request #3153 from FearlessTobi/port-4964
Port citra-emu/citra#4964: "Unfold UNREACHABLE implementation for dumb compilers"
2019-11-24 02:56:12 -05:00
bunnei e81e0036b4
Merge pull request #3145 from ReinUsesLisp/buffer-cache-init
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-24 02:55:02 -05:00
bunnei 63248f4edd
Update svc.cpp 2019-11-23 16:01:06 -05:00
bunnei 6eaf7ab55f svc: GetSystemTick should return cntpct_el0, not core ticks. 2019-11-23 15:29:15 -05:00
bunnei 9ec84fc592 gpu_thread: Don't spin wait if there are no GPU commands. 2019-11-23 15:17:28 -05:00
bunnei 6a3fc5d2ff
Merge pull request #3114 from FernandoS27/cond-var
Kernel: Correct behavior of Condition Variables to be more similar to real hardware.
2019-11-23 13:24:39 -05:00
bunnei 4ed183ee42
Merge pull request #3141 from ReinUsesLisp/gl-position
gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
bunnei 6e4d46908a
Merge pull request #3130 from FernandoS27/cancel-sync
Kernel: Correct Cancel Synchronization.
2019-11-23 13:23:23 -05:00
Weiyi Wang 49e0a30dbd fix clang-format and lambda capture 2019-11-23 01:30:06 +01:00
Weiyi Wang 9a60d8a430 unfold UNREACHABLE implementation for dumb compilers
We relies on UNREACHABLE's noreturn attribute to eliminate parent's "no return value" warning. However, this was wrapped in a `if(!false)` block, which compilers may not unfold to recognize the noreturn nature.
2019-11-23 01:30:06 +01:00
ReinUsesLisp dc2e83fa31
gl_device: Reserve base bindings on limited devices
SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
2019-11-22 21:28:50 -03:00
ReinUsesLisp e3d7334be9
gl_state: Skip null texture binds
glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp 919ac2c4d3
gl_rasterizer: Disable compute shaders on Intel
Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp 894ad74b87
gl_shader_cache: Hack shared memory size
The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
2019-11-22 21:28:49 -03:00
ReinUsesLisp e35b9597ef
gl_shader_decompiler: Normalize image bindings 2019-11-22 21:28:49 -03:00
ReinUsesLisp 36d9b409fc
gl_shader_decompiler: Normalize cbuf bindings
Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp f936b86c7c
gl_rasterizer: Add missing cbuf counter reset on compute 2019-11-22 21:28:49 -03:00
ReinUsesLisp 180417c514
gl_shader_cache: Remove dynamic BaseBinding specialization 2019-11-22 21:28:49 -03:00
ReinUsesLisp c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp 0f23359a44
gl_rasterizer: Bind graphics images to draw commands
Images were not being bound to draw invocations because these would
require a cache invalidation.
2019-11-22 21:28:48 -03:00
ReinUsesLisp 287ae2b9e8
gl_shader_cache: Specialize local memory size for compute shaders
Local memory size in compute shaders was stubbed with an arbitary size.
This commit specializes local memory size from guest GPU parameters.
2019-11-22 21:28:48 -03:00
ReinUsesLisp dbeb523879
gl_shader_cache: Specialize shared memory size
Shared memory was being declared with an undefined size. Specialize from
guest GPU parameters the compute shader's shared memory size.
2019-11-22 21:28:47 -03:00
ReinUsesLisp 4f5d8e4342
gl_shader_cache: Specialize shader workgroup
Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
2019-11-22 21:28:47 -03:00
ReinUsesLisp dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp 32c1bc6a67
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00