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2023-04-29Maxwell3D: only update parameters on HighFernando Sahmkow1-0/+3
2023-04-22maxwell_3d: fix out of bounds array access in size estimationLiam1-4/+6
2023-02-14Reimplement the invalidate_texture_data_cache registerKelebek11-0/+4
2023-02-14remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistencyarades791-1/+1
Signed-off-by: arades79 <scravers@protonmail.com>
2023-02-14add static lifetime to constexpr values to force compile time evaluation where possiblearades791-1/+1
Signed-off-by: arades79 <scravers@protonmail.com>
2023-01-18Demote maxwell3d Firmware4 call log to debugKelebek11-1/+1
2023-01-05video_core: Cache GPU internal writes.Fernando Sahmkow1-6/+1
2023-01-05video_core: Implement maxwell3d draw texture methodFeng Chen1-0/+1
2023-01-04Video_core: Address feedbackFernando Sahmkow1-7/+6
2023-01-01Rasterizer: Setup skeleton for Host Conditional renderingFernando Sahmkow1-4/+10
2023-01-01Vulkan: Implement Dynamic State 3Fernando Sahmkow1-1/+0
2023-01-01Vulkan Implement Dynamic State 2 LogicOp and PatchVerticesFernando Sahmkow1-0/+1
2023-01-01DMAPusher: Improve collection of non executing methodsFernando Sahmkow1-0/+94
2023-01-01Revert Buffer cache changes and setup additional macros.Fernando Sahmkow1-17/+9
2023-01-01MacroHLE: Reduce massive calculations on sizing estimation.Fernando Sahmkow1-0/+15
2023-01-01MacroHLE: Add HLE replacement for base vertex and base instance.Fernando Sahmkow1-2/+13
2023-01-01MacroHLE: Add Index Buffer size estimation.Fernando Sahmkow1-0/+7
2023-01-01MacroHLE: Refactor MacroHLE system.Fernando Sahmkow1-0/+37
2023-01-01MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Fernando Sahmkow1-0/+4
2022-12-08video_core: Implement maxwell3d draw manager and split draw logicFeng Chen1-161/+10
2022-12-01video_core: Fine tuning the index drawing judgment logicFeng Chen1-27/+21
2022-11-30Respect render mode overrideKelebek11-29/+39
2022-11-29engines: Remove unnecessary castsLioncash1-6/+6
In a few cases we have some casts that can be trivially removed.
2022-11-24GPU: Fix buffer cache issue, engine upload not inlining memory in multiline and pessismistic invalidation.Fernando Sahmkow1-7/+1
2022-11-22video_core: Optimize maxwell drawing trigger mechanismFengChen1-59/+57
2022-11-17maxwell3d: full HLE for multi-layer clearsLiam1-3/+3
2022-11-11Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation regKelebek11-0/+5
2022-10-31video_core: Fix drawing trigger mechanism regressionFengChen1-32/+25
2022-10-27video_core: Fix drawing trigger mechanism regressionFengChen1-61/+68
2022-10-22video_core: Implement maxwell inline_index methodFengChen1-66/+94
2022-10-21video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen1-151/+106
2022-10-19Maxwell3D/Puller: Fix regressions and syncing issues.Fernando Sahmkow1-10/+7
2022-10-10Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong.Kelebek11-4/+4
2022-10-07Update 3D regsKelebek11-164/+172
2022-10-06NVDRV: Further improvements.Fernando Sahmkow1-13/+5
2022-10-06DMA & InlineToMemory Engines Rework.bunnei1-2/+3
2022-10-06Maxwell3D: Add small_index_2Fernando Sahmkow1-0/+2
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow1-3/+21
2022-06-02Maxwell3D: Fix 3D semaphore counter type 0 handlingBilly Laws1-2/+2
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-05-10video_core/macro: clear code on upload address assignmentLiam1-0/+2
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-14maxwell3d: add small_index_2 registerLiam1-0/+5
2022-03-15maxwell_3d: Implement a safer CB data uploadameerj1-56/+11
This makes constant buffer uploads safer and more accurate by updating the GPU memory as soon as the CB Data method is invoked. The previous implementation was deferring the updates until a different maxwell 3d method was detected, then writing all CB data at once.
2022-03-14Maxwell3D: restore original topology when topology overrides are disabledbyte[]1-0/+2
2022-03-14Maxwell3D: Use override constants from nouveauLiam1-1/+22
This fixes some incorrect rendering in Sunshine
2022-03-12Maxwell3D: Restrict topology override effect to after the register is setLiam1-1/+4
2022-03-11Maxwell3D: mark index buffers as dirty after updating countsLiam1-0/+2
2022-03-11Maxwell3D: read small-index draw and primitive topology override registersLiam1-0/+14
This allows Galaxy and Sunshine to render for the first time.
2022-01-29Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow1-0/+1
2022-01-25video_core/macro: Remove unused parameter from Execute()Lioncash1-1/+1
Simplifies the function interface.
2021-07-23shader: Unify shader stage typesReinUsesLisp1-1/+0
2021-07-23shader: Remove old shader managementReinUsesLisp1-38/+0
2021-06-01buffer_cache: Simplify uniform disabling logicameerj1-2/+6
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-9/+8
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp1-2/+2
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2021-01-24maxwell_3d: Silence array bounds warningsReinUsesLisp1-34/+34
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-33/+12
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash1-6/+5
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-11-11maxwell_3d: Use insert instead of loop push_backReinUsesLisp1-3/+1
This reduces the overhead of bounds checking on each element. It won't reduce the cost of allocation because usually this vector's capacity is usually large enough to hold whatever we push to it.
2020-11-11maxwell_3d: Move code to separate functionsReinUsesLisp1-151/+116
Deduplicate some code and put it in separate functions so it's easier to understand and profile.
2020-09-22General: Make use of std::nullopt where applicableLioncash1-1/+1
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-08-22video_core: Initialize renderer with a GPUReinUsesLisp1-15/+20
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
2020-06-24Macro HLE supportDavid Marcec1-1/+1
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp1-1/+4
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
2020-06-04Default init labels and use initializer list for macro engineDavid Marcec1-1/+1
2020-06-03Mark parameters as constDavid Marcec1-1/+1
2020-06-02Pass by reference instead of copying parametersDavid Marcec1-4/+6
2020-05-30Implement macro JITDavid Marcec1-12/+7
2020-05-28maxwell_3d: Reduce severity of logs that can be spammedReinUsesLisp1-6/+7
These logs were killing performance on some games when they were spammed. Reduce them to Debug severity.
2020-05-27maxwell_3d: Initialize line widthsReinUsesLisp1-0/+2
Initialize line widths to avoid setting a line width of zero.
2020-05-27maxwell_3d: Initialize polygon modesReinUsesLisp1-0/+2
NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode.
2020-05-04maxwell_3d: Add viewport swizzlesReinUsesLisp1-0/+6
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp1-0/+4
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
2020-04-28VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow1-16/+12
2020-04-23Maxwell3D: Process Macros on MultiMethod.Fernando Sahmkow1-25/+47
2020-04-23DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow1-0/+52
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-2/+2
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow1-1/+0
2020-04-22GPU: Fix rebase errors.Fernando Sahmkow1-4/+3
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow1-11/+5
2020-04-22GPU: Delay Fences.Fernando Sahmkow1-1/+9
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow1-2/+6
2020-04-17maxwell_3d: Initialize format attributes constant as oneReinUsesLisp1-0/+4
nouveau expects this to be true but it doesn't set it.
2020-03-22apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)namkazy1-6/+9
2020-03-22maxwell_3d: init shadow_statenamkazy1-0/+2
2020-03-22maxwell_3d: this seem more correct.namkazy1-2/+2
2020-03-22maxwell_3d: update comments for shadow ram usagenamkazy1-1/+1
2020-03-22maxwell_3d: track shadow ram ctrl and hw reg valueNguyen Dac Nam1-0/+10
2020-03-09const_buffer_engine_interface: Store component typesReinUsesLisp1-1/+1
This is required for Vulkan. Sampling integer textures with float handles is illegal.
2020-02-28maxwell_3d: Flatten cull and front face registersReinUsesLisp1-3/+3
2020-02-28video_core: Reintroduce dirty flags infrastructureReinUsesLisp1-1/+13
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-180/+1
2020-02-14maxwell_3d: Unify draw methodsReinUsesLisp1-2/+2
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
2020-02-14gl_query_cache: Optimize query cacheReinUsesLisp1-3/+8
Use a custom cache instead of relying on a ranged cache.
2020-02-14gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp1-18/+23
Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp1-13/+26
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-13GPU: Address Feedback.Fernando Sahmkow1-5/+2
2020-02-10GPU: Implement GPU Clock correctly.Fernando Sahmkow1-1/+2
2020-02-10Maxwell3D: Correct query reporting.Fernando Sahmkow1-44/+49
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow1-0/+4
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow1-0/+4
2020-01-18vk_graphics_pipeline: Set front facing properlyReinUsesLisp1-0/+1
Front face was being forced to a certain value when cull face is disabled. Set a default value on initialization and drop the forcefully set front facing value with culling disabled.
2020-01-03yuzu: Remove Maxwell debuggerReinUsesLisp1-31/+0
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.
2019-12-18gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp1-3/+3
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.
2019-11-23video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp1-16/+17
2019-11-15texture_cache: Use a table instead of switch for texture formatsReinUsesLisp1-8/+0
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
2019-11-08video_core: Silence implicit conversion warningsReinUsesLisp1-1/+2
2019-10-28maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp1-17/+4
2019-10-28video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp1-1/+0
2019-10-28maxwell_3d: Remove unused method GetStageTexturesReinUsesLisp1-39/+0
2019-10-27maxwell_3d: Silence implicit conversion warningsReinUsesLisp1-24/+23
While we are at it, unify types for dirty reg pointers.
2019-10-25Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow1-0/+18
2019-10-25VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow1-1/+2
2019-10-20maxwell_3d: Reduce FlushMMEInlineDraw logging to TraceReinUsesLisp1-1/+1
2019-10-15maxwell_3d: Silence truncation warningsLioncash1-1/+2
A trivial warning caused by not using size_t as the argument types instead of u32.
2019-10-05maxwell_3d: Add dirty flags for depth bounds valuesReinUsesLisp1-0/+5
This is useful in Vulkan where we want to update depth bounds without caring if it's enabled or disabled through vkCmdSetDepthBounds.
2019-09-22Maxwell3D: Corrections and refactors to MME instance refactorFernando Sahmkow1-31/+38
2019-09-21Mark DrawArrays as LOG_TRACEDavid Marcec1-1/+1
There's no reason to clog logs with DrawArray.
2019-09-19Rasterizer: Refactor and simplify DrawBatch Interface.Fernando Sahmkow1-2/+2
2019-09-19VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow1-8/+27
2019-09-19Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow1-0/+74
2019-09-15maxwell_3d: Update firmware 4 call stub commentaryRodrigo Locatti1-1/+2
2019-09-11renderer_opengl: Fix sRGB blitsReinUsesLisp1-0/+3
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this.
2019-09-04Revert "Revert #2466" and stub FirmwareCall 4ReinUsesLisp1-0/+11
2019-09-04maxwell_3d: Avoid moving macro_paramsReinUsesLisp1-3/+4
2019-09-01maxwell_3d: Fix macro binding cursorReinUsesLisp1-9/+3
2019-08-30video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti1-5/+5
* texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables
2019-07-20Maxwell3D: Reorganize and address feedbackFernando Sahmkow1-0/+4
2019-07-17Maxwell3D: Address FeedbackFernando Sahmkow1-10/+7
2019-07-17GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow1-1/+1
2019-07-17Maxwell3D: Correct marking dirtiness on CB uploadFernando Sahmkow1-0/+1
2019-07-17GL_Rasterizer: Rework RenderTarget/DepthBuffer clearingFernando Sahmkow1-1/+0
2019-07-17Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow1-0/+82
2019-07-17Maxwell3D: Rework CBData UploadFernando Sahmkow1-8/+34
2019-07-17Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow1-47/+89
2019-07-17maxwell3d: Implement Conditional RenderingFernando Sahmkow1-0/+44
Conditional Rendering takes care of conditionaly clearing or drawing depending on a set of queries. This PR implements the query checks to stablish if things can be rendered or not.
2019-07-05video_core: Implement GPU side SyncpointsFernando Sahmkow1-2/+3
2019-06-21maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp1-8/+4
2019-06-08video_core/engines: Move ConstBufferInfo out of Maxwell3DReinUsesLisp1-3/+1
2019-05-14maxwell_3d: reduce sevirity of different component formats assert.Fernando Sahmkow1-1/+1
This was reduced due to happening on most games and at such constant rate that it affected performance heavily for the end user. In general, we are well aware of the assert and an implementation is already planned.
2019-05-14video_core/engines/maxwell3d: Get rid of three magic values in CallMethod()Lioncash1-3/+3
We can use the named constant instead of using 32 directly.
2019-05-14video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()Lioncash1-15/+15
Lessens the amount of code that needs to be read, and gets rid of the need to introduce an indexing variable. Instead, we just operate on the objects directly.
2019-04-23Corrections and stylingFernando Sahmkow1-1/+1
2019-04-23Implement Maxwell3D Data UploadFernando Sahmkow1-2/+14
2019-04-16Use ReadBlockUnsafe on TIC and TSC readingFernando Sahmkow1-2/+2
Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed from host GPU there.
2019-04-08Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow1-2/+10
2019-04-08Implement Bindless Handling on SetupTextureFernando Sahmkow1-13/+18
2019-04-06maxwell_3d: Reduce severity of ProcessSyncPointReinUsesLisp1-2/+2
2019-04-06Implement SyncPoint Register in the GPU.Fernando Sahmkow1-0/+12
2019-04-06video_core/engines: Make memory manager members privateLioncash1-2/+2
These aren't used externally by anything, so they can be made private data members.
2019-04-06video_core/engines: Remove unnecessary inclusions where applicableLioncash1-2/+1
Replaces header inclusions with forward declarations where applicable and also removes unused headers within the cpp file. This reduces a few more dependencies on core/memory.h
2019-03-21gpu: Rewrite virtual memory manager using PageTable.bunnei1-4/+4
2019-03-16video_core: Refactor to use MemoryManager interface for all memory access.bunnei1-29/+12
# Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
2019-03-15gpu: Use host address for caching instead of guest address.bunnei1-1/+4
2019-02-26maxwell_3d: Use std::bitset to manage dirty flagsReinUsesLisp1-34/+32
2019-02-16video_core: Remove usages of System::GetInstance() within the enginesLioncash1-5/+7
Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface.
2019-02-16core_timing: Convert core timing into a classLioncash1-1/+1
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
2019-02-12core_timing: Rename CoreTiming namespace to Core::TimingLioncash1-1/+1
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
2019-02-03video_core: Assert on invalid GPU to CPU address queriesReinUsesLisp1-19/+27
2019-02-03maxwell_3d: Allow sampler handles with TSC id zeroReinUsesLisp1-10/+6
2019-02-03maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp1-16/+7
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
2019-01-22maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp1-0/+5
Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools).
2019-01-07gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp1-0/+10
2019-01-07gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp1-0/+9
2019-01-07gl_shader_cache: Use dirty flags for shadersReinUsesLisp1-0/+8
2018-11-27gpu: Rewrite GPU command list processing with DmaPusher class.bunnei1-25/+28
- More accurate impl., fixes Undertale (among other games).
2018-11-21maxwell_3d: Initialize rasterizer color mask registers as enabled.bunnei1-0/+9
- Fixes rendering regression with Sonic Mania.
2018-11-17set default value for point size registerRodolfo Bogado1-0/+3
2018-11-17fix viewport and scissor behaviorRodolfo Bogado1-2/+2
2018-11-17gl_rasterizer: Skip VB upload if the state is clean.Markus Wick1-0/+16
2018-11-13gl_rasterizer: Minor cleanupFrederic L1-4/+2
Minor code cleanup from unaddressed feedback in #1654
2018-11-11Try to fix problems with stencil test in some games, relax translation to opengl enums to avoid crashing and only generate logs of the errors.Rodolfo Bogado1-0/+13
2018-11-06gl_rasterizer: Skip VAO binding if the state is clean.Markus Wick1-0/+8
2018-11-05Implement multi-target viewports and blendingRodolfo Bogado1-0/+16
2018-11-01maxwell_3d: Restructure macro upload to use a single macro code memory.bunnei1-8/+18
- Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey.
2018-10-30global: Use std::optional instead of boost::optional (#1578)Frederic L1-5/+5
* get rid of boost::optional * Remove optional references * Use std::reference_wrapper for optional references * Fix clang format * Fix clang format part 2 * Adressed feedback * Fix clang format and MacOS build
2018-10-26maxwell_3d: Add code for initializing register defaults.bunnei1-1/+19
2018-10-24maxwell_3d: Remove unused variable within ProcessQueryGet()Lioncash1-1/+0
2018-10-20engines/maxwell_*: Use nested namespace specifiers where applicableLioncash1-4/+2
These three source files are the only ones within the engines directory that don't use nested namespaces. We may as well change these over to keep things consistent.
2018-09-15Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi1-6/+7
2018-09-10rasterizer: Drop unused handler.Markus Wick1-2/+0
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer.
2018-09-08maxwell_3d: Remove assert that no longer applies.bunnei1-4/+0
2018-09-01maxwell_3d: Use CoreTiming for query timestampZach Hilman1-2/+3
2018-08-31core/core: Replace includes with forward declarations where applicableLioncash1-2/+1
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
2018-08-25maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash1-4/+4
The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
2018-08-15Rasterizer: Implemented instanced rendering.Subv1-0/+12
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.
2018-08-09maxwell_3d: Ignore macros that have not been uploaded yet.bunnei1-4/+9
- Used by Super Mario Odyssey (in game).
2018-08-08maxwell_3d: Use correct const buffer size and check bounds.bunnei1-0/+2
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-06maxwell_3d: Remove outdated assert.bunnei1-2/+0
2018-08-04video_core: Eliminate the g_renderer global variableLioncash1-5/+5
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.
2018-07-24GPU: Remove the assert that required the CODE_ADDRESS to be 0.Subv1-8/+0
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-20maxwell_3d: Remove unused variable within GetStageTextures()Lioncash1-2/+0
2018-07-13gl_rasterizer: Fix check for if a shader stage is enabled.bunnei1-21/+0
2018-07-03GPU: Support clears that don't clear the color buffer.Subv1-2/+3
2018-07-03GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv1-0/+11
2018-07-03Update clang formatJames Rowe1-2/+2
2018-07-03Rename logging macro back to LOG_*James Rowe1-1/+1
2018-06-20Build: Fixed some MSVC warnings in various parts of the code.Subv1-2/+3
2018-06-06GPU: Implement sampling multiple textures in the generated glsl shaders.Subv1-0/+34
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
2018-06-04GPU: Partial implementation of long GPU queries.Subv1-9/+24
Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp. In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU. This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
2018-04-29maxwell_3d: Reset vertex counts after drawing.bunnei1-0/+10
2018-04-27general: Convert assertion macros over to be fmt-compatibleLioncash1-2/+2
2018-04-25GPU: Reduce the number of registers of Maxwell3D to 0xE00.Subv1-3/+3
The rest are just macro shim registers.
2018-04-25GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.Subv1-4/+10
It doesn't belong in the PFIFO handler.
2018-04-25video-core: Move logging macros over to new fmt-capable onesLioncash1-2/+2
2018-04-24memory_manager: Make GpuToCpuAddress return an optional.bunnei1-10/+11
2018-04-24memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei1-6/+5
2018-04-24GPU: Added asserts to our code for handling the QUERY_GET GPU command.Subv1-1/+26
This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future. This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
2018-04-18GPU: Pitch textures are now supported, don't assert when encountering them.Subv1-2/+3
2018-04-18maxwell3d: Allow Texture2DNoMipmap as Texture2D.bunnei1-1/+2
2018-04-18renderer_opengl: Implement BlendEquation and BlendFunc.bunnei1-3/+1
2018-04-17gl_rasterizer: Implement indexed vertex mode.bunnei1-1/+3
2018-04-15GPU: Added a function to determine whether a shader stage is enabled or not.Subv1-0/+21
2018-04-07GPU: Assert when finding a texture with a format type other than UNORM.Subv1-0/+2
2018-04-01GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.Subv1-100/+8
2018-04-01GPU: Implemented a gpu macro interpreter.Subv1-0/+5
The Ryujinx macro interpreter and envydis were used as reference. Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
2018-03-27Maxwell3D: Call AccelerateDrawBatch on DrawArrays.bunnei1-1/+8
2018-03-26GPU: Load the sampler info (TSC) when retrieving active textures.Subv1-20/+60
2018-03-25GPU: Make the debug_context variable a member of the frontend instead of a global.Subv1-11/+13
2018-03-24GPU: Added a function to retrieve the active textures for a shader stage.Subv1-44/+49
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
2018-03-24GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.Subv1-0/+7
2018-03-24GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.Subv1-0/+10
2018-03-24GPU: Added a method to unswizzle a texture without decoding it.Subv1-1/+1
Allow unswizzling of DXT1 textures.
2018-03-24GPU: Preliminary work for texture decoding.Subv1-0/+45
2018-03-19Clang FixesN00byKing1-1/+2
2018-03-19Clean Warnings (?)N00byKing1-1/+1
2018-03-19GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.Subv1-0/+18
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
2018-03-18GPU: Implement the BindStorageBuffer macro method in HLE.Subv1-0/+21
This macro binds the SSBO Info Buffer as the current ConstBuffer. This buffer is usually bound to c0 during shader execution. Games seem to use this macro instead of directly writing the address for some reason.
2018-03-18GPU: Handle writes to the CB_DATA method.Subv1-0/+36
Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS. This method is usually used to upload uniforms or other shader-visible data.
2018-03-18GPU: Store uploaded GPU macros and keep track of the number of method parameters.Subv1-7/+16
2018-03-18GPU: Macros are specific to the Maxwell3D engine, so handle them internally.Subv1-5/+36
2018-03-18GPU: Renamed ShaderType to ShaderStage as that is less confusing.Subv1-12/+12
2018-03-18GPU: Store shader constbuffer bindings in the GPU state.Subv1-2/+36
2018-03-18GPU: Make the SetShader macro call do the same as the real macro's code.Subv1-1/+19
It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called. Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
2018-03-17GPU: Corrected the parameter documentation for the SetShader macro call.Subv1-5/+6
Register 0xE24 is actually a macro that sets some shader parameters in the register structure. Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
2018-03-17GPU: Handle the SetShader method call (0xE24) and store the shader config.Subv1-2/+22
2018-03-17GPU: Process command mode 5 (IncreaseOnce) differently from other commands.Subv1-0/+17
Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
2018-03-17GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.Subv1-0/+8
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
2018-03-05GPU: Intercept writes to the VERTEX_END_GL register.Subv1-0/+9
This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here.
2018-02-12GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.Subv1-1/+39
Only QueryMode::Write is supported at the moment.
2018-02-12Make a GPU class in VideoCore to contain the GPU state.Subv1-3/+1
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
2018-02-12GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.Subv1-0/+15