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path: root/src/video_core/pica_state.h (follow)
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* Remove references to PICA and rasterizers in video_coreJames Rowe2018-01-131-159/+0
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* pica/command_processor: build geometry pipeline and run geometry shaderwwylele2017-08-191-0/+11
| | | | | | | | | | | | The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes: - no GS mode: sends VS output directly to the primitive assembler (what citra currently does) - GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler - GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size. - GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size. hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode. In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input. In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense). Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
* SwRasterizer/Lighting: Do not use global state in LookupLightingLut.Subv2017-07-111-1/+1
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* gl_rasterizer: use texture buffer for fog LUTwwylele2017-06-221-0/+8
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* gl_rasterizer/lighting: fix LUT interpolationwwylele2017-06-211-3/+9
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* pica/swrasterizer: implement procedural texturewwylele2017-05-201-0/+54
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* VideoCore: Move Regs to its own fileYuri Kunde Schlesner2017-02-041-1/+1
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* VideoCore: Rename some types to more accurate namesYuri Kunde Schlesner2017-01-301-2/+2
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-2/+0
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-3/+3
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* Pica: Add fog stateJannik Vogel2016-06-071-2/+14
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* Move default_attributes into Pica stateJannik Vogel2016-05-121-0/+2
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* fixup simple type conversions where possibleAlexander Laties2016-05-071-1/+1
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* VideoCore: Run include-what-you-use and fix most includes.Emmanuel Gil Peyrot2016-04-301-0/+5
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* Pica: Improve accuracy of immediate-mode supportYuri Kunde Schlesner2016-03-241-6/+9
| | | | This partially fixes Etrian Odyssey IV.
* Add immediate mode vertex submissionDwayne Slater2016-03-031-0/+60