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* General: Make use of std::nullopt where applicableLioncash2020-09-221-1/+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.
* fermi_2d: Make use of designated initializersLioncash2020-09-182-8/+8
| | | | | Same behavior, less repetition. We can also ensure all members of Config are initialized.
* video_core: Initialize renderer with a GPUReinUsesLisp2020-08-226-45/+63
| | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* Merge pull request #4519 from lioncash/semibunnei2020-08-161-1/+1
|\ | | | | maxwell_3d: Resolve -Wextra-semi warning
| * maxwell_3d: Resolve -Wextra-semi warningLioncash2020-08-141-1/+1
| | | | | | | | Semicolons after a function definition aren't necessary.
* | textures/decoders: Fix block linear to pitch copiesReinUsesLisp2020-08-111-13/+8
|/ | | | | | | | | | | | There were two issues with block linear copies. First the swizzling was wrong and this commit reimplements them. The other issue was that these copies are generally used to download render targets from the GPU and yuzu was not downloading them from host GPU memory unless the extreme GPU accuracy setting was selected. This commit enables cached memory reads for all accuracy levels. - Fixes level thumbnails in Super Mario Maker 2.
* video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp2020-07-101-13/+17
| | | | | | | Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
* maxwell_dma: Rename registers to match official docs and reorderReinUsesLisp2020-07-082-287/+355
| | | | | | | | | | Rename registers in the MaxwellDMA class to match Nvidia's official documentation. This one can be found here: https://github.com/NVIDIA/open-gpu-doc/blob/master/classes/dma-copy/clb0b5.h While we are at it, reorganize the code in MaxwellDMA to be separated in different functions.
* Merge pull request #4147 from ReinUsesLisp/hset2-immbunnei2020-06-271-0/+8
|\ | | | | shader/half_set: Implement HSET2_IMM
| * shader/half_set: Implement HSET2_IMMReinUsesLisp2020-06-231-0/+8
| | | | | | | | | | | | Add HSET2_IMM. Due to the complexity of the encoding avoid using BitField unions and read the relevant bits from the code itself. This is less error prone.
* | Addressed issuesDavid Marcec2020-06-241-0/+4
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* | Macro HLE supportDavid Marcec2020-06-242-1/+5
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* Merge pull request #4049 from ReinUsesLisp/separate-samplersbunnei2020-06-135-2/+13
|\ | | | | shader/texture: Join separate image and sampler pairs offline
| * shader/texture: Join separate image and sampler pairs offlineReinUsesLisp2020-06-055-2/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-081-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
* | Merge pull request #4009 from ogniK5377/macro-jit-prodbunnei2020-06-042-25/+10
|\ \ | |/ |/| video_core: Implement Macro JIT
| * Default init labels and use initializer list for macro engineDavid Marcec2020-06-041-1/+1
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| * Mark parameters as constDavid Marcec2020-06-032-3/+2
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| * Pass by reference instead of copying parametersDavid Marcec2020-06-022-5/+7
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| * Implement macro JITDavid Marcec2020-05-302-27/+11
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* | Merge pull request #3998 from ReinUsesLisp/init-3dbunnei2020-06-011-0/+4
|\ \ | |/ |/| maxwell_3d: Initialize more registers to their expected value
| * maxwell_3d: Initialize line widthsReinUsesLisp2020-05-271-0/+2
| | | | | | | | Initialize line widths to avoid setting a line width of zero.
| * maxwell_3d: Initialize polygon modesReinUsesLisp2020-05-271-0/+2
| | | | | | | | | | NVN expects this to be initialized as Fill, otherwise games that never bind a rasterizer state will log an invalid polygon mode.
* | maxwell_3d: Reduce severity of logs that can be spammedReinUsesLisp2020-05-281-6/+7
|/ | | | | These logs were killing performance on some games when they were spammed. Reduce them to Debug severity.
* Merge pull request #3899 from ReinUsesLisp/float-comparisonsbunnei2020-05-131-12/+16
|\ | | | | shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
| * shader_ir: Separate float-point comparisons in ordered and unorderedReinUsesLisp2020-05-091-12/+16
| | | | | | | | | | This allows us to use native SPIR-V instructions without having to manually check for NAN.
* | Merge pull request #3885 from ReinUsesLisp/viewport-swizzlesbunnei2020-05-082-1/+25
|\ \ | |/ |/| video_core: Implement viewport swizzles with NV_viewport_swizzle
| * vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzleReinUsesLisp2020-05-041-0/+1
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| * maxwell_3d: Add viewport swizzlesReinUsesLisp2020-05-042-1/+24
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* | Merge pull request #3815 from FernandoS27/command-list-2bunnei2020-05-0511-56/+122
|\ \ | |/ |/| GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
| * Clang Format and Documentation.Fernando Sahmkow2020-04-287-8/+14
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| * MaxwellDMA: Optimize micro copies.Fernando Sahmkow2020-04-281-0/+40
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| * VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow2020-04-2811-56/+76
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* | Merge pull request #3808 from ReinUsesLisp/wait-for-idlebunnei2020-05-032-1/+8
|\ \ | | | | | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
| * | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp2020-04-282-1/+8
| |/ | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | Merge pull request #3807 from ReinUsesLisp/fix-depth-clampbunnei2020-04-301-0/+1
|\ \ | | | | | | maxwell_3d: Fix depth clamping register
| * | maxwell_3d: Fix depth clamping registerReinUsesLisp2020-04-281-0/+1
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro.
* | Merge pull request #3799 from ReinUsesLisp/iadd-ccbunnei2020-04-301-0/+4
|\ \ | |/ |/| shader: Implement P2R CC, IADD Rd.CC and IADD.X
| * shader/arithmetic_integer: Implement IADD.XReinUsesLisp2020-04-261-0/+4
| | | | | | | | | | IADD.X takes the carry flag and adds it to the result. This is generally used to emulate 64-bit operations with 32-bit registers.
* | Merge pull request #3742 from FernandoS27/command-listbunnei2020-04-2710-0/+117
|\ \ | | | | | | Optimize GPU Command Lists and Introduce Fast GPU Time Option
| * | Clang Format.Fernando Sahmkow2020-04-233-3/+6
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| * | Maxwell3D: Process Macros on MultiMethod.Fernando Sahmkow2020-04-231-25/+47
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| * | DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow2020-04-2310-0/+92
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* | | Merge pull request #3753 from ReinUsesLisp/ac-vulkanRodrigo Locatti2020-04-261-1/+2
|\ \ \ | |_|/ |/| | {gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
| * | gl_rasterizer: Fix buffers without sizeReinUsesLisp2020-04-221-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | On NVN buffers can be enabled but have no size. According to deko3d and the behavior we see in Animal Crossing: New Horizons these buffers get the special address of 0x1000 and limit themselves to 0xfff. Implement buffers without a size by binding a null buffer to OpenGL without a side. https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63
* | | Merge pull request #3734 from ReinUsesLisp/half-float-modsbunnei2020-04-251-2/+0
|\ \ \ | | | | | | | | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
| * | | decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bitsReinUsesLisp2020-04-231-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The encoding for negation and absolute value was wrong. Extracting is now done manually. Similar instructions having different encodings is the rule, not the exception. To keep sanity and readability I preferred to extract the desired bit manually. This is implemented against nxas: https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68 That is itself tested against nvdisasm (Nvidia's official disassembler).
* | | | Fix -Wdeprecated-copy warning.Markus Wick2020-04-241-0/+1
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* | | Merge pull request #3697 from lioncash/declarationsbunnei2020-04-231-1/+1
|\ \ \ | | | | | | | | CMakeLists: Enable -Wmissing-declarations on Linux builds
| * | | General: Resolve warnings related to missing declarationsLioncash2020-04-171-1/+1
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* | | MaxwellDMA: Correct copying on accuracy level.Fernando Sahmkow2020-04-221-2/+7
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* | | FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow2020-04-221-2/+2
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* | | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow2020-04-221-1/+0
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* | | GPU: Fix rebase errors.Fernando Sahmkow2020-04-221-4/+3
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* | | OpenGL: Implement Fencing backend.Fernando Sahmkow2020-04-222-15/+5
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* | | GPU: Delay Fences.Fernando Sahmkow2020-04-222-1/+13
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* | | GPU: Refactor synchronization on Async GPUFernando Sahmkow2020-04-221-2/+6
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* | | UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow2020-04-221-1/+1
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* | Merge pull request #3718 from ReinUsesLisp/better-pipeline-stateRodrigo Locatti2020-04-211-1/+1
|\ \ | | | | | | fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
| * | fixed_pipeline_state: Pack attribute stateReinUsesLisp2020-04-191-1/+1
| |/ | | | | | | Reduce FixedPipelineState's size from 1384 to 664 bytes
* | Merge pull request #3695 from ReinUsesLisp/default-attributesbunnei2020-04-211-0/+4
|\ \ | |/ |/| maxwell_3d: Initialize format attributes constant as one
| * maxwell_3d: Initialize format attributes constant as oneReinUsesLisp2020-04-171-0/+4
| | | | | | | | nouveau expects this to be true but it doesn't set it.
* | CMakeLists: Specify -Wextra on linux buildsLioncash2020-04-161-1/+1
|/ | | | | | | | | | | Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
* Merge pull request #3612 from ReinUsesLisp/redFernando Sahmkow2020-04-151-0/+8
|\ | | | | shader/memory: Implement RED.E.ADD and minor changes to ATOM
| * shader/memory: Implement RED.E.ADDReinUsesLisp2020-04-061-0/+8
| | | | | | | | | | | | | | | | Implements a reduction operation. It's an atomic operation that doesn't return a value. This commit introduces another primitive because some shading languages might have a primitive for reduction operations.
* | Merge pull request #3662 from ReinUsesLisp/constant-attrsMat M2020-04-151-0/+4
|\ \ | | | | | | gl_rasterizer: Implement constant vertex attributes
| * | gl_rasterizer: Implement constant vertex attributesReinUsesLisp2020-04-141-0/+4
| | | | | | | | | | | | | | | Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
* | | shader/arithmetic: Add FCMP_CR variantReinUsesLisp2020-04-151-2/+4
|/ / | | | | | | Adds another variant of FCMP.
* | gl_rasterizer: Implement line widths and smooth linesReinUsesLisp2020-04-131-2/+8
| | | | | | | | | | Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
* | Merge pull request #3578 from ReinUsesLisp/vmnmxFernando Sahmkow2020-04-121-1/+56
|\ \ | | | | | | shader/video: Partially implement VMNMX
| * | shader/video: Partially implement VMNMXReinUsesLisp2020-04-121-0/+55
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implements the common usages for VMNMX. Inputs with a different size than 32 bits are not supported and sign mismatches aren't supported either. VMNMX works as follows: It grabs Ra and Rb and applies a maximum/minimum on them (this is defined by .MX), having in mind the input sign. This result can then be saturated. After the intermediate result is calculated, it applies another operation on it using Rc. These operations are merges, accumulations or another min/max pass. This instruction allows to implement with a more flexible approach GCN's min3 and max3 instructions (for instance).
| * | shader_bytecode: Fix I2I_IMM encodingReinUsesLisp2020-03-281-1/+1
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* | | video_core: Add MSAA registers in 3D engine and TICReinUsesLisp2020-04-121-6/+61
| | | | | | | | | | | | | | | This adds the registers used for multisampling. It doesn't implement anything for now.
* | | Merge pull request #3601 from ReinUsesLisp/some-shader-encodingsbunnei2020-04-091-2/+6
|\ \ \ | | | | | | | | video_core/shader: Add some instruction and S2R encodings
| * | | shader_bytecode: Rename MOV_SYS to S2RReinUsesLisp2020-04-041-2/+2
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| * | | shader_bytecode: Add encoding for BARReinUsesLisp2020-04-041-0/+2
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| * | | shader_bytecode: Add encoding for VOTE.VTGReinUsesLisp2020-04-041-0/+2
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* / | shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp2020-04-021-25/+30
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
* / shader_decode: merge GlobalAtomicOp to AtomicOpnamkazy2020-03-301-13/+1
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* engines/const_buffer_engine_interface: Store image format typeReinUsesLisp2020-03-271-4/+10
| | | | | | | This information is required to properly implement SULD.B. It might also be handy for all image operations, since it would allow us to implement them on devices that require the image format to be specified (on desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
* Merge pull request #3520 from ReinUsesLisp/legacy-varyingsbunnei2020-03-261-0/+6
|\ | | | | gl_shader_decompiler: Implement legacy varyings
| * shader/shader_ir: Track usage in input attribute and of legacy varyingsReinUsesLisp2020-03-161-0/+6
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* | apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)namkazy2020-03-221-6/+9
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* | maxwell_3d: change declaration ordernamkazy2020-03-221-1/+3
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* | maxwell_3d: init shadow_statenamkazy2020-03-221-0/+2
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* | maxwell_3d: this seem more correct.namkazy2020-03-221-2/+2
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* | maxwell_3d: update comments for shadow ram usagenamkazy2020-03-222-1/+5
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* | maxwell_3d: track shadow ram ctrl and hw reg valueNguyen Dac Nam2020-03-221-0/+10
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* | maxwell_3d: implement MME shadow RAMNguyen Dac Nam2020-03-221-1/+14
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* | kepler_compute: Remove unused variablesReinUsesLisp2020-03-191-8/+0
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* | Merge pull request #3502 from namkazt/patch-3Rodrigo Locatti2020-03-161-8/+3
|\ \ | |/ |/| shader_decode: Reimplement BFE instructions
| * shader_bytecode: update BFE instructions struct.Nguyen Dac Nam2020-03-131-8/+3
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* | maxwell_3d: Add padding words to XFB entriesReinUsesLisp2020-03-131-2/+4
| | | | | | | | | | Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size requirement.
* | gl_rasterizer: Implement transform feedback bindingsReinUsesLisp2020-03-131-0/+9
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* | Merge branch 'master' into shader-purgeRodrigo Locatti2020-03-131-2/+20
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| * | gl_rasterizer: Implement polygon modes and fill rectanglesReinUsesLisp2020-03-101-2/+20
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* | engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp2020-03-091-2/+32
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* | const_buffer_engine_interface: Store component typesReinUsesLisp2020-03-093-45/+26
|/ | | | | This is required for Vulkan. Sampling integer textures with float handles is illegal.
* state_tracker: Remove type traits with named structuresReinUsesLisp2020-02-281-4/+8
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* maxwell_3d: Use two tables instead of three for dirty flagsReinUsesLisp2020-02-281-1/+1
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* maxwell_3d: Change write dirty flags to a bitsetReinUsesLisp2020-02-281-4/+2
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* maxwell_3d: Flatten cull and front face registersReinUsesLisp2020-02-282-19/+17
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* video_core: Reintroduce dirty flags infrastructureReinUsesLisp2020-02-285-1/+36
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* gl_state: Remove clip distances trackingReinUsesLisp2020-02-281-10/+1
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* gl_state: Remove viewport and depth range trackingReinUsesLisp2020-02-281-9/+9
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-285-264/+1
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* Merge pull request #3425 from ReinUsesLisp/layered-framebufferbunnei2020-02-241-2/+7
|\ | | | | texture_cache: Implement layered framebuffer attachments
| * texture_cache: Implement layered framebuffer attachmentsReinUsesLisp2020-02-161-2/+7
| | | | | | | | | | | | Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
* | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawbunnei2020-02-191-2/+2
|\ \ | | | | | | maxwell_3d: Unify draw methods
| * | maxwell_3d: Unify draw methodsReinUsesLisp2020-02-141-2/+2
| |/ | | | | | | | | Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
* | Merge pull request #3409 from ReinUsesLisp/host-queriesFernando Sahmkow2020-02-182-31/+88
|\ \ | |/ |/| query_cache: Implement a query cache and query 21 (samples passed)
| * gl_query_cache: Optimize query cacheReinUsesLisp2020-02-141-3/+8
| | | | | | | | Use a custom cache instead of relying on a ranged cache.
| * gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp2020-02-142-18/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp2020-02-142-17/+60
| | | | | | | | Implements GL_SAMPLES_PASSED by waiting immediately for queries.
* | Merge pull request #3379 from ReinUsesLisp/cbuf-offsetbunnei2020-02-141-2/+2
|\ \ | |/ |/| shader/decode: Fix constant buffer offsets
| * shader/decode: Fix constant buffer offsetsReinUsesLisp2020-02-051-2/+2
| | | | | | | | | | | | Some instances were using cbuf34.offset instead of cbuf34.GetOffset(). This returned the an invalid offset. Address those instances and rename offset to "shifted_offset" to avoid future bugs.
* | Merge pull request #3395 from FernandoS27/queriesbunnei2020-02-142-51/+56
|\ \ | | | | | | GPU: Refactor queries implementation and correct GPU Clock.
| * | GPU: Address Feedback.Fernando Sahmkow2020-02-131-5/+2
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| * | GPU: Implement GPU Clock correctly.Fernando Sahmkow2020-02-101-1/+2
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| * | Maxwell3D: Correct query reporting.Fernando Sahmkow2020-02-102-51/+58
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* | | Merge pull request #3376 from ReinUsesLisp/point-spritebunnei2020-02-111-1/+6
|\ \ \ | |/ / |/| | gl_rasterizer: Implement GL_POINT_SPRITE
| * | gl_rasterizer: Implement GL_POINT_SPRITEReinUsesLisp2020-02-041-1/+6
| | | | | | | | | | | | | | | | | | OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour.
* | | Merge pull request #3372 from ReinUsesLisp/fix-back-stencilbunnei2020-02-101-3/+3
|\ \ \ | | | | | | | | maxwell_3d: Fix stencil back mask
| * | | maxwell_3d: Fix stencil back maskReinUsesLisp2020-02-021-3/+3
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* | | | Merge pull request #3369 from ReinUsesLisp/shfbunnei2020-02-081-0/+20
|\ \ \ \ | |_|_|/ |/| | | shader/shift: Implement SHF
| * | | shader/shift: Implement SHF_LEFT_{IMM,R}ReinUsesLisp2020-02-021-0/+20
| | | | | | | | | | | | | | | | Shifts a pair of registers to the left and returns the high register.
* | | | Merge pull request #3357 from ReinUsesLisp/bfi-rcbunnei2020-02-041-0/+2
|\ \ \ \ | |_|_|/ |/| | | shader/bfi: Implement register-constant buffer variant
| * | | shader/bfi: Implement register-constant buffer variantReinUsesLisp2020-01-271-0/+2
| | | | | | | | | | | | | | | | | | | | It's the same as the variant that was implemented, but it takes the operands from another source.
* | | | Merge pull request #3356 from ReinUsesLisp/fcmpbunnei2020-02-041-0/+7
|\ \ \ \ | |_|_|/ |/| | | shader/arithmetic: Implement FCMP
| * | | shader/arithmetic: Implement FCMPReinUsesLisp2020-01-271-0/+7
| |/ / | | | | | | | | | | | | Compares the third operand with zero, then selects between the first and second.
* | | Merge pull request #3282 from FernandoS27/indexed-samplersbunnei2020-02-025-0/+28
|\ \ \ | |_|/ |/| | Partially implement Indexed samplers in general and specific code in GLSL
| * | Shader_IR: Allow constant access of guest driver.Fernando Sahmkow2020-01-245-0/+13
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| * | GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow2020-01-245-0/+15
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* / shader/memory: Implement ATOM.ADDReinUsesLisp2020-01-261-0/+30
|/ | | | | | | | | | | | | ATOM operates atomically on global memory. For now only add ATOM.ADD since that's what was found in commercial games. This asserts for ATOM.ADD.S32 (handling the others as unimplemented), although ATOM.ADD.U32 shouldn't be any different. This change forces us to change the default type on SPIR-V storage buffers from float to uint. We could also alias the buffers, but it's simpler for now to just use uint. While we are at it, abstract the code to avoid repetition.
* Merge pull request #3322 from ReinUsesLisp/vk-front-facebunnei2020-01-201-0/+1
|\ | | | | vk_graphics_pipeline: Set front facing properly
| * vk_graphics_pipeline: Set front facing properlyReinUsesLisp2020-01-181-0/+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.
* | Merge pull request #3305 from ReinUsesLisp/point-size-programbunnei2020-01-181-1/+9
|\ \ | | | | | | gl_state: Implement PROGRAM_POINT_SIZE
| * | gl_state: Implement PROGRAM_POINT_SIZEReinUsesLisp2020-01-151-1/+9
| | | | | | | | | | | | | | | For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE.
* | | shader/memory: Implement ATOMS.ADD.U32ReinUsesLisp2020-01-161-3/+34
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* | maxwell_3d: Make dirty_pointers privateLioncash2020-01-161-2/+2
|/ | | | | This isn't used outside of the class itself, so we can make it private for the time being.
* yuzu: Remove Maxwell debuggerReinUsesLisp2020-01-031-31/+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.
* Merge pull request #3239 from ReinUsesLisp/p2rbunnei2020-01-011-1/+3
|\ | | | | shader/p2r: Implement P2R Pr
| * shader/r2p: Refactor P2R to support P2RReinUsesLisp2019-12-201-1/+3
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* | Merge pull request #3228 from ReinUsesLisp/ptpbunnei2019-12-271-6/+6
|\ \ | | | | | | shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
| * | shader/texture: Implement TLD4.PTPReinUsesLisp2019-12-161-6/+6
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* | | Merge pull request #3244 from ReinUsesLisp/vk-fpsFernando Sahmkow2019-12-251-6/+14
|\ \ \ | | | | | | | | fixed_pipeline_state: Define structure and loaders
| * | | maxwell_3d: Add depth bounds registersReinUsesLisp2019-12-231-6/+14
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* | | Merge pull request #3236 from ReinUsesLisp/rasterize-enablebunnei2019-12-252-4/+9
|\ \ \ | |/ / |/| | gl_rasterizer: Implement RASTERIZE_ENABLE
| * | gl_rasterizer: Implement RASTERIZE_ENABLEReinUsesLisp2019-12-182-4/+9
| |/ | | | | | | | | | | | | | | 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.
* / shader_bytecode: Fix TLD4S encodingReinUsesLisp2019-12-181-1/+1
|/
* Shader_Ir: Correct TLD4S encoding and implement f16 flag.Fernando Sahmkow2019-12-121-1/+2
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* Merge pull request #3210 from ReinUsesLisp/memory-barrierbunnei2019-12-111-1/+17
|\ | | | | shader: Implement MEMBAR.GL
| * shader: Implement MEMBAR.GLReinUsesLisp2019-12-101-1/+17
| | | | | | | | Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
* | Maxwell3D: Implement Depth Mode.Fernando Sahmkow2019-12-111-6/+7
|/ | | | | This commit finishes adding depth mode that was reverted before due to other unresolved issues.
* shader_ir/memory: Implement patch storesReinUsesLisp2019-12-101-1/+2
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* maxwell_3d: Add tessellation tess level registersReinUsesLisp2019-12-071-1/+6
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* maxwell_3d: Add tessellation mode registerReinUsesLisp2019-12-071-1/+28
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* maxwell_3d: Add patch vertices registerReinUsesLisp2019-12-071-1/+4
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* shader_bytecode: Remove corrupted characterReinUsesLisp2019-12-071-1/+1
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* Merge pull request #3109 from FernandoS27/new-instrbunnei2019-12-071-0/+44
|\ | | | | Implement FLO & TXD Instructions on GPU Shaders
| * Shader_IR: Implement TXD instruction.Fernando Sahmkow2019-11-141-0/+20
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| * Shader_IR: Implement FLO instruction.Fernando Sahmkow2019-11-141-0/+6
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| * Shader_Bytecode: Add encodings for FLO, SHF and TXDFernando Sahmkow2019-11-141-0/+18
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* | Merge pull request #3098 from ReinUsesLisp/shader-invalidationsbunnei2019-11-256-38/+51
|\ \ | | | | | | gl_shader_cache: Miscellaneous changes to shaders
| * | gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2019-11-232-1/+1
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| * | video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-236-35/+43
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| * | gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp2019-11-231-1/+6
| | | | | | | | | | | | | | | Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
| * | gl_shader_cache: Specialize shader workgroupReinUsesLisp2019-11-231-1/+1
| | | | | | | | | | | | | | | | | | 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.
* | | Merge pull request #3105 from ReinUsesLisp/fix-stencil-regbunnei2019-11-241-3/+3
|\ \ \ | |/ / |/| | maxwell_3d: Fix stencil_back_func_mask offset
| * | maxwell_3d: Fix stencil_back_func_mask offsetReinUsesLisp2019-11-131-3/+3
| | | | | | | | | | | | | | | stencil_back_func_mask and stencil_back_mask were misplaced. This commit addresses that issue.
* | | texture_cache: Use a table instead of switch for texture formatsReinUsesLisp2019-11-151-8/+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.
* | Merge pull request #3081 from ReinUsesLisp/fswzadd-shufflesFernando Sahmkow2019-11-141-0/+10
|\ \ | |/ |/| shader: Implement FSWZADD and reimplement SHFL
| * shader_ir/warp: Implement FSWZADDReinUsesLisp2019-11-081-0/+10
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* | video_core: Silence implicit conversion warningsReinUsesLisp2019-11-082-6/+9
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* Merge pull request #2914 from FernandoS27/fermi-fixbunnei2019-11-061-3/+27
|\ | | | | Fermi2D: limit blit area to only available area
| * Fermi2D: Use a different formula for delimiting blit areas.Fernando Sahmkow2019-10-181-14/+28
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| * Fermi2D: limit blit area to only available areaFernando Sahmkow2019-10-171-4/+14
| | | | | | | | | | | | | | | | Normaly OpenGL does not care if the areas exceed the texture regions but other backends such as Vulkan do care about the limits of this areas. This PR crops the areas of the blit in order that they don't surpass the limits of the textures. This should help Vulkan and faulty OpenGL drivers
* | common_func: Use std::array for INSERT_PADDING_* macros.bunnei2019-11-046-104/+106
| | | | | | | | - Zero initialization here is useful for determinism.
* | Merge pull request #3050 from FernandoS27/fix-tld4Rodrigo Locatti2019-10-301-1/+29
|\ \ | | | | | | shader_ir: Fix TLD4 and add bindless variant
| * | Shader_IR: Fix TLD4 and add Bindless Variant.Fernando Sahmkow2019-10-301-1/+29
| | | | | | | | | | | | | | | | | | This commit fixes an issue where not all 4 results of tld4 were being written, the color component was defaulted to red, among other things. It also implements the bindless variant.
* | | maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp2019-10-284-31/+14
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* | | video_core/textures: Remove unused index entry in FullTextureInfoReinUsesLisp2019-10-281-1/+0
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* | | maxwell_3d: Remove unused method GetStageTexturesReinUsesLisp2019-10-282-42/+0
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* | maxwell_3d: Silence implicit conversion warningsReinUsesLisp2019-10-272-24/+25
| | | | | | | | While we are at it, unify types for dirty reg pointers.
* | Shader_IR: Address Feedback.Fernando Sahmkow2019-10-261-3/+6
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* | Shader_IR: Clang formatFernando Sahmkow2019-10-251-2/+1
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* | gl_shader_disk_cache: Store and load fast BRXReinUsesLisp2019-10-251-19/+16
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* | Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow2019-10-255-4/+151
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* | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-255-6/+36
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* | shader_bytecode: Make Matcher constexpr capableLioncash2019-10-241-13/+13
| | | | | | | | | | | | | | | | Greatly shrinks the amount of generated code for GetDecodeTable(). Collapses an assembly output of 9000+ lines down to ~3621 with Clang, and 6513 down to ~2616 with GCC, given it's now allowed to construct all the entries as a sequence of constant data.
* | maxwell_3d: Reduce FlushMMEInlineDraw logging to TraceReinUsesLisp2019-10-201-1/+1
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* | maxwell_3d: Silence truncation warningsLioncash2019-10-151-1/+2
|/ | | | | A trivial warning caused by not using size_t as the argument types instead of u32.
* maxwell_3d: Add dirty flags for depth bounds valuesReinUsesLisp2019-10-052-1/+10
| | | | | This is useful in Vulkan where we want to update depth bounds without caring if it's enabled or disabled through vkCmdSetDepthBounds.
* Merge pull request #2869 from ReinUsesLisp/suldbunnei2019-09-241-3/+5
|\ | | | | shader/image: Implement SULD and fix SUATOM
| * gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp2019-09-211-2/+2
| | | | | | | | | | | | In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
| * shader/image: Implement SULD and remove irrelevant codeReinUsesLisp2019-09-211-1/+1
| | | | | | | | | | * Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
| * shader_bytecode: Add SULD encodingReinUsesLisp2019-09-211-0/+2
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* | Merge pull request #2870 from FernandoS27/multi-drawDavid2019-09-222-2/+129
|\ \ | | | | | | Implement a MME Draw commands Inliner and correct host instance drawing
| * | Maxwell3D: Corrections and refactors to MME instance refactorFernando Sahmkow2019-09-222-33/+43
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| * | Rasterizer: Refactor and simplify DrawBatch Interface.Fernando Sahmkow2019-09-191-2/+2
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| * | VideoCore: Corrections to the MME Inliner and removal of hacky instance management.Fernando Sahmkow2019-09-192-10/+32
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| * | Video Core: initial Implementation of InstanceDraw PackagingFernando Sahmkow2019-09-192-1/+96
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* | | Fix clang-formatFearlessTobi2019-09-221-1/+1
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* | | fermi_2d: Lower surface copy log severity to DEBUGFearlessTobi2019-09-221-1/+1
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* | | Merge pull request #2878 from FernandoS27/icmpRodrigo Locatti2019-09-211-0/+13
|\ \ \ | | | | | | | | shader_ir: Implement ICMP
| * | | Shader_IR: ICMP corrections and fixesFernando Sahmkow2019-09-211-0/+2
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| * | | Shader_IR: Implement ICMP.Fernando Sahmkow2019-09-201-0/+11
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* | / Mark DrawArrays as LOG_TRACEDavid Marcec2019-09-211-1/+1
| |/ |/| | | | | There's no reason to clog logs with DrawArray.
* | shader_ir/warp: Implement SHFLReinUsesLisp2019-09-171-0/+18
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* Merge pull request #2851 from ReinUsesLisp/srgbFernando Sahmkow2019-09-151-0/+3
|\ | | | | renderer_opengl: Fix sRGB blits
| * renderer_opengl: Fix sRGB blitsReinUsesLisp2019-09-111-0/+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.
* | Merge pull request #2824 from ReinUsesLisp/mmeFernando Sahmkow2019-09-152-1/+19
|\ \ | | | | | | Revert "Revert #2466" and stub FirmwareCall 4
| * | maxwell_3d: Update firmware 4 call stub commentaryRodrigo Locatti2019-09-151-1/+2
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| * | Revert "Revert #2466" and stub FirmwareCall 4ReinUsesLisp2019-09-042-1/+18
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* | | shader/image: Implement SUATOM and fix SUSTReinUsesLisp2019-09-111-0/+32
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* | Merge pull request #2823 from ReinUsesLisp/shr-clampbunnei2019-09-101-0/+4
|\ \ | | | | | | shader/shift: Implement SHR wrapped and clamped variants
| * | shader/shift: Implement SHR wrapped and clamped variantsReinUsesLisp2019-09-041-0/+4
| |/ | | | | | | | | | | Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
* | Merge pull request #2810 from ReinUsesLisp/mme-optbunnei2019-09-102-4/+6
|\ \ | | | | | | maxwell_3d: Avoid moving macro_params
| * | maxwell_3d: Avoid moving macro_paramsReinUsesLisp2019-09-042-4/+6
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* | gl_rasterizer: Implement image bindingsReinUsesLisp2019-09-061-0/+1
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* | kepler_compute: Implement texture queriesReinUsesLisp2019-09-062-4/+72
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* Merge pull request #2812 from ReinUsesLisp/f2i-selectorbunnei2019-09-041-1/+7
|\ | | | | shader_ir/conversion: Implement F2I and F2F F16 selector
| * shader_ir/conversion: Split int and float selector and implement F2F H1ReinUsesLisp2019-08-281-1/+8
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| * shader_ir/conversion: Implement F2I F16 Ra.H1ReinUsesLisp2019-08-281-2/+1
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* | Merge pull request #2811 from ReinUsesLisp/fsetp-fixbunnei2019-09-041-0/+1
|\ \ | | | | | | float_set_predicate: Add missing negation bit for the second operand
| * | float_set_predicate: Add missing negation bit for the second operandReinUsesLisp2019-08-281-0/+1
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* | Merge pull request #2826 from ReinUsesLisp/macro-bindingbunnei2019-09-042-10/+4
|\ \ | | | | | | maxwell_3d: Fix macro binding cursor
| * | maxwell_3d: Fix macro binding cursorReinUsesLisp2019-09-012-10/+4
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* | | Merge pull request #2765 from FernandoS27/dma-fixbunnei2019-09-011-16/+26
|\ \ \ | |/ / |/| | MaxwellDMA: Fixes, corrections and relaxations.
| * | MaxwellDMA: Fixes, corrections and relaxations.Fernando Sahmkow2019-07-261-16/+26
| | | | | | | | | | | | | | | | | | | | | This commit fixes offsets on Linear -> Tiled copies, corrects z pos fortiled->linear copies, corrects bytes_per_pixel calculation in tiled -> linear copies and relaxes some limitations set by latest dma fixes refactors.
* | | video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti2019-08-307-23/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* | | shader_ir: Implement VOTEReinUsesLisp2019-08-211-0/+16
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
* | Merge pull request #2753 from FernandoS27/float-convertbunnei2019-08-211-2/+0
|\ \ | | | | | | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
| * | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.Fernando Sahmkow2019-07-201-2/+0
| | | | | | | | | | | | | | | This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done.
* | | shader_ir: Implement NOPReinUsesLisp2019-08-041-0/+7
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* | | Merge pull request #2592 from FernandoS27/sync1bunnei2019-07-261-2/+3
|\ \ \ | | | | | | | | Implement GPU Synchronization Mechanisms & Correct NVFlinger
| * | | video_core: Implement GPU side SyncpointsFernando Sahmkow2019-07-051-2/+3
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* | | | Merge pull request #2743 from FernandoS27/surpress-assertbunnei2019-07-251-1/+1
|\ \ \ \ | |_|_|/ |/| | | Downgrade and suppress a series of GPU asserts and debug messages.
| * | | MaxwellDMA/KeplerCopy: Downgrade DMA log message to Trace.Fernando Sahmkow2019-07-181-1/+1
| | | | | | | | | | | | | | | | | | | | This log was just to know which games used DMA. It's no longer important.
* | | | Merge pull request #2704 from FernandoS27/conditionalbunnei2019-07-242-1/+88
|\ \ \ \ | | | | | | | | | | maxwell3d: Implement Conditional Rendering
| * | | | maxwell3d: Implement Conditional RenderingFernando Sahmkow2019-07-172-1/+88
| |/ / / | | | | | | | | | | | | | | | | | | | | 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.
* | | | Merge pull request #2734 from ReinUsesLisp/compute-shadersbunnei2019-07-221-3/+4
|\ \ \ \ | | | | | | | | | | gl_rasterizer: Implement compute shaders
| * | | | gl_rasterizer: Implement compute shadersReinUsesLisp2019-07-151-3/+4
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* | | | Merge pull request #2735 from FernandoS27/pipeline-reworkbunnei2019-07-215-69/+287
|\ \ \ \ | |_|_|/ |/| | | Rework Dirty Flags in GPU Pipeline, Optimize CBData and Redo Clearing mechanism
| * | | Maxwell3D: Reorganize and address feedbackFernando Sahmkow2019-07-202-2/+6
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| * | | GL_State: Feedback and fixesFernando Sahmkow2019-07-171-1/+7
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| * | | Maxwell3D: Address FeedbackFernando Sahmkow2019-07-172-13/+10
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| * | | GL_Rasterizer: Corrections to Clearing.Fernando Sahmkow2019-07-171-1/+1
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| * | | Maxwell3D: Correct marking dirtiness on CB uploadFernando Sahmkow2019-07-171-0/+1
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| * | | GL_Rasterizer: Rework RenderTarget/DepthBuffer clearingFernando Sahmkow2019-07-171-1/+0
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| * | | Maxwell3D: Implement State Dirty Flags.Fernando Sahmkow2019-07-172-6/+86
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| * | | Maxwell3D: Rework CBData UploadFernando Sahmkow2019-07-172-8/+45
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| * | | Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow2019-07-175-61/+155
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* / / shader/half_set_predicate: Implement missing HSETP2 variantsReinUsesLisp2019-07-201-6/+20
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* | Merge pull request #2695 from ReinUsesLisp/layer-viewportFernando Sahmkow2019-07-151-1/+1
|\ \ | | | | | | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
| * | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp2019-07-081-1/+1
| |/ | | | | | | | | | | | | | | | | | | | | | | | | This commit implements gl_ViewportIndex and gl_Layer in vertex and geometry shaders. In the case it's used in a vertex shader, it requires ARB_shader_viewport_layer_array. This extension is available on AMD and Nvidia devices (mesa and proprietary drivers), but not available on Intel on any platform. At the moment of writing this description I don't know if this is a hardware limitation or a driver limitation. In the case that ARB_shader_viewport_layer_array is not available, writes to these registers on a vertex shader are ignored, with the appropriate logging.
* | Merge pull request #2675 from ReinUsesLisp/opengl-buffer-cachebunnei2019-07-151-0/+1
|\ \ | | | | | | buffer_cache: Implement a generic buffer cache and its OpenGL backend
| * | gl_rasterizer: Minor style changesReinUsesLisp2019-07-061-0/+1
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* | Merge pull request #2692 from ReinUsesLisp/tlds-f16Fernando Sahmkow2019-07-141-1/+2
|\ \ | | | | | | shader/texture: Add F16 support for TLDS
| * | shader/texture: Add F16 support for TLDSReinUsesLisp2019-07-071-1/+2
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* / shader_ir: Implement BRX & BRA.CCFernando Sahmkow2019-07-091-0/+16
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* shader_bytecode: Include missing <array>ReinUsesLisp2019-06-241-0/+1
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* surface: Correct format S8Z24Fernando Sahmkow2019-06-211-1/+1
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* decoders: correct block calculationFernando Sahmkow2019-06-215-10/+10
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* fermi2d: Correct Origin ModeFernando Sahmkow2019-06-211-5/+10
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* texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow2019-06-212-14/+40
| | | | | This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
* shader: Decode SUST and implement backing image functionalityReinUsesLisp2019-06-211-2/+64
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* maxwell_3d: Partially implement texture buffers as 1D texturesReinUsesLisp2019-06-211-8/+4
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* shader: Implement texture buffersReinUsesLisp2019-06-211-0/+16
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* texture_cache: loose TryReconstructSurface when accurate GPU is not on.Fernando Sahmkow2019-06-211-1/+1
| | | | Also corrects some asserts.
* engine_upload: Addapt to new Texture CacheFernando Sahmkow2019-06-212-5/+5
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* video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp2019-06-212-8/+5
| | | | | | | | | | | | Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
* Merge pull request #2562 from ReinUsesLisp/split-cbuf-uploadbunnei2019-06-183-10/+19
|\ | | | | video_core/engines: Move ConstBufferInfo out of Maxwell3D
| * video_core/engines: Move ConstBufferInfo out of Maxwell3DReinUsesLisp2019-06-083-10/+19
| |
* | kepler_compute: Use std::array for cbuf infoReinUsesLisp2019-06-081-2/+3
| |
* | kepler_compute: Fix block_dim_x encodingReinUsesLisp2019-06-081-1/+1
|/
* shader_bytecode: Mark EXIT as flow instructionFernando Sahmkow2019-06-041-1/+1
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* shader/memory: Implement ST (generic memory)ReinUsesLisp2019-05-211-0/+1
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* shader/memory: Implement LD (generic memory)ReinUsesLisp2019-05-211-4/+15
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* Merge pull request #2441 from ReinUsesLisp/al2pbunnei2019-05-192-2/+21
|\ | | | | shader: Implement AL2P and ALD.PHYS
| * shader_ir/other: Implement IPA.IDXReinUsesLisp2019-05-031-0/+1
| |
| * shader_ir/memory: Implement physical input attributesReinUsesLisp2019-05-031-0/+4
| |
| * gl_shader_decompiler: Declare all possible varyings on physical attribute usageReinUsesLisp2019-05-031-0/+1
| |
| * shader_bytecode: Add AL2P decodingReinUsesLisp2019-05-031-2/+15
| |
* | Merge pull request #2472 from FernandoS27/ticHexagon122019-05-191-1/+1
|\ \ | | | | | | maxwell_3d: reduce severity of different component formats assert.
| * | maxwell_3d: reduce sevirity of different component formats assert.Fernando Sahmkow2019-05-141-1/+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.
* | | Merge pull request #2469 from lioncash/copyableHexagon122019-05-191-0/+2
|\ \ \ | | | | | | | | video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for Regs
| * | | video_core/engines/maxwell_3d: Add is_trivially_copyable_v check for RegsLioncash2019-05-141-0/+2
| |/ / | | | | | | | | | | | | | | | | | | std::memset is used to clear the entire register structure, which requires that the Regs struct be trivially copyable (otherwise undefined behavior is invoked). This prevents the case where a non-trivial type is potentially added to the struct.
* | | Merge pull request #2470 from lioncash/ranged-forSebastian Valle2019-05-191-18/+18
|\ \ \ | | | | | | | | video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()
| * | | video_core/engines/maxwell3d: Get rid of three magic values in CallMethod()Lioncash2019-05-141-3/+3
| | | | | | | | | | | | | | | | We can use the named constant instead of using 32 directly.
| * | | video_core/engines/maxwell_3d: Simplify for loops into ranged for loops within InitializeRegisterDefaults()Lioncash2019-05-141-15/+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.
* | | video_core/engines/engine_upload: Amend constructor initializer list orderLioncash2019-05-141-1/+1
| | | | | | | | | | | | Silences a -Wreorder warning.
* | | video_core/engines/engine_upload: Default destructor in the cpp fileLioncash2019-05-142-1/+3
| | | | | | | | | | | | | | | | | | Avoids inlining destruction logic where applicable, and also makes forward declarations not cause unexpected compilation errors depending on where the State class is used.
* | | video_core/engines/engine_upload: Remove unnecessary const on parameters in function declarationsLioncash2019-05-141-2/+2
| | | | | | | | | | | | | | | These only apply in the definition of the function. They can be omitted from the declaration.
* | | video_core/engines/engine_upload: Remove unnecessary includesLioncash2019-05-142-2/+2
|/ /
* | Merge pull request #2429 from FernandoS27/computebunnei2019-05-0911-140/+479
|\ \ | |/ |/| Corrections and Implementation on GPU Engines
| * Refactors and name corrections.Fernando Sahmkow2019-05-016-35/+35
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| * Fixes and Corrections to DMA EngineFernando Sahmkow2019-04-232-37/+57
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| * Add Swizzle Parameters to the DMA engineFernando Sahmkow2019-04-232-2/+27
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| * Add Documentation Headers to all the GPU EnginesFernando Sahmkow2019-04-235-0/+29
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| * Corrections and stylingFernando Sahmkow2019-04-235-6/+9
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| * Implement Maxwell3D Data UploadFernando Sahmkow2019-04-232-3/+32
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| * Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow2019-04-232-7/+201
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| * Revamp Kepler Memory to use a subegine to manage uploadsFernando Sahmkow2019-04-234-92/+131
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* | Merge pull request #2322 from ReinUsesLisp/wswitchbunnei2019-04-291-2/+3
|\ \ | |/ |/| video_core: Silent -Wswitch warnings
| * video_core: Silent -Wswitch warningsReinUsesLisp2019-04-181-2/+3
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* | Merge pull request #2411 from FernandoS27/unsafe-gpubunnei2019-04-221-2/+2
|\ \ | | | | | | GPU Manager: Implement ReadBlockUnsafe and WriteBlockUnsafe
| * | Use ReadBlockUnsafe on TIC and TSC readingFernando Sahmkow2019-04-161-2/+2
| |/ | | | | | | | | Use ReadBlockUnsafe on TIC and TSC reading as memory is never flushed from host GPU there.
* | Merge pull request #2400 from FernandoS27/corret-kepler-membunnei2019-04-222-17/+54
|\ \ | | | | | | Implement Kepler Memory on both Linear and BlockLinear.
| * | Use WriteBlock and ReadBlock.Fernando Sahmkow2019-04-161-10/+6
| | |
| * | Implement Block Linear copies in Kepler Memory.Fernando Sahmkow2019-04-161-5/+14
| | |
| * | Correct Kepler Memory on Linear Pushes.Fernando Sahmkow2019-04-152-16/+48
| |/
* | Merge pull request #2407 from FernandoS27/f2fbunnei2019-04-201-7/+20
|\ \ | | | | | | Do some corrections in conversion shader instructions.
| * | Do some corrections in conversion shader instructions.Fernando Sahmkow2019-04-161-7/+20
| |/ | | | | | | | | | | Corrects encodings for I2F, F2F, I2I and F2I Implements Immediate variants of all four conversion types. Add assertions to unimplemented stuffs.
* | Merge pull request #2348 from FernandoS27/guest-bindlessbunnei2019-04-183-13/+68
|\ \ | | | | | | Implement Bindless Textures on Shader Decompiler and GL backend
| * | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow2019-04-083-3/+13
| | |
| * | Implement TXQ_BFernando Sahmkow2019-04-081-0/+2
| | |
| * | Corrections to TEX_BFernando Sahmkow2019-04-081-0/+32
| | |
| * | Implement Bindless Handling on SetupTextureFernando Sahmkow2019-04-082-13/+22
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| * | Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow2019-04-081-0/+2
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* | | Merge pull request #2315 from ReinUsesLisp/severity-decompilerbunnei2019-04-171-1/+15
|\ \ \ | | | | | | | | shader_ir/decode: Reduce the severity of common assertions
| * | | shader_ir/memory: Reduce severity of LD_L cache management and log itReinUsesLisp2019-04-031-0/+7
| | | |
| * | | shader_ir/memory: Reduce severity of ST_L cache management and log itReinUsesLisp2019-04-031-1/+8
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* | | | shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp2019-04-141-0/+6
| |_|/ |/| |
* | | Merge pull request #2366 from FernandoS27/xmad-fixbunnei2019-04-101-0/+3
|\ \ \ | | | | | | | | Correct XMAD mode, psl and high_b on different encodings.
| * | | Correct XMAD mode, psl and high_b on different encodings.Fernando Sahmkow2019-04-081-0/+3
| | |/ | |/|
* / | Correct LOP_IMN encodingFernando Sahmkow2019-04-081-1/+1
|/ /
* | maxwell_3d: Reduce severity of ProcessSyncPointReinUsesLisp2019-04-061-2/+2
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* | Merge pull request #2317 from FernandoS27/syncbunnei2019-04-062-1/+27
|\ \ | | | | | | Implement SyncPoint Register in the GPU.
| * | Implement SyncPoint Register in the GPU.Fernando Sahmkow2019-04-062-1/+27
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* | video_core/engines: Make memory manager members privateLioncash2019-04-069-13/+14
| | | | | | | | | | These aren't used externally by anything, so they can be made private data members.
* | video_core/engines: Remove unnecessary inclusions where applicableLioncash2019-04-069-9/+24
|/ | | | | | 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
* maxwell_dma: Check for valid source in destination before copy.bunnei2019-03-211-0/+10
| | | | - Avoid a crash in Octopath Traveler.
* gpu: Rewrite virtual memory manager using PageTable.bunnei2019-03-212-5/+5
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* video_core: Refactor to use MemoryManager interface for all memory access.bunnei2019-03-163-55/+29
| | | | | | | | | | | # 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
* gpu: Use host address for caching instead of guest address.bunnei2019-03-153-4/+12
|
* Merge pull request #2147 from ReinUsesLisp/texture-cleanbunnei2019-03-101-12/+13
|\ | | | | shader_ir: Remove "extras" from the MetaTexture
| * shader/decode: Remove extras from MetaTextureReinUsesLisp2019-02-261-4/+4
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| * shader/decode: Split memory and texture instructions decodingReinUsesLisp2019-02-261-8/+9
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* | gpu: Move command processing to another thread.bunnei2019-03-072-3/+3
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* | video_core/engines: Remove unnecessary includesLioncash2019-03-068-10/+9
| | | | | | | | | | | | | | | | | | Removes a few unnecessary dependencies on core-related machinery, such as the core.h and memory.h, which reduces the amount of rebuilding necessary if those files change. This also uncovered some indirect dependencies within other source files. This also fixes those.
* | Merge pull request #2163 from ReinUsesLisp/bitset-dirtybunnei2019-02-282-41/+40
|\ \ | | | | | | maxwell_3d: Use std::bitset to manage dirty flags
| * | maxwell_3d: Use std::bitset to manage dirty flagsReinUsesLisp2019-02-262-41/+40
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* / common/math_util: Move contents into the Common namespaceLioncash2019-02-272-5/+5
|/ | | | | These types are within the common library, so they should be within the Common namespace.
* Merge pull request #2118 from FernandoS27/ipa-improvebunnei2019-02-252-6/+41
|\ | | | | shader_decompiler: Improve Accuracy of Attribute Interpolation.
| * shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2019-02-142-6/+41
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* | video_core: Remove usages of System::GetInstance() within the enginesLioncash2019-02-166-16/+39
| | | | | | | | | | Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface.
* | core_timing: Convert core timing into a classLioncash2019-02-161-1/+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.
* Merge pull request #2110 from lioncash/namespacebunnei2019-02-131-1/+1
|\ | | | | core_timing: Rename CoreTiming namespace to Core::Timing
| * core_timing: Rename CoreTiming namespace to Core::TimingLioncash2019-02-121-1/+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.
* | Merge pull request #2104 from ReinUsesLisp/compute-assertbunnei2019-02-133-43/+50
|\ \ | | | | | | kepler_compute: Fixup assert and rename the engine
| * | kepler_compute: Fixup assert and rename enginesReinUsesLisp2019-02-103-43/+50
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation.
* | | Corrected F2I None mode to RoundEven.Fernando Sahmkow2019-02-111-1/+1
| |/ |/|
* | gl_rasterizer: Implement a more accurate fermi 2D copy.bunnei2019-02-072-52/+39
|/ | | | - This is a blit, use the blit registers.
* Merge pull request #2042 from ReinUsesLisp/nouveau-texbunnei2019-02-074-67/+67
|\ | | | | maxwell_3d: Allow texture handles with TIC id zero
| * video_core: Assert on invalid GPU to CPU address queriesReinUsesLisp2019-02-034-41/+54
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| * maxwell_3d: Allow sampler handles with TSC id zeroReinUsesLisp2019-02-031-10/+6
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| * maxwell_3d: Allow texture handles with TIC id zeroReinUsesLisp2019-02-031-16/+7
| | | | | | | | | | Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused.
* | Merge pull request #2081 from ReinUsesLisp/lmem-64bunnei2019-02-051-3/+3
|\ \ | | | | | | shader_ir/memory: Add LD_L 64 bits loads
| * | shader_bytecode: Rename BytesN enums to BitsNReinUsesLisp2019-02-031-3/+3
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* | Merge pull request #2082 from FernandoS27/txq-stlbunnei2019-02-051-0/+4
|\ \ | |/ |/| Fix TXQ not using the component mask.
| * Update src/video_core/engines/shader_bytecode.hMat M2019-02-041-1/+1
| | | | | | Co-Authored-By: FernandoS27 <fsahmkow27@gmail.com>
| * Fix TXQ not using the component mask.Fernando Sahmkow2019-02-031-0/+4
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* | shader_ir: Unify constant buffer offset valuesReinUsesLisp2019-01-301-0/+8
|/ | | | | | | Constant buffer values on the shader IR were using different offsets if the access direct or indirect. cbuf34 has a non-multiplied offset while cbuf36 does. On shader decoding this commit multiplies it by four on cbuf34 queries.
* shader_decode: Implement LDG and basic cbuf trackingReinUsesLisp2019-01-301-0/+8
|
* Merge pull request #1927 from ReinUsesLisp/shader-irbunnei2019-01-262-3/+9
|\ | | | | video_core: Replace gl_shader_decompiler with an IR based decompiler
| * shader_decode: Implement VMAD and VSETPReinUsesLisp2019-01-151-2/+3
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| * shader_decode: Implement HFMA2ReinUsesLisp2019-01-151-0/+1
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| * shader_decode: Fixup clang-formatReinUsesLisp2019-01-151-1/+1
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| * shader_ir: Initial implementationReinUsesLisp2019-01-151-0/+4
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| * shader_bytecode: Fixup encodingReinUsesLisp2019-01-151-1/+1
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| * shader_header: Make local memory size getter constantReinUsesLisp2019-01-151-1/+1
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* | maxwell_3d: Set rt_separate_frag_data to 1 by defaultReinUsesLisp2019-01-221-0/+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).
* | gl_rasterizer_cache: Use dirty flags for the depth bufferReinUsesLisp2019-01-072-0/+12
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* | gl_rasterizer_cache: Use dirty flags for color buffersReinUsesLisp2019-01-072-0/+12
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* gl_shader_cache: Use dirty flags for shadersReinUsesLisp2019-01-072-0/+11
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* shader_bytecode: Fixup TEXS.F16 encodingReinUsesLisp2018-12-261-1/+1
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* Fixed uninitialized memory due to missing returns in canaryDavid Marcec2018-12-192-0/+4
| | | | Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
* shader_bytecode: Fixup half float's operator B encodingReinUsesLisp2018-12-181-1/+1
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* Implement postfactor multiplication/division for fmul instructionsheapo2018-12-171-1/+1
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* gl_shader_decompiler: Implement TEXS.F16ReinUsesLisp2018-12-051-1/+2
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* gl_rasterizer: Enable clip distances when set in register and in shaderReinUsesLisp2018-11-291-0/+1
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* Merge pull request #1808 from Tinob/masterbunnei2018-11-281-1/+15
|\ | | | | Fix clip distance and viewport
| * Add support for Clip Distance enabled registerRodolfo Bogado2018-11-271-1/+15
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* | Merge pull request #1786 from Tinob/DepthClampbunnei2018-11-281-1/+9
|\ \ | | | | | | Add Depth Clamp Support
| * | Implement depth clampRodolfo Bogado2018-11-271-1/+9
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* | Merge pull request #1792 from bunnei/dma-pusherbunnei2018-11-2810-47/+52
|\ \ | | | | | | gpu: Rewrite GPU command list processing with DmaPusher class.
| * | gpu: Rewrite GPU command list processing with DmaPusher class.bunnei2018-11-2710-47/+52
| |/ | | | | | | - More accurate impl., fixes Undertale (among other games).
* | Merge pull request #1735 from FernandoS27/tex-spacingbunnei2018-11-281-2/+2
|\ \ | |/ |/| Texture decoder: Implemented Tile Width Spacing
| * Implemented Tile Width SpacingFernandoS272018-11-261-2/+2
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* | Merge pull request #1794 from Tinob/masterbunnei2018-11-271-1/+9
|\ \ | | | | | | Add support for viewport_transfom_enable register
| * | Add support for viewport_transfom_enable registerRodolfo Bogado2018-11-241-1/+9
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* | | Merge pull request #1723 from degasus/dirty_flagsbunnei2018-11-275-0/+34
|\ \ \ | | | | | | | | gl_rasterizer: Skip VB upload if the state is clean.
| * | | gl_rasterizer: Skip VB upload if the state is clean.Markus Wick2018-11-175-0/+34
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* | | | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)Marcos2018-11-271-4/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
* | | | Merge pull request #1798 from ReinUsesLisp/y-directionbunnei2018-11-271-0/+1
|\ \ \ \ | |_|_|/ |/| | | gl_shader_decompiler: Implement S2R's Y_DIRECTION
| * | | gl_shader_decompiler: Implement S2R's Y_DIRECTIONReinUsesLisp2018-11-251-0/+1
| | |/ | |/|
* | | Merge pull request #1763 from ReinUsesLisp/bfibunnei2018-11-261-0/+3
|\ \ \ | | | | | | | | gl_shader_decompiler: Implement BFI_IMM_R
| * | | gl_shader_decompiler: Implement BFI_IMM_RReinUsesLisp2018-11-211-0/+3
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* | | | Merge pull request #1760 from ReinUsesLisp/r2pbunnei2018-11-261-0/+14
|\ \ \ \ | | | | | | | | | | gl_shader_decompiler: Implement R2P_IMM
| * | | | gl_shader_decompiler: Implement R2P_IMMReinUsesLisp2018-11-211-0/+14
| |/ / /
* | | | Merge pull request #1783 from ReinUsesLisp/clip-distancesbunnei2018-11-262-1/+12
|\ \ \ \ | |_|/ / |/| | | gl_shader_decompiler: Implement clip distances
| * | | gl_shader_decompiler: Implement clip distancesReinUsesLisp2018-11-232-1/+12
| | | |
* | | | Merge pull request #1785 from Tinob/masterbunnei2018-11-241-1/+11
|\ \ \ \ | | | | | | | | | | Add support for clear_flags register
| * | | | Add support for clear_flags registerRodolfo Bogado2018-11-241-1/+11
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* | | | | Merge pull request #1769 from ReinUsesLisp/ccbunnei2018-11-241-4/+3
|\ \ \ \ \ | |/ / / / |/| | | | gl_shader_decompiler: Rename cc to condition code and name internal flags
| * | | | gl_shader_decompiler: Rename control codes to condition codesReinUsesLisp2018-11-221-4/+3
| | |/ / | |/| |
* | | | Added predicate comparison LessEqualWithNan (#1736)Hexagon122018-11-231-0/+1
| |/ / |/| | | | | | | | | | | | | | | | | | | | * Added predicate comparison LessEqualWithNan * oops * Clang fix
* | | maxwell_3d: Implement alternate blend equations.bunnei2018-11-221-0/+7
|/ / | | | | | | - Used by Undertale.
* | maxwell_3d: Initialize rasterizer color mask registers as enabled.bunnei2018-11-211-0/+9
| | | | | | | | - Fixes rendering regression with Sonic Mania.
* | small fix for alphaToOne bit locationRodolfo Bogado2018-11-171-2/+2
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* | fix for gcc compilationRodolfo Bogado2018-11-171-60/+61
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* | add AlphaToCoverage and AlphaToOneRodolfo Bogado2018-11-171-1/+7
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* | add support for fragment_color_clampRodolfo Bogado2018-11-171-1/+4
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* | set default value for point size registerRodolfo Bogado2018-11-171-0/+3
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* | fix viewport and scissor behaviorRodolfo Bogado2018-11-172-12/+18
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* gl_rasterizer: Minor cleanupFrederic L2018-11-131-4/+2
| | | Minor code cleanup from unaddressed feedback in #1654
* Try 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 Bogado2018-11-112-0/+21
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* Merge pull request #1654 from degasus/dirty_flagsbunnei2018-11-112-0/+14
|\ | | | | gl_rasterizer: Skip VAO binding if the state is clean.
| * gl_rasterizer: Skip VAO binding if the state is clean.Markus Wick2018-11-062-0/+14
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* | Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets.Rodolfo Bogado2018-11-051-3/+20
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* | Implement multi-target viewports and blendingRodolfo Bogado2018-11-052-2/+28
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* Merge pull request #1527 from FernandoS27/assert-flowbunnei2018-11-011-0/+1
|\ | | | | Assert Control Flow Instructions using Control Codes
| * Assert Control Flow Instructions using Control CodesFernandoS272018-10-291-1/+2
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* | maxwell_3d: Restructure macro upload to use a single macro code memory.bunnei2018-11-012-12/+39
| | | | | | | | | | - Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey.
* | Merge pull request #1528 from FernandoS27/assert-control-codesbunnei2018-11-011-1/+5
|\ \ | | | | | | Assert Control Codes Generation on Shader Instructions
| * | Assert Control Codes GenerationFernandoS272018-10-301-1/+5
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* / global: Use std::optional instead of boost::optional (#1578)Frederic L2018-10-302-9/+9
|/ | | | | | | | | | | | | | | | * 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
* Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB supportRodolfo Bogado2018-10-281-1/+6
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* gl_rasterizer: Implement primitive restart.bunnei2018-10-261-1/+9
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* Merge pull request #1533 from FernandoS27/lmembunnei2018-10-262-0/+36
|\ | | | | Implemented Shader Local Memory
| * Implemented LD_L and ST_LFernandoS272018-10-242-0/+36
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* | maxwell_3d: Add code for initializing register defaults.bunnei2018-10-262-1/+21
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* Merge pull request #1554 from FernandoS27/pointsizebunnei2018-10-241-0/+1
|\ | | | | Implement PointSize Output Attribute.
| * Implement PointSizeFernandoS272018-10-231-0/+1
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* | maxwell_3d: Remove unused variable within ProcessQueryGet()Lioncash2018-10-241-1/+0
|/
* Merge pull request #1519 from ReinUsesLisp/vsetpbunnei2018-10-231-3/+15
|\ | | | | gl_shader_decompiler: Implement VSETP
| * gl_shader_decompiler: Implement VSETPReinUsesLisp2018-10-231-0/+2
| |
| * gl_shader_decompiler: Abstract VMAD into a video subsetReinUsesLisp2018-10-231-3/+13
| |
* | Merge pull request #1539 from lioncash/dmabunnei2018-10-233-19/+10
|\ \ | | | | | | maxwell_dma: Silence compilation warnings
| * | engines/maxwell_*: Use nested namespace specifiers where applicableLioncash2018-10-203-12/+6
| | | | | | | | | | | | | | | | | | 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.
| * | maxwell_dma: Make variables const where applicable within HandleCopy()Lioncash2018-10-201-3/+3
| | | | | | | | | | | | These are never modified, so we can make that assumption explicit.
| * | maxwell_dma: Make FlushAndInvalidate's size parameter a u64Lioncash2018-10-201-1/+1
| | | | | | | | | | | | This prevents truncation warnings at the lambda's usage sites.
| * | maxwell_dma: Remove unused variables in HandleCopy()Lioncash2018-10-201-3/+0
| | | | | | | | | | | | These pointer variables are never used, so we can get rid of them.
* | | Merge pull request #1470 from FernandoS27/alpha_testingbunnei2018-10-231-1/+3
|\ \ \ | | | | | | | | Implemented Alpha Test using Shader Emulation
| * | | Implemented Alpha TestingFernandoS272018-10-221-1/+3
| | | |
* | | | Merge pull request #1512 from ReinUsesLisp/brkbunnei2018-10-231-3/+7
|\ \ \ \ | |_|_|/ |/| | | gl_shader_decompiler: Implement PBK and BRK
| * | | gl_shader_decompiler: Implement PBK and BRKReinUsesLisp2018-10-181-3/+7
| | | |
* | | | Added Saturation to FMUL32IFernandoS272018-10-231-0/+4
| |/ / |/| |
* | | Fixed FSETP and FSETFernandoS272018-10-221-2/+0
| |/ |/|
* | Merge pull request #1501 from ReinUsesLisp/half-floatbunnei2018-10-201-0/+145
|\ \ | | | | | | gl_shader_decompiler: Implement H* instructions
| * | gl_shader_decompiler: Implement HSET2_RReinUsesLisp2018-10-151-0/+18
| | |
| * | gl_shader_decompiler: Implement HSETP2_RReinUsesLisp2018-10-151-0/+20
| | |
| * | gl_shader_decompiler: Implement HFMA2 instructionsReinUsesLisp2018-10-151-0/+32
| | |
| * | gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMMReinUsesLisp2018-10-151-0/+30
| | |
| * | gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructionsReinUsesLisp2018-10-151-0/+25
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| * | gl_shader_decompiler: Setup base for half float unpacking and settingReinUsesLisp2018-10-151-0/+20
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* | | GPU: Improved implementation of maxwell DMA (Subv).bunnei2018-10-192-16/+65
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* | | GPU: Invalidate destination address of kepler_memory writes.bunnei2018-10-192-2/+16
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* | | fermi_2d: Add support for more accurate surface copies.bunnei2018-10-191-3/+6
| | |
* | | Implement 3D TexturesFernandoS272018-10-181-1/+4
| |/ |/|
* | shader_bytecode: Add Control Code enum 0xfReinUsesLisp2018-10-151-1/+1
| | | | | | | | | | | | Control Code 0xf means to unconditionally execute the instruction. This value is passed to most BRA, EXIT and SYNC instructions (among others) but this may not always be the case.
* | Propagate depth and depth_block on modules using decodersFernandoS272018-10-133-10/+18
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* gl_shader_decompiler: Implement VMADReinUsesLisp2018-10-111-0/+36
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* Merge pull request #1458 from FernandoS27/fix-render-target-block-settingsbunnei2018-10-112-4/+34
|\ | | | | Fixed block height settings for RenderTargets and Depth Buffers
| * Add memory Layout to Render Targets and Depth BuffersFernandoS272018-10-101-2/+14
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| * Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depthFernandoS272018-10-102-4/+22
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* | Merge pull request #1460 from FernandoS27/scissor_testbunnei2018-10-101-1/+16
|\ \ | | | | | | Implemented Scissor Testing
| * | Assert Scissor testsFernandoS272018-10-091-1/+16
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* / gl_shader_decompiler: Implement geometry shadersReinUsesLisp2018-10-071-0/+112
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* fermi_2d: Implement simple copies with AccelerateSurfaceCopy.bunnei2018-10-062-23/+35
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* gl_rasterizer: Implement quads topologyReinUsesLisp2018-10-041-0/+6
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* Merge pull request #1411 from ReinUsesLisp/point-sizebunnei2018-09-291-1/+6
|\ | | | | video_core: Implement point_size and add point state sync
| * video_core: Implement point_size and add point state syncReinUsesLisp2018-09-281-1/+6
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* | gl_state: Pack sampler bindings into a single ARB_multi_bindReinUsesLisp2018-09-281-0/+1
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* video_core: Add asserts for CS, TFB and alpha testingReinUsesLisp2018-09-263-3/+64
| | | | | | Add asserts for compute shader dispatching, transform feedback being enabled and alpha testing. These have in common that they'll probably break rendering without logging.
* shader_bytecode: Lay out the Ipa-related enums betterLioncash2018-09-211-2/+12
| | | | This is more consistent with the surrounding enums.
* shader_bytecode: Make operator== and operator!= of IpaMode const qualifiedLioncash2018-09-211-6/+7
| | | | | These don't affect the state of the struct and can be const member functions.
* Merge pull request #1279 from FernandoS27/csetpbunnei2018-09-191-0/+47
|\ | | | | shader_decompiler: Implemented (Partialy) Control Codes and CSETP
| * Implemented I2I.CC on the NEU control code, used by SMOFernandoS272018-09-171-1/+1
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| * Implemented CSETPFernandoS272018-09-171-0/+11
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| * Implemented Control CodesFernandoS272018-09-171-0/+36
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* | Merge pull request #1299 from FernandoS27/texture-sanatizebunnei2018-09-191-1/+147
|\ \ | | | | | | shader_decompiler: Asserts for Texture Instructions
| * | Added texture misc modes to texture instructionsFernandoS272018-09-171-1/+147
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* | Merge pull request #1290 from FernandoS27/shader-headerbunnei2018-09-181-0/+103
|\ \ | |/ |/| Implemented (Partialy) Shader Header
| * Replace old FragmentHeader for the new HeaderFernandoS272018-09-111-9/+15
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| * Implemented (Partialy) Shader HeaderFernandoS272018-09-111-0/+97
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* | Merge pull request #1326 from FearlessTobi/port-4182bunnei2018-09-176-32/+33
|\ \ | | | | | | Port #4182 from Citra: "Prefix all size_t with std::"
| * | Port #4182 from Citra: "Prefix all size_t with std::"fearlessTobi2018-09-156-32/+33
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* | | Merge pull request #1273 from Subv/ld_sizesbunnei2018-09-151-1/+9
|\ \ \ | | | | | | | | Shaders: Implemented multiple-word loads and stores to and from attribute memory.
| * | | Shaders: Implemented multiple-word loads and stores to and from attribute memory.Subv2018-09-151-1/+9
| |/ / | | | | | | | | | This seems to be an optimization performed by nouveau.
* | | Merge pull request #1271 from Subv/kepler_enginebunnei2018-09-152-0/+135
|\ \ \ | |/ / |/| | GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
| * | GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).Subv2018-09-122-0/+135
| | | | | | | | | | | | This engine writes data from a FIFO register into the configured address.
* | | Merge pull request #1263 from FernandoS27/tex-modebunnei2018-09-121-0/+10
|\ \ \ | |/ / |/| | shader_decompiler: Implemented (Partially) Texture Processing Modes
| * | Implemented Texture Processing ModesFernandoS272018-09-121-0/+10
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* / Implemented encodings for LEA and PSETFernandoS272018-09-111-0/+64
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* rasterizer: Drop unused handler.Markus Wick2018-09-101-2/+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.
* gl_rasterizer: Implement multiple color attachments.bunnei2018-09-101-1/+21
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* Merge pull request #1268 from FernandoS27/tmmlbunnei2018-09-101-5/+19
|\ | | | | shader_decompiler: Implemented TMML
| * Implemented TMMLFernandoS272018-09-101-5/+19
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* | Merge pull request #1272 from Subv/dma_2dbunnei2018-09-101-2/+10
|\ \ | |/ |/| GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
| * GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.Subv2018-09-081-2/+10
| | | | | | | | | | | | | | When not set, this tells the GPU to only use the X size when performing a DMA copy. This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert. This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
* | Implemented TXQ dimension query type, used by SMO.FernandoS272018-09-091-1/+16
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* | Change name of TEXQ to TXQ, in order to match NVIDIA's namingFernandoS272018-09-091-2/+2
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* | maxwell_3d: Remove assert that no longer applies.bunnei2018-09-081-4/+0
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* Merge pull request #1243 from degasus/VAO_cachebunnei2018-09-061-2/+7
|\ | | | | gl_rasterizer: Implement a VAO cache.
| * gl_rasterizer: Implement a VAO cache.Markus Wick2018-09-051-2/+7
| | | | | | | | | | | | This patch caches VAO objects instead of re-emiting all pointers per draw call. Configuring this pointers is known as a fast task, but it yields too many GL calls. So for better performance, just bind the VAO instead of 16 pointers.
* | Implemented IPA ProperlyFernandoS272018-09-061-0/+12
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* Merge pull request #1213 from DarkLordZach/octopath-fsbunnei2018-09-021-2/+3
|\ | | | | filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
| * maxwell_3d: Use CoreTiming for query timestampZach Hilman2018-09-011-2/+3
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* | Merge pull request #1215 from ogniK5377/texs-nodep-assertbunnei2018-09-021-0/+1
|\ \ | | | | | | Added assert for TEXS nodep
| * | Added assert for TEXS nodepDavid Marcec2018-09-011-0/+1
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* | Merge pull request #1214 from ogniK5377/ipa-assertbunnei2018-09-021-2/+5
|\ \ | | | | | | Added better asserts to IPA, Renamed IPA modes to match mesa
| * | Added better asserts to IPA, Renamed IPA modes to match mesaDavid Marcec2018-09-011-2/+5
| |/ | | | | | | | | | | | | | | | | | | IpaMode is changed to IpaInterpMode IpaMode is suppose to be 2 bits not 3 Added IpaSampleMode Added Saturate Renamed modes based on https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
* | Merge pull request #1216 from ogniK5377/ffma-assertbunnei2018-09-021-0/+3
|\ \ | | | | | | Added FFMA asserts and missing fields
| * | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | | | | | Saturate already implemented
| * | Added FFMA assertsDavid Marcec2018-09-011-0/+4
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* | Removed saturate assertDavid Marcec2018-09-011-1/+0
| | | | | | | | Unneeded as we already implement it
* | Added FMUL assertsDavid Marcec2018-09-011-0/+5
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* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-2/+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.
* Added predicate comparison GreaterEqualWithNanHexagon122018-08-311-0/+1
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* gl_shader_decompiler: Implement POPC (#1203)Laku2018-08-311-0/+10
| | | | | | * Implement POPC * implement invert
* Merge pull request #1200 from bunnei/improve-ipabunnei2018-08-301-0/+6
|\ | | | | gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
| * gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.bunnei2018-08-291-0/+6
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* | Shaders: Implemented IADD3tech4me2018-08-291-1/+23
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* Merge pull request #1169 from Lakumakkara/selbunnei2018-08-281-1/+1
|\ | | | | shader_bytecode: fix SEL_IMM bitstring
| * fix SEL_IMM bitstringLaku2018-08-241-1/+1
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* | Merge pull request #1173 from lioncash/batchbunnei2018-08-251-4/+4
|\ \ | |/ |/| maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
| * maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()Lioncash2018-08-251-4/+4
| | | | | | | | | | The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
* | Shaders: Added decodings for IADD3 instructionstech4me2018-08-231-0/+6
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* maxwell_3d: Update to include additional stencil registers.bunnei2018-08-231-20/+50
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* implement lop3Laku2018-08-221-0/+19
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* Merge pull request #1124 from Subv/logic_opsbunnei2018-08-221-1/+28
|\ | | | | GPU: Implemented logic ops.
| * GPU: Added registers for the logicop functionality.Subv2018-08-211-1/+28
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* | shader_bytecode: Parenthesize conditional expression within GetTextureType()Lioncash2018-08-211-1/+1
| | | | | | | | Resolves a -Wlogical-op-parentheses warning.
* | shader_bytecode: Replace some UNIMPLEMENTED logs.bunnei2018-08-211-2/+6
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* Merge pull request #1104 from Subv/instanced_arraysbunnei2018-08-201-1/+14
|\ | | | | GLRasterizer: Implemented instanced vertex arrays.
| * GLRasterizer: Implemented instanced vertex arrays.Subv2018-08-181-1/+14
| | | | | | | | Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
* | Merge pull request #1112 from Subv/sampler_typesbunnei2018-08-201-4/+72
|\ \ | | | | | | Shaders: Use the correct shader type when sampling textures.
| * | Shader: Added bitfields for the texture type of the various sampling instructions.Subv2018-08-191-1/+65
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| * | Shaders: Added decodings for TLD4 and TLD4SSubv2018-08-191-3/+7
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* | | Merge pull request #1089 from Subv/neg_bitsbunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
| * | | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.Subv2018-08-181-0/+4
| | | | | | | | | | | | | | | | We should definitely audit our shader generator for more errors like this.
* | | | Shaders/TEXS: Fixed the component mask in the TEXS instruction.Subv2018-08-191-6/+11
| |/ / |/| | | | | | | | Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
* | | Merge pull request #1109 from Subv/ldg_decodebunnei2018-08-191-0/+4
|\ \ \ | | | | | | | | Shaders: Added decodings for the LDG and STG instructions.
| * | | Shaders: Added decodings for the LDG and STG instructions.Subv2018-08-191-0/+4
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* | | Merge pull request #1108 from Subv/front_facingbunnei2018-08-191-0/+3
|\ \ \ | | | | | | | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
| * | | Shaders: Implemented the gl_FrontFacing input attribute (attr 63).Subv2018-08-191-0/+3
| |/ /
* / / Shader: Implemented the predicate and mode arguments of LOP.Subv2018-08-181-1/+6
|/ / | | | | | | | | | | The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)). This is used by Super Mario Odyssey.
* | Added predcondition GreaterThanWithNanDavid Marcec2018-08-181-0/+1
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* | Rasterizer: Implemented instanced rendering.Subv2018-08-152-0/+15
|/ | | | | | 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.
* gl_shader_decompiler: Implement XMAD instruction.bunnei2018-08-131-4/+25
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* Merge pull request #1024 from Subv/blend_glbunnei2018-08-121-0/+21
|\ | | | | GPU/Maxwell3D: Implemented an alternative set of blend factors.
| * GPU/Maxwell3D: Implemented an alternative set of blend factors.Subv2018-08-121-0/+21
| | | | | | | | These are used by nouveau and some games like SMO.
* | RasterizerGL: Ignore invalid/unset vertex attributes.Subv2018-08-121-0/+5
|/ | | | This should make the es2gears example not crash anymore.
* Merge pull request #1010 from bunnei/unk-vert-attrib-shaderbunnei2018-08-121-2/+1
|\ | | | | gl_shader_decompiler: Improve handling of unknown input/output attributes.
| * gl_shader_decompiler: Improve handling of unknown input/output attributes.bunnei2018-08-121-2/+1
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* | Merge pull request #1018 from Subv/ssy_syncbunnei2018-08-121-0/+7
|\ \ | |/ |/| GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
| * GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).Subv2018-08-111-0/+7
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* | video_core: Use variable template variants of type_traits interfaces where applicableLioncash2018-08-101-2/+1
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* maxwell_3d: Ignore macros that have not been uploaded yet.bunnei2018-08-091-4/+9
| | | | - Used by Super Mario Odyssey (in game).
* Merge pull request #982 from bunnei/stub-unk-63bunnei2018-08-091-0/+2
|\ | | | | gl_shader_decompiler: Stub input attribute Unknown_63.
| * gl_shader_decompiler: Stub input attribute Unknown_63.bunnei2018-08-081-0/+2
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* | Merge pull request #976 from bunnei/shader-immbunnei2018-08-091-9/+4
|\ \ | | | | | | gl_shader_decompiler: Let OpenGL interpret floats.
| * | gl_shader_decompiler: Let OpenGL interpret floats.bunnei2018-08-081-9/+4
| |/ | | | | | | | | - Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
* / maxwell_3d: Use correct const buffer size and check bounds.bunnei2018-08-082-1/+3
|/ | | | - Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
* maxwell_3d: Remove outdated assert.bunnei2018-08-061-2/+0
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* video_core: Eliminate the g_renderer global variableLioncash2018-08-042-6/+12
| | | | | | | | | | | | | | 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.
* GPU: Remove the assert that required the CODE_ADDRESS to be 0.Subv2018-07-241-8/+0
| | | | Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
* shader_bytecode: Implement other TEXS masks.bunnei2018-07-221-5/+9
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* gl_shader_decompiler: Implement SEL instruction.bunnei2018-07-221-0/+11
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* maxwell_3d: Add depth buffer enable, width, and height registers.bunnei2018-07-221-2/+14
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* video_core: Use nested namespaces where applicableLioncash2018-07-216-28/+14
| | | | Compresses a few namespace specifiers to be more compact.
* maxwell_3d: Remove unused variable within GetStageTextures()Lioncash2018-07-201-2/+0
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* GPU: Added register definitions for the stencil parameters.Subv2018-07-171-2/+25
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* gl_rasterizer: Fix check for if a shader stage is enabled.bunnei2018-07-132-24/+8
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* Merge pull request #655 from bunnei/pred-lt-nanbunnei2018-07-131-0/+1
|\ | | | | gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
| * gl_shader_decompiler: Implement PredCondition::LessThanWithNan.bunnei2018-07-131-0/+1
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* | gl_shader_decompiler: Use FlowCondition field in EXIT instruction.bunnei2018-07-131-0/+9
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* Merge pull request #652 from Subv/fadd32iSebastian Valle2018-07-131-0/+9
|\ | | | | GPU: Implement the FADD32I shader instruction.
| * GPU: Implement the FADD32I shader instruction.Subv2018-07-121-0/+9
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* | Merge pull request #651 from Subv/ffma_decodebunnei2018-07-121-1/+1
|\ \ | | | | | | GPU: Corrected the decoding of FFMA for immediate operands.
| * | GPU: Corrected the decoding of FFMA for immediate operands.Subv2018-07-121-1/+1
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* | Merge pull request #625 from Subv/imnmxbunnei2018-07-081-3/+17
|\ \ | |/ |/| GPU: Implemented the IMNMX shader instruction.
| * GPU: Implemented the IMNMX shader instruction.Subv2018-07-041-3/+17
| | | | | | | | It's similar to the FMNMX instruction but it works on integers.
* | Merge pull request #629 from Subv/depth_testbunnei2018-07-051-9/+21
|\ \ | | | | | | GPU: Allow using the old NV04 values for the depth test function.
| * | GPU: Allow using the old NV04 values for the depth test function.Subv2018-07-051-9/+21
| | | | | | | | | | | | | | | | | | These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5
* | | Merge pull request #626 from Subv/shader_syncbunnei2018-07-051-0/+5
|\ \ \ | |/ / |/| | GPU: Stub the shader SYNC and DEPBAR instructions.
| * | GPU: Stub the shader SYNC and DEPBAR instructions.Subv2018-07-041-0/+5
| |/ | | | | | | It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
* | Merge pull request #622 from Subv/unused_texbunnei2018-07-051-1/+1
|\ \ | | | | | | GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
| * | GPU: Corrected the decoding for the TEX shader instruction.Subv2018-07-041-1/+1
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* | Merge pull request #621 from Subv/psetp_bunnei2018-07-051-0/+13
|\ \ | | | | | | GPU: Implemented the PSETP shader instruction.
| * | GPU: Implemented the PSETP shader instruction.Subv2018-07-041-0/+13
| |/ | | | | | | It's similar to the isetp and fsetp instructions but it works on predicates instead.
* / GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.Subv2018-07-041-3/+19
|/ | | | | | OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen.
* Merge pull request #609 from Subv/clear_buffersbunnei2018-07-042-2/+39
|\ | | | | GPU: Implemented the CLEAR_BUFFERS register.
| * GPU: Support clears that don't clear the color buffer.Subv2018-07-031-2/+3
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| * GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.Subv2018-07-031-0/+11
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| * GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.Subv2018-07-031-2/+27
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* | Merge pull request #607 from jroweboy/loggingbunnei2018-07-033-5/+5
|\ \ | | | | | | Logging - Customizable backends
| * | Update clang formatJames Rowe2018-07-032-3/+3
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| * | Rename logging macro back to LOG_*James Rowe2018-07-033-3/+3
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* | Merge pull request #611 from Subv/enabled_depth_testbunnei2018-07-031-9/+9
|\ \ | | | | | | GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
| * | GPU: Use only the least significant 3 bits when reading the depth test func.Subv2018-07-031-9/+9
| |/ | | | | | | Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
* | Merge pull request #610 from Subv/mufu_8bunnei2018-07-031-0/+1
|\ \ | |/ |/| GPU: Implemented MUFU suboperation 8, sqrt.
| * GPU: Implemented MUFU suboperation 8, sqrt.Subv2018-07-031-0/+1
| |
* | Merge pull request #608 from Subv/depthbunnei2018-07-031-4/+52
|\ \ | | | | | | GPU: Implemented the depth buffer and depth test + culling
| * | GPU: Added registers for depth test and cull mode.Subv2018-07-021-3/+51
| | |
| * | GPU: Implemented the Z24S8 depth format and load the depth framebuffer.Subv2018-07-021-1/+1
| |/
* | Merge pull request #606 from Subv/base_vertexSebastian Valle2018-07-021-1/+6
|\ \ | | | | | | GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
| * | GPU: Added register definitions for the vertex buffer base element.Subv2018-07-021-1/+6
| |/
* | Merge pull request #605 from Subv/dma_copySebastian Valle2018-07-021-1/+5
|\ \ | |/ |/| GPU: Directly copy the pixels when performing a same-layout DMA.
| * GPU: Directly copy the pixels when performing a same-layout DMA.Subv2018-07-021-1/+5
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* | Merge pull request #602 from Subv/mufu_subopbunnei2018-07-011-2/+1
|\ \ | | | | | | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
| * | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.Subv2018-06-301-2/+1
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* / gl_shader_decompiler: Implement predicate NotEqualWithNan.bunnei2018-06-301-0/+1
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* maxwell_3d: Add a struct for RenderTargetConfig.bunnei2018-06-271-17/+19
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* Build: Fixed some MSVC warnings in various parts of the code.Subv2018-06-202-4/+5
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* GPU: Don't mark uniform buffers and registers as used for instructions which don't have them.Subv2018-06-191-2/+3
| | | | | Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions.
* gl_shader_decompiler: Implement LOP instructions.bunnei2018-06-171-0/+14
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* gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP.bunnei2018-06-171-3/+2
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* gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I.bunnei2018-06-161-1/+2
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* Merge pull request #556 from Subv/dma_enginebunnei2018-06-123-0/+225
|\ | | | | GPU: Partially implemented the Maxwell DMA engine.
| * GPU: Partially implemented the Maxwell DMA engine.Subv2018-06-123-0/+225
| | | | | | | | Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
* | Merge pull request #558 from Subv/iadd32ibunnei2018-06-121-2/+10
|\ \ | | | | | | GPU: Implemented the iadd32i shader instruction.
| * | GPU: Implemented the iadd32i shader instruction.Subv2018-06-121-2/+10
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* / gl_shader_decompiler: Implement saturate for float instructions.bunnei2018-06-121-2/+1
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* GPU: Implement the iset family of shader instructions.Subv2018-06-091-0/+9
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* GPU: Added decodings for the ISET family of instructions.Subv2018-06-091-0/+7
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* Merge pull request #550 from Subv/ssybunnei2018-06-091-0/+2
|\ | | | | GPU: Stub the SSY shader instruction.
| * GPU: Stub the SSY shader instruction.Subv2018-06-091-0/+2
| | | | | | | | This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
* | Merge pull request #551 from bunnei/shrbunnei2018-06-091-0/+4
|\ \ | | | | | | gl_shader_decompiler: Implement SHR instruction.
| * | gl_shader_decompiler: Implement SHR instruction.bunnei2018-06-091-0/+4
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* | gl_shader_decompiler: Implement IADD instruction.bunnei2018-06-091-5/+11
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* | gl_shader_decompiler: Add missing asserts for saturate_a instructions.bunnei2018-06-091-1/+1
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* GPU: Added registers for normal and independent blending.Subv2018-06-091-5/+26
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* gl_shader_decompiler: Implement BFE_IMM instruction.bunnei2018-06-071-3/+15
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* gl_shader_decompiler: F2F: Implement rounding modes.bunnei2018-06-071-3/+12
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* shader_bytecode: Add instruction decodings for BFE, IMNMX, and XMAD.bunnei2018-06-071-0/+20
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* Merge pull request #534 from Subv/multitexturingbunnei2018-06-072-0/+37
|\ | | | | GPU: Implement sampling multiple textures in the generated glsl shaders.
| * GPU: Implement sampling multiple textures in the generated glsl shaders.Subv2018-06-062-0/+37
| | | | | | | | | | | | 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.
* | gl_shader_decompiler: Implement LD_C instruction.bunnei2018-06-071-0/+16
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* | gl_shader_decompiler: Refactor uniform handling to allow different decodings.bunnei2018-06-061-6/+10
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* Merge pull request #516 from Subv/f2i_rbunnei2018-06-061-4/+20
|\ | | | | GPU: Implemented the F2I_R shader instruction.
| * GPU: Implemented the F2I_R shader instruction.Subv2018-06-051-4/+20
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* | Merge pull request #521 from Subv/brabunnei2018-06-051-4/+5
|\ \ | | | | | | GPU: Corrected the branch targets for the shader bra instruction.
| * | GPU: Corrected the branch targets for the shader bra instruction.Subv2018-06-051-4/+5
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* | | gl_shader_decompiler: Implement SHL instruction.bunnei2018-06-051-13/+17
|/ /
* | GPU: Implement the ISCADD shader instructions.Subv2018-06-051-0/+16
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* | GPU: Added decodings for the ISCADD instructions.Subv2018-06-051-0/+7
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* Merge pull request #514 from Subv/lop32ibunnei2018-06-051-1/+15
|\ | | | | GPU: Implemented the LOP32I instruction.
| * GPU: Implemented the LOP32I instruction.Subv2018-06-041-1/+15
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* | Merge pull request #510 from Subv/isetpbunnei2018-06-051-0/+10
|\ \ | | | | | | GPU: Implemented the ISETP_R and ISETP_C instructions
| * | GPU: Implemented the ISETP_R and ISETP_C shader instructions.Subv2018-06-041-0/+10
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* | Merge pull request #512 from Subv/fsetbunnei2018-06-051-1/+1
|\ \ | | | | | | GPU: Corrected the FSET and I2F instructions.
| * | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.Subv2018-06-041-1/+1
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* | Merge pull request #501 from Subv/shader_brabunnei2018-06-051-0/+15
|\ \ | | | | | | GPU: Partially implemented the bra shader instruction
| * | GPU: Partially implemented the shader BRA instruction.Subv2018-06-041-0/+13
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| * | GPU: Added decoding for the BRA instruction.Subv2018-06-041-0/+2
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* / GPU: Calculate the correct viewport dimensions based on the scale and translate registers.Subv2018-06-041-12/+28
|/ | | | This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
* Merge pull request #500 from Subv/long_queriesbunnei2018-06-041-9/+24
|\ | | | | GPU: Partial implementation of long GPU queries.
| * GPU: Partial implementation of long GPU queries.Subv2018-06-041-9/+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.
* | gl_shader_decompiler: Implement TEXS component mask.bunnei2018-06-031-2/+16
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* | Merge pull request #494 from bunnei/shader-texbunnei2018-06-031-0/+15
|\ \ | | | | | | gl_shader_decompiler: Implement TEX, fixes for TEXS.
| * | gl_shader_decompiler: Implement TEX instruction.bunnei2018-06-011-0/+10
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| * | gl_shader_decompiler: Support multi-destination for TEXS.bunnei2018-06-011-0/+5
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* / gl_shader_decompiler: Implement RRO as a register move.bunnei2018-06-031-3/+7
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* Merge pull request #489 from Subv/vertexidbunnei2018-05-301-0/+4
|\ | | | | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
| * Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.Subv2018-05-301-0/+4
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* | gl_shader_decompiler: Partially implement F2F_R instruction.bunnei2018-05-301-3/+3
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* shader_bytecode: Implement other variants of FMNMX.bunnei2018-05-261-3/+7
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* Merge pull request #458 from Subv/fmnmxbunnei2018-05-211-0/+5
|\ | | | | Shaders: Implemented the FMNMX shader instruction.
| * Shaders: Implemented the FMNMX shader instruction.Subv2018-05-211-0/+5
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* | ShadersDecompiler: Added decoding for the PSETP instruction.Subv2018-05-191-0/+3
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* maxwell_3d: Reset vertex counts after drawing.bunnei2018-04-291-0/+10
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* shader_bytecode: Add decoding for FMNMX instruction.bunnei2018-04-291-0/+2
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* Merge pull request #416 from bunnei/shader-ints-p3bunnei2018-04-291-8/+25
|\ | | | | gl_shader_decompiler: Implement MOV32I, partially implement I2I, I2F
| * gl_shader_decompiler: Partially implement I2I_R, and I2F_R.bunnei2018-04-291-8/+8
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| * shader_bytecode: Add decodings for i2i instructions.bunnei2018-04-291-3/+20
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| * gl_shader_decompiler: Implement MOV32_IMM instruction.bunnei2018-04-291-2/+2
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* | fermi_2d: Fix surface copy block height.bunnei2018-04-292-2/+7
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* general: Convert assertion macros over to be fmt-compatibleLioncash2018-04-271-2/+2
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* gl_shader_decompiler: Boilerplate for handling integer instructions.bunnei2018-04-261-1/+9
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* Merge pull request #396 from Subv/shader_opsbunnei2018-04-261-8/+35
|\ | | | | Shaders: Implemented the FSET instruction.
| * Shaders: Added bit decodings for the I2I instruction.Subv2018-04-251-0/+6
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| * Shaders: Added decodings for the FSET instructions.Subv2018-04-251-8/+29
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* | GPU: Partially implemented the Fermi2D surface copy operation.Subv2018-04-252-0/+59
| | | | | | | | | | The hardware allows for some rather complicated operations to be performed on the data during the copy, this is not implemented. Only same-format same-size raw copies are implemented for now.
* | GPU: Added surface copy registers to Fermi2DSubv2018-04-251-1/+57
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* | GPU: Added boilerplate code for the Fermi2D engineSubv2018-04-252-2/+33
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* | GPU: Reduce the number of registers of Maxwell3D to 0xE00.Subv2018-04-252-5/+5
| | | | | | | | The rest are just macro shim registers.
* | GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.Subv2018-04-252-8/+23
| | | | | | | | It doesn't belong in the PFIFO handler.
* | video-core: Move logging macros over to new fmt-capable onesLioncash2018-04-251-2/+2
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* memory_manager: Make GpuToCpuAddress return an optional.bunnei2018-04-241-10/+11
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* memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.bunnei2018-04-241-6/+5
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* Merge pull request #386 from Subv/gpu_querybunnei2018-04-242-2/+53
|\ | | | | GPU: Added asserts to our code for handling the QUERY_GET GPU command.
| * GPU: Added asserts to our code for handling the QUERY_GET GPU command.Subv2018-04-242-2/+53
| | | | | | | | | | 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.
* | GPU: Support multiple enabled vertex arrays.Subv2018-04-231-0/+5
|/ | | | | | The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
* shader_bytecode: Add several more instruction decodings.bunnei2018-04-211-5/+52
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* shader_bytecode: Decode instructions based on bit strings.bunnei2018-04-211-185/+172
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* ShaderGen: Implemented predicated instruction execution.Subv2018-04-211-1/+5
| | | | Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
* ShaderGen: Implemented the fsetp instruction.Subv2018-04-211-3/+40
| | | | | | | | | | Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
* ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO).Subv2018-04-201-0/+3
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* ShaderGen: Implemented the fmul32i shader instruction.Subv2018-04-191-3/+14
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* gl_shader_gen: Support vertical/horizontal viewport flipping. (#347)bunnei2018-04-181-1/+10
| | | | | | * gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
* GPU: Pitch textures are now supported, don't assert when encountering them.Subv2018-04-181-2/+3
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* Merge pull request #346 from bunnei/misc-gpu-improvementsbunnei2018-04-181-1/+2
|\ | | | | Misc gpu improvements
| * maxwell3d: Allow Texture2DNoMipmap as Texture2D.bunnei2018-04-181-1/+2
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* | Merge pull request #344 from bunnei/shader-decompiler-p2bunnei2018-04-181-10/+33
|\ \ | | | | | | Shader decompiler changes part 2
| * | shader_bytecode: Make ctor's constexpr and explicit.bunnei2018-04-181-7/+7
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| * | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions.bunnei2018-04-171-0/+14
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| * | gl_shader_decompiler: Add support for TEXS instruction.bunnei2018-04-171-5/+14
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* / renderer_opengl: Implement BlendEquation and BlendFunc.bunnei2018-04-182-4/+48
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* gl_rasterizer: Implement indexed vertex mode.bunnei2018-04-172-2/+46
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* GPU: Added a function to determine whether a shader stage is enabled or not.Subv2018-04-152-0/+24
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* shaders: Add NumTextureSamplers const, remove unused #pragma.bunnei2018-04-151-2/+0
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* shaders: Address PR review feedback.bunnei2018-04-141-1/+1
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* shaders: Fix GCC and clang build issues.bunnei2018-04-141-3/+3
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* gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.bunnei2018-04-141-20/+39
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* shader_bytecode: Add FSETP and KIL to GetInfo.bunnei2018-04-141-0/+3
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* shader_bytecode: Add SubOp decoding.bunnei2018-04-141-0/+10
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* maxwell_3d: Make memory_manager public.bunnei2018-04-141-2/+1
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* maxwell_3d: Fix shader_config decodings.bunnei2018-04-141-6/+3
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* shader_bytecode: Add initial module for shader decoding.bunnei2018-04-141-0/+297
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* GPU: Assert when finding a texture with a format type other than UNORM.Subv2018-04-071-0/+2
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* GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.Subv2018-04-012-121/+13
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* GPU: Implemented a gpu macro interpreter.Subv2018-04-012-0/+8
| | | | | | 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.
* gl_rasterizer: Add a SyncViewport method.bunnei2018-03-271-0/+10
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* gl_rasterizer: Normalize vertex array data as appropriate.bunnei2018-03-271-0/+4
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* maxwell_3d: Use names that match envytools for VertexType.bunnei2018-03-271-8/+8
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* maxwell_3d: Add VertexAttribute struct and cleanup.bunnei2018-03-271-121/+160
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* Maxwell3D: Call AccelerateDrawBatch on DrawArrays.bunnei2018-03-271-1/+8
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* gl_rasterizer: Implement AnalyzeVertexArray.bunnei2018-03-271-0/+35
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* maxwell: Add RenderTargetFormat enum.bunnei2018-03-271-3/+4
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* GPU: Load the sampler info (TSC) when retrieving active textures.Subv2018-03-262-21/+67
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* GPU: Make the debug_context variable a member of the frontend instead of a global.Subv2018-03-251-11/+13
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* GPU: Added a function to retrieve the active textures for a shader stage.Subv2018-03-242-50/+59
| | | | 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.
* GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.Subv2018-03-241-0/+7
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* GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.Subv2018-03-241-0/+10
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* GPU: Added a method to unswizzle a texture without decoding it.Subv2018-03-241-1/+1
| | | | Allow unswizzling of DXT1 textures.
* GPU: Preliminary work for texture decoding.Subv2018-03-241-0/+45
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* GPU: Added viewport registers to Maxwell3D's reg structure.Subv2018-03-241-1/+18
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* maxwell_3d: Add some format decodings and string helper functions.bunnei2018-03-231-3/+107
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* GPU: Added vertex attribute format registers.Subv2018-03-211-1/+14
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* GPU: Added registers for the number of vertices to render.Subv2018-03-211-2/+13
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* Merge pull request #253 from Subv/rt_depthMat M2018-03-201-1/+48
|\ | | | | GPU: Added registers for color and Z buffers.
| * GPU: Added Z buffer registers to Maxwell3D's reg structure.Subv2018-03-191-1/+17
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| * GPU: Added the render target (RT) registers to Maxwell3D's reg structure.Subv2018-03-191-1/+32
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* | Clang FixesN00byKing2018-03-191-1/+2
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* | Clean Warnings (?)N00byKing2018-03-191-1/+1
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* GPU: Added the TSC registers to the Maxwell3D register structure.Subv2018-03-191-1/+15
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* GPU: Added the TIC registers to the Maxwell3D register structure.Subv2018-03-191-1/+16
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* GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.Subv2018-03-192-1/+29
| | | | This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
* GPU: Implement the BindStorageBuffer macro method in HLE.Subv2018-03-182-1/+36
| | | | | | 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.
* GPU: Handle writes to the CB_DATA method.Subv2018-03-182-0/+39
| | | | | | 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.
* GPU: Store uploaded GPU macros and keep track of the number of method parameters.Subv2018-03-182-11/+24
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* GPU: Macros are specific to the Maxwell3D engine, so handle them internally.Subv2018-03-186-31/+55
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* GPU: Renamed ShaderType to ShaderStage as that is less confusing.Subv2018-03-182-19/+19
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* GPU: Store shader constbuffer bindings in the GPU state.Subv2018-03-182-5/+61
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* GPU: Corrected some register offsets and removed superfluous macro registers.Subv2018-03-181-9/+3
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* GPU: Make the SetShader macro call do the same as the real macro's code.Subv2018-03-182-3/+44
| | | | | | 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[]).
* GPU: Corrected the parameter documentation for the SetShader macro call.Subv2018-03-172-11/+12
| | | | | | 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.
* Merge pull request #242 from Subv/set_shaderbunnei2018-03-172-4/+38
|\ | | | | GPU: Handle the SetShader method call (0xE24) and store the shader config.
| * GPU: Handle the SetShader method call (0xE24) and store the shader config.Subv2018-03-172-4/+38
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* | GPU: Added the vertex array registers.Subv2018-03-171-2/+33
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* Merge pull request #241 from Subv/gpu_method_callbunnei2018-03-176-1/+56
|\ | | | | GPU: Process command mode 5 (IncreaseOnce) differently from other commands
| * GPU: Process command mode 5 (IncreaseOnce) differently from other commands.Subv2018-03-176-1/+56
| | | | | | | | | | | | Accumulate all arguments before calling the desired method. Note: Maybe we should do the same for the NonIncreasing mode?
* | GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.Subv2018-03-171-0/+8
| | | | | | | | Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
* | GPU: Added Maxwell registers for Shader Program control.Subv2018-03-171-2/+55
|/
* GPU: Intercept writes to the VERTEX_END_GL register.Subv2018-03-052-1/+18
| | | | | | 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.
* maxwell_3d: Make constructor explicitLioncash2018-02-141-1/+1
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* GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.Subv2018-02-122-2/+94
| | | | Only QueryMode::Write is supported at the moment.
* Make a GPU class in VideoCore to contain the GPU state.Subv2018-02-126-18/+24
| | | | Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
* GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.Subv2018-02-126-0/+99