Commit message (Collapse) | Author | Files | Lines | ||
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2024-01-31 | renderer_opengl: split out FXAA | Liam | 4 | -21/+74 | |
2024-01-31 | renderer_opengl: split out SMAA | Liam | 9 | -94/+192 | |
2024-01-31 | renderer_opengl: isolate core presentation code | Liam | 5 | -577/+637 | |
2024-01-31 | video_core: consistently account for resolution scaling when rendering | Liam | 5 | -22/+22 | |
2024-01-31 | video_core: simplify accelerated surface fetch and crop handling between APIs | Liam | 6 | -189/+142 | |
2024-01-19 | Core: Eliminate core/memory dependancies. | Fernando Sahmkow | 2 | -3/+2 | |
2024-01-19 | Core: Clang format and other small issues. | Fernando Sahmkow | 4 | -8/+9 | |
2024-01-19 | SMMU: Implement physical memory mirroring | Fernando Sahmkow | 1 | -4/+3 | |
2024-01-19 | SMMU: Initial adaptation to video_core. | Fernando Sahmkow | 10 | -57/+61 | |
2023-12-21 | shader_recompiler: use float image operations on load/store when required | Liam | 1 | -1/+1 | |
2023-12-21 | gl_device: Remove AMD blacklists that are no longer applicable | Ameer J | 1 | -5/+6 | |
2023-12-20 | gl_rasterizer: Less spammy log for unimplemented resets | Ameer J | 1 | -1/+1 | |
2023-12-20 | gl_rasterizer: Implement DrawTransformFeedback macro | Ameer J | 6 | -0/+77 | |
2023-12-19 | OpenGL: Add GL_PRIMITIVES_GENERATED and GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries | Ameer J | 3 | -21/+54 | |
2023-12-19 | gl_rasterizer: Silence spammy logs | Ameer J | 1 | -6/+8 | |
2023-12-19 | gl_buffer_cache: Reintroduce NV_vertex_buffer_unified_memory | Ameer J | 5 | -8/+60 | |
Workaround Nvidia drivers complaining when a buffer is bound as both a vertex buffer and transform feedback buffer | |||||
2023-12-19 | shader_recompiler: ignore clip distances beyond driver support level | Liam | 1 | -0/+1 | |
2023-12-16 | gl_buffer_cache: Fix tfb binding typo | Ameer J | 1 | -1/+1 | |
2023-12-03 | renderer_opengl: remove srgb conversion logic | Liam | 3 | -9/+2 | |
2023-12-03 | renderer_vulkan: do not recreate swapchain for srgb | Liam | 1 | -1/+2 | |
2023-11-24 | vulkan_device: add names for more driverID enumeration values | Liam | 1 | -9/+9 | |
2023-11-19 | gl_buffer_cache: Batch vertex/tfb buffer binding | Ameer J | 5 | -64/+36 | |
2023-11-18 | gl_graphics_pipeline: GLASM: Fix transform feedback attribs buffer mode | Ameer J | 2 | -1/+6 | |
GL_SEPARATE_ATTRIBS only applies when multiple buffers are being used, else GL_INTERLEAVED_ATTRIBS handles the cases for a single buffer with potentially more than one attribute | |||||
2023-11-12 | renderer_vulkan: Introduce separate cmd buffer for uploads | GPUCode | 2 | -7/+17 | |
2023-11-12 | Memory: Fix invalidation handling from the CPU/Services | Fernando Sahmkow | 1 | -1/+1 | |
2023-11-01 | shader_recompiler: Align SSBO offsets in GlobalMemory functions | Ameer J | 1 | -0/+1 | |
2023-11-01 | shader_recompiler: Align SSBO offsets to meet host requirements | Ameer J | 2 | -0/+5 | |
Co-Authored-By: Billy Laws <blaws05@gmail.com> | |||||
2023-10-12 | Transition MSAA images to general layout without uploading data | Kelebek1 | 1 | -0/+2 | |
2023-10-11 | Do not set rescaled flag when rescaling is disabled | Kelebek1 | 1 | -6/+8 | |
2023-10-06 | Implement X8_D24 format | Kelebek1 | 1 | -0/+1 | |
2023-09-23 | Query Cache: address issues | Fernando Sahmkow | 2 | -9/+18 | |
2023-09-23 | Query Cachge: Fully rework Vulkan's query cache | Fernando Sahmkow | 4 | -12/+30 | |
2023-08-27 | VideoCore: Implement DispatchIndirect | Fernando Sahmkow | 1 | -0/+11 | |
2023-08-14 | gl_texture_cache: Enable async downloads | Ameer J | 5 | -9/+16 | |
2023-08-14 | gl_buffer_cache: Enable async downloads | Ameer J | 4 | -9/+34 | |
2023-08-14 | gl_staging_buffer_pool: Refactor allocation variables into a struct | Ameer J | 2 | -30/+28 | |
2023-08-13 | gl_graphics_pipeline: Fix GLASM storage buffer detection | Ameer J | 1 | -2/+2 | |
2023-08-13 | gl_graphics_pipeline: GLASM: Fix transform feedback with multiple buffers | Ameer J | 2 | -15/+1 | |
2023-08-13 | Mark accelerted DMA destination buffers and images as GPU-modified | Kelebek1 | 1 | -1/+6 | |
2023-08-06 | Revert "HACK: Avoid swizzling and reuploading ASTC image every frame" | Ameer J | 1 | -8/+1 | |
This reverts commit b18c1fb1bbbcc235e9a1cbbb2704fed2e5895e61. | |||||
2023-08-06 | HACK: Avoid swizzling and reuploading ASTC image every frame | Ameer J | 1 | -1/+8 | |
2023-08-06 | gl | Ameer J | 1 | -0/+1 | |
2023-08-05 | gl_device: Filter more specifically for slow ASTC | lat9nq | 1 | -1/+42 | |
Adds a check to find if the renderer is Intel DG (i.e. DG2). gl_device: Detect Mesa to disable their ASTC In our testing, our own ASTC decoder has shown itself to perform faster than the included one from the driver. Disable theirs when Mesa is detected. Mesa detection depends on the vendor string. Some drivers never appear outside of *nix contexts, so only check those in the *nix context. gl_device: Internalize Intel DG detection | |||||
2023-08-03 | Fix shader dumps with nvdisasm | Kelebek1 | 1 | -4/+6 | |
skip fragment shaders when rasterizer is disabled initialize env_ptrs | |||||
2023-07-21 | settings,opengl,yuzu-qt: Fix AA, Filter maximums | lat9nq | 1 | -1/+1 | |
The new enum macros don't support setting values directly. For LastAA and LastFilter, this means we need a simpler approach to loop around the toggle in the frontend... | |||||
2023-07-21 | settings,general: Rename non-confirming enums | lat9nq | 5 | -18/+18 | |
2023-07-21 | settings,video_core: Consolidate ASTC decoding options | lat9nq | 1 | -4/+4 | |
Just puts them all neatly into one place. | |||||
2023-07-19 | general: Silence -Wshadow{,-uncaptured-local} warnings | lat9nq | 2 | -11/+12 | |
These occur in the latest commits in LLVM Clang. | |||||
2023-06-28 | Memory Tracking: Optimize tracking to only use atomic writes when contested with the host GPU | Fernando Sahmkow | 2 | -10/+28 | |
2023-06-26 | OpenGL: Limit lmem warmup to NVIDIA | ameerj | 3 | -4/+15 | |
:frog: | |||||
2023-06-26 | shaders: Track local memory usage | ameerj | 5 | -2/+18 | |
2023-06-26 | OpenGL: Add Local Memory warmup shader | ameerj | 3 | -1/+14 | |
2023-06-22 | Remove memory allocations in some hot paths | Kelebek1 | 1 | -1/+3 | |
2023-06-16 | video_core: Use sampler IDs instead pointers in the pipeline config | Wollnashorn | 2 | -9/+22 | |
The previous approach of storing pointers returned by `GetGraphicsSampler`/`GetComputeSampler` caused UB, as these functions can cause reallocation of the sampler slot vector and therefore invalidate the pointers | |||||
2023-06-15 | video_core: Fallback to default anisotropy instead to 1x anisotropy | Wollnashorn | 3 | -7/+9 | |
2023-06-15 | video_core: Fixed compilation errors because of name shadowing | Wollnashorn | 1 | -6/+6 | |
2023-06-15 | video_core: Add per-image anisotropy heuristics (format & mip count) | Wollnashorn | 3 | -36/+70 | |
2023-06-15 | video_core: preallocate fewer IR blocks | Liam | 1 | -3/+3 | |
2023-06-13 | buffer_cache_base: Specify buffer type in HostBindings | Morph | 2 | -12/+13 | |
Avoid reinterpret-casting from void pointer since the type is already known at compile time. | |||||
2023-06-10 | shader_recompiler: translate f64 to f32 when unsupported on host | Liam | 1 | -0/+1 | |
2023-06-10 | shader_recompiler: remove barriers in conditional control flow when device lacks support | Liam | 3 | -0/+7 | |
2023-06-08 | Combine vertex/transform feedback buffer binding into a single call | Kelebek1 | 2 | -1/+21 | |
2023-06-03 | core: frontend: Refactor GraphicsContext to its own module. | bunnei | 1 | -0/+1 | |
2023-05-28 | gl_texture_cache: Fix ASTC CPU decoding with compression disabled | ameerj | 1 | -2/+7 | |
gl_format was incorrectly being overwritten when compression was disabled | |||||
2023-05-28 | gl_staging_buffers: Optimization to reduce fence waiting | ameerj | 2 | -4/+22 | |
2023-05-28 | OpenGL: Make use of persistent buffer maps in buffer cache downloads | ameerj | 11 | -196/+290 | |
Persistent buffer maps were already used by the texture cache, this extends their usage for the buffer cache. In my testing, using the memory maps for uploads was slower than the existing "ImmediateUpload" path, so the memory map usage is limited to downloads for the time being. | |||||
2023-05-27 | Move buffer bindings to per-channel state | Kelebek1 | 1 | -1/+1 | |
2023-05-23 | textures: add BC1 and BC3 compressors and recompression setting | Liam | 1 | -2/+29 | |
2023-05-23 | renderer_vulkan: barrier attachment feedback loops | Liam | 1 | -0/+4 | |
2023-05-09 | Texture Cache: Fix ASTC textures | Fernando Sahmkow | 1 | -1/+1 | |
2023-05-07 | Texture cache: Only force flush the dma downloads | Fernando Sahmkow | 1 | -1/+1 | |
2023-05-07 | GPU: Add Reactive flushing | Fernando Sahmkow | 2 | -0/+24 | |
2023-05-06 | Log object names with debug renderer, add a GPU address to ImageViews | Kelebek1 | 3 | -6/+7 | |
2023-05-03 | GPU: implement missing ASTC | Fernando Sahmkow | 2 | -0/+6 | |
2023-04-29 | Texture Cache: Release stagging buffers on tick frame | Fernando Sahmkow | 2 | -8/+16 | |
2023-04-29 | Buffer Cache: Fully rework the buffer cache. | Fernando Sahmkow | 2 | -0/+13 | |
2023-04-29 | Accelerate DMA: Use texture cache async downloads to perform the copies | Fernando Sahmkow | 1 | -3/+3 | |
to host. WIP | |||||
2023-04-29 | TextureCache: refactor DMA downloads to allow multiple buffers. | Fernando Sahmkow | 3 | -20/+26 | |
2023-04-23 | QueryCache: rework async downloads. | Fernando Sahmkow | 3 | -9/+11 | |
2023-04-23 | Fence Manager: implement async fence management in a sepparate thread. | Fernando Sahmkow | 1 | -1/+11 | |
2023-04-08 | video_core: Enable ImageGather with subpixel offset on Intel | Wollnashorn | 3 | -7/+5 | |
2023-04-08 | shader_recompiler: Add subpixel offset for correct rounding at `ImageGather` | Wollnashorn | 3 | -0/+7 | |
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956). | |||||
2023-03-12 | general: fix spelling mistakes | Liam | 2 | -3/+3 | |
2023-03-12 | video_core: Fix ogl status error when draw_texture | FengChen | 2 | -2/+2 | |
2023-03-09 | OpenGL: Prefer glClientWaitSync for OGLSync objects | ameerj | 5 | -10/+16 | |
At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS. | |||||
2023-03-07 | gl_rasterizer: Implement AccelerateDMA DmaBufferImageCopy | ameerj | 2 | -9/+52 | |
2023-03-07 | Refactor AccelerateDMA code | ameerj | 2 | -7/+23 | |
2023-03-05 | Engines: Implement Accelerate DMA Texture. | Fernando Sahmkow | 1 | -0/+10 | |
2023-03-04 | Check all swizzle components for red, not just [0], pass float border color rather than int | Kelebek1 | 1 | -5/+8 | |
2023-02-23 | configuration: Add async ASTC decode setting | ameerj | 1 | -3/+14 | |
2023-02-14 | remove static from pointer sized or smaller types for aesthetics, change constexpr static to static constexpr for consistency | arades79 | 4 | -8/+6 | |
Signed-off-by: arades79 <scravers@protonmail.com> | |||||
2023-02-14 | add static lifetime to constexpr values to force compile time evaluation where possible | arades79 | 4 | -6/+8 | |
Signed-off-by: arades79 <scravers@protonmail.com> | |||||
2023-02-11 | texture_cache: OpenGL: Implement MSAA uploads and copies | ameerj | 4 | -2/+53 | |
2023-01-30 | gl_compute_pipeline: Force context flush when loading shader cache | ameerj | 4 | -7/+37 | |
2023-01-30 | gl_graphics_pipeline: Force context flush when loading shader cache | ameerj | 4 | -9/+12 | |
2023-01-26 | video_core/opengl: Add FSR upscaling filter to the OpenGL renderer | Wollnashorn | 4 | -18/+219 | |
2023-01-08 | VideoCore: Fix OGL cache invalidation. | Fernando Sahmkow | 1 | -0/+4 | |
2023-01-07 | Revert "Vulkan, OpenGL: Hook up storage buffer alignment code" | Liam | 2 | -5/+0 | |
This reverts commit 9e2997c4b6456031622602002924617690e32a13. | |||||
2023-01-06 | opengl: Sanitize antialiasing config | Narr the Reg | 1 | -1/+7 | |
2023-01-05 | Vulkan, OpenGL: Hook up geometry shader passthrough emulation | Billy Laws | 1 | -0/+1 | |
2023-01-05 | Vulkan, OpenGL: Hook up storage buffer alignment code | Billy Laws | 2 | -0/+5 | |
2023-01-05 | video_core: Implement opengl/vulkan draw_texture | Feng Chen | 6 | -113/+193 | |
2023-01-05 | video_core: Implement maxwell3d draw texture method | Feng Chen | 2 | -0/+97 | |
2023-01-04 | Video_core: Address feedback | Fernando Sahmkow | 1 | -9/+9 | |
2023-01-04 | Texture Cache: Implement async texture downloads. | Fernando Sahmkow | 1 | -0/+2 | |
2023-01-03 | ShaderCompiler: Inline driver specific constants. | Fernando Sahmkow | 1 | -1/+1 | |
2023-01-01 | MacroHLE: Final cleanup and fixes. | Fernando Sahmkow | 1 | -2/+1 | |
2023-01-01 | Rasterizer: Setup skeleton for Host Conditional rendering | Fernando Sahmkow | 2 | -0/+16 | |
2023-01-01 | RasterizerMemory: Add filtering for flushing/invalidation operations. | Fernando Sahmkow | 2 | -22/+42 | |
2023-01-01 | MacroHLE: Add OpenGL Support | Fernando Sahmkow | 4 | -38/+94 | |
2022-12-14 | Vulkan: Add support for VK_EXT_depth_clip_control. | FernandoS27 | 1 | -0/+1 | |
2022-12-13 | gl_device: Use a more robust way to use strict context mode | Alexander Orzechowski | 3 | -8/+7 | |
Instead of checking a environment variable which may not actually exist or is just wrong, ask QT if it's running on the wayland platform. | |||||
2022-12-13 | renderer_opengl: refactor context acquire | Liam | 4 | -34/+58 | |
2022-12-08 | video_core: Integrate SMAA | Liam | 2 | -20/+119 | |
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com> | |||||
2022-12-08 | video_core: The draw manager manages whether Clear is required. | FengChen | 1 | -3/+0 | |
2022-12-08 | video_core: Implement maxwell3d draw manager and split draw logic | Feng Chen | 2 | -9/+13 | |
2022-12-01 | shader_recompiler: add gl_Layer translation GS for older hardware | Liam | 1 | -4/+33 | |
2022-11-24 | GPU: Implement additional render target formats. | Fernando Sahmkow | 1 | -0/+1 | |
2022-11-24 | Fermi2D: Rework blit engine and add a software blitter. | Fernando Sahmkow | 1 | -2/+1 | |
2022-11-23 | general: fix compile for Apple Clang | Liam | 2 | -1/+1 | |
2022-11-17 | maxwell3d: full HLE for multi-layer clears | Liam | 2 | -2/+2 | |
2022-11-15 | video_core: Reimplement inline index buffer binding | Feng Chen | 2 | -14/+0 | |
2022-11-14 | Add break for default cases | Kyle Kienapfel | 2 | -0/+3 | |
Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return | |||||
2022-11-11 | Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation reg | Kelebek1 | 1 | -1/+1 | |
2022-11-11 | ir/texture_pass: Use host_info instead of querying Settings::values (#9176) | Morph | 3 | -3/+4 | |
2022-11-07 | video_core: Fix few issues in Tess stage | FengChen | 1 | -1/+2 | |
2022-11-04 | video_core: Fix SNORM texture buffer emulating error (#9001) | Feng Chen | 3 | -16/+13 | |
2022-10-22 | video_core: Implement maxwell inline_index method | FengChen | 2 | -0/+14 | |
2022-10-21 | video_coare: Reimplementing the maxwell drawing trigger mechanism | FengChen | 2 | -4/+3 | |
2022-10-13 | renderer_(opengl/vulkan): Fix tessellation clockwise parameter | Morph | 1 | -2/+2 | |
This should be assigned CW only on Triangles_CW rather than not Triangles_CCW, making CCW the default winding order rather than CW. | |||||
2022-10-10 | Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong. | Kelebek1 | 2 | -14/+17 | |
2022-10-07 | Update 3D regs | Kelebek1 | 6 | -264/+296 | |
2022-10-06 | state_tracker: workaround channel setup for homebrew | Liam | 2 | -1/+2 | |
2022-10-06 | VideoCore: Implement formats needed for N64 emulation. | Fernando Sahmkow | 1 | -1/+1 | |
2022-10-06 | DMA & InlineToMemory Engines Rework. | bunnei | 2 | -2/+2 | |
2022-10-06 | Shader Decompiler: Check for shift when deriving composite samplers. | Fernando Sahmkow | 2 | -4/+6 | |
2022-10-06 | OpenGL: Fix TickWork | Fernando Sahmkow | 1 | -0/+4 | |
2022-10-06 | VideoCore: Refactor fencing system. | Fernando Sahmkow | 4 | -30/+16 | |
2022-10-06 | NVDRV: Further refactors and eliminate old code. | Fernando Sahmkow | 1 | -4/+0 | |
2022-10-06 | Texture cache: Fix the remaining issues with memory mnagement and unmapping. | Fernando Sahmkow | 2 | -3/+3 | |
2022-10-06 | VideoCore: Fix channels with disk pipeline/shader cache. | Fernando Sahmkow | 6 | -42/+49 | |
2022-10-06 | OpenGl: Implement Channels. | Fernando Sahmkow | 5 | -112/+176 | |
2022-10-06 | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | 7 | -43/+35 | |
2022-10-06 | Texture Cache: Add ASTC 10x5 Format. | Fernando Sahmkow | 1 | -0/+2 | |
2022-10-04 | common: remove "yuzu:" prefix from thread names | Liam | 1 | -1/+1 | |
2022-09-20 | video_core: Fix legacy to generic location unpaired | FengChen | 1 | -0/+1 | |
2022-09-20 | video_core: Generate mipmap texture by drawing | FengChen | 3 | -1/+22 | |
2022-09-10 | Align index buffe size when vertex_buffer_unified_memory enable | FengChen | 1 | -1/+1 | |
2022-08-31 | (shader/pipeline)_cache: Raise shader/pipeline cache version | Morph | 1 | -1/+1 | |
Since the following commit: https://github.com/yuzu-emu/yuzu/commit/a83a5d2e4c8932df864dd4cea2b04d87a12c8760 , many games will refuse to boot unless the shader/pipeline cache has been invalidated. | |||||
2022-08-25 | video_code: support rectangle texture | FengChen | 1 | -4/+5 | |
2022-08-20 | video_core: support framebuffer crop rect top not zero | vonchenplus | 1 | -6/+13 | |
2022-07-30 | renderer_opengl: delete shader source after linking | Liam | 1 | -0/+1 | |
2022-07-30 | video_core: stop waiting for shader compilation on user cancel | Liam | 1 | -1/+1 | |
2022-07-27 | chore: make yuzu REUSE compliant | Andrea Pappacoda | 8 | -24/+16 | |
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254 | |||||
2022-07-06 | renderer_(gl/vk): Implement ASTC_10x6_UNORM | Morph | 1 | -0/+1 | |
- Used by Monster Hunter Rise Update 10.0.2 | |||||
2022-06-14 | common: Change semantics of UNREACHABLE to unconditionally crash | Liam | 6 | -32/+32 | |
2022-05-07 | OpenGL: implement face flips according to NDC | Liam | 1 | -4/+3 | |
2022-04-23 | general: Convert source file copyright comments over to SPDX | Morph | 27 | -81/+54 | |
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later. | |||||
2022-04-14 | video_core: implement formats for N64 emulation | Fernando Sahmkow | 2 | -0/+28 | |
2022-04-07 | video_core: Replace lock_guard with scoped_lock | Merry | 2 | -3/+3 | |
2022-04-07 | OpenGL: fix S8D24 to ABGR8 conversions | Liam | 4 | -4/+39 | |
2022-04-04 | OpenGL: fix cropping | Liam | 3 | -1/+10 | |
2022-04-04 | OpenGL: propagate face flip condition | Liam | 1 | -4/+10 | |
2022-04-04 | OpenGL: flip front faces if Z scale is inverted | Liam | 1 | -2/+3 | |
2022-04-01 | GPU Garbage Collection: Fix regressions. | Fernando Sahmkow | 1 | -1/+1 | |
2022-03-29 | gl_rasterizer: Avoid scenario locking already owned mutex | ameerj | 1 | -3/+3 | |
gpu.TickWork() may lock the texture_cache and buffer_cache mutexes, which are owned by the thread prior to invoking TickWork(). Defer invoking gpu.TickWork() until the scope ends, where the owned mutexes are released. | |||||
2022-03-26 | Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding CPU Cached memory." | bunnei | 1 | -5/+1 | |
2022-03-25 | Texture Cache: Add Cached CPU system. | Fernando Sahmkow | 1 | -1/+5 | |
2022-03-25 | GC: Address Feedback. | Fernando Sahmkow | 6 | -23/+32 | |
2022-03-25 | hle: nvflinger: Migrate android namespace -> Service::android. | bunnei | 2 | -6/+6 | |
2022-03-25 | hle: nvflinger: Move PixelFormat to its own header. | bunnei | 2 | -6/+6 | |
2022-03-25 | Garbage Collection: Final tuning. | Fernando Sahmkow | 2 | -3/+3 | |
2022-03-25 | Buffer Cache: Tune to the levels of the new GC. | Fernando Sahmkow | 2 | -0/+30 | |
2022-03-25 | Garbage Collection: Redesign the algorithm to do a better use of memory. | Fernando Sahmkow | 2 | -3/+22 | |
2022-03-19 | video_core: Reduce unused includes | ameerj | 15 | -41/+2 | |
2022-03-18 | general: Reduce core.h includes | ameerj | 1 | -1/+0 | |
2022-03-06 | gl_graphics_pipeline: Improve shader builder synchronization using fences (#7969) | Ameer J | 2 | -21/+32 | |
* gl_graphics_pipeline: Improve shader builder synchronization Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context * gl_graphics_pipeline: Make built_fence access threadsafe * gl_graphics_pipeline: Use GLsync objects only when building in parallel * gl_graphics_pipeline: Replace GetSync calls with non-blocking waits The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context | |||||
2022-02-27 | gl_fence_manager: Minor optimization to signal querying | ameerj | 1 | -2/+1 | |
Per the spec, bufSize is the number of integers that will be written, in this case, 1. Also, the length argument is optional if the information of the number of elements written is not needed. | |||||
2022-02-25 | maxwell_to_(gl/vk): Add 11_11_10 float vertex format | Morph | 1 | -0/+2 | |
- Used by パワプロクンポケットR | |||||
2022-02-02 | general: Replace NonCopyable struct with equivalents | Lioncash | 1 | -13/+37 | |
2022-02-01 | Rasterizer: Refactor inlineToMemory. | Fernando Sahmkow | 2 | -3/+4 | |
2022-01-29 | Rasterizer: Implement Inline2Memory Acceleration. | Fernando Sahmkow | 2 | -0/+23 | |
2022-01-04 | ShaderDecompiler: Add a debug option to dump the game's shaders. | Fernando Sahmkow | 1 | -1/+10 | |
2021-12-30 | glsl: Add boolean reference workaround | ameerj | 3 | -0/+7 | |
2021-12-30 | glsl_context_get_set: Add alternative cbuf type for broken drivers | ameerj | 3 | -7/+8 | |
some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed. | |||||
2021-12-24 | vk_texture_cache: Fix invalidated pointer access | ameerj | 2 | -2/+4 | |
The vulkan ImageView held a reference to its source image for rescale status checking. This pointer is sometimes invalidated when the texture cache slot_images container is resized. To avoid an invalid pointer dereference, the ImageView now holds a reference to the container itself. | |||||
2021-12-18 | Address format clang | vonchenplus | 1 | -1/+1 | |
2021-12-05 | renderer_opengl: Minor refactoring of filter selection | ameerj | 1 | -30/+20 | |
2021-12-05 | blit_image: Refactor upscale factors usage | ameerj | 1 | -1/+1 | |
The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache. | |||||
2021-11-20 | TextureCache: Refactor and fix linux compiling. | Fernando Sahmkow | 1 | -4/+2 | |
2021-11-20 | TextureCache: Implement buffer copies on Vulkan. | Fernando Sahmkow | 2 | -4/+7 | |
2021-11-19 | Implement convert legacy to generic | Feng Chen | 1 | -0/+3 | |
2021-11-18 | gl_texture_cache: Round format conversion PBO to next power of 2 | ameerj | 1 | -1/+5 | |
2021-11-17 | renderer_opengl: Implement S8_UINT stencil format | Morph | 3 | -6/+25 | |
2021-11-17 | Fix image update/download error when width too small | Feng Chen | 2 | -10/+18 | |
2021-11-17 | texture_cache: Use pixel format conversion when supported by the runtime | ameerj | 2 | -0/+9 | |
2021-11-17 | gl_texture_cache: Make FormatConversionPass more generic | ameerj | 1 | -7/+12 | |
This allows the usage of the FormatConversionPass to be applied to more than the previously used BGR conversion scenarios. | |||||
2021-11-17 | gl_texture_cache: Rename BGRCopyPass to FormatConversionPass | ameerj | 2 | -21/+18 | |
2021-11-17 | TextureCache: OGL query device memory if possible. | FernandoS27 | 2 | -2/+14 | |
2021-11-17 | TextureCache: Fix OGL cleaning | Fernando Sahmkow | 2 | -0/+20 | |
2021-11-16 | TextureCache: Add automatic anisotropic filtering and refactor code. | Fernando Sahmkow | 1 | -7/+1 | |
2021-11-16 | TextureCache: Make a better Anisotropic setter. | Fernando Sahmkow | 1 | -1/+8 | |
2021-11-16 | Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs. | FernandoS27 | 1 | -2/+3 | |
2021-11-16 | gl_resource_manager: Ensure non EXT_framebuffer objects are created | ameerj | 2 | -13/+8 | |
2021-11-16 | OpenGL: Fix viewport/Scissor scaling on downscaling. | FernandoS27 | 1 | -6/+28 | |
2021-11-16 | Presentation: Only use FP16 in scaling shaders on supported devices in Vulkan | Marshall Mohror | 1 | -2/+3 | |
2021-11-16 | gl_rasterizer: Fix ScissorTest and Clear when scaling | ameerj | 1 | -10/+6 | |
2021-11-16 | gl_texture_cache: Simplify scaling procedures | ameerj | 2 | -57/+28 | |
2021-11-16 | OpenGlTextureCache: Fix state invalidation on rescaling. | Fernando Sahmkow | 2 | -0/+15 | |
2021-11-16 | OpenGL: fix FXAA with scaling | Marshall Mohror | 2 | -9/+31 | |
2021-11-16 | OpenGL: Implement FXAA | Marshall Mohror | 3 | -35/+80 | |
2021-11-16 | QtGUI: Add buttton to toggle the filter. | FernandoS27 | 1 | -0/+1 | |
2021-11-16 | VideoCore: Add gaussian filtering. | FernandoS27 | 2 | -0/+6 | |
2021-11-16 | Texture Cache: fix memory managment and optimize scaled downloads, uploads. | Fernando Sahmkow | 2 | -7/+21 | |
2021-11-16 | Texture Cache: Fix downscaling and correct memory comsumption. | Fernando Sahmkow | 2 | -12/+33 | |
2021-11-16 | Presentation: add Nearest Neighbor filter. | Fernando Sahmkow | 2 | -1/+19 | |
2021-11-16 | Texture Cache: Rescale conversions between depth and color | FernandoS27 | 1 | -1/+1 | |
2021-11-16 | Texture cache: Fix memory consumption and ignore rating when a depth texture is rendered. | Fernando Sahmkow | 1 | -2/+8 | |
2021-11-16 | video_core: Refactor resolution scale function | ameerj | 1 | -6/+2 | |
2021-11-16 | gl_texture_cache: Disable scissor test when scaling textures | ameerj | 1 | -0/+8 | |
Fixes a bug on BOTW where some objects were no longer being rendered after blitting | |||||
2021-11-16 | video_core: Misc resolution scaling related refactoring | ameerj | 3 | -25/+21 | |
2021-11-16 | gl_texture_cache: Fix BGR pbo size for scaled textures | ameerj | 1 | -11/+10 | |
2021-11-16 | gl_texture_cache: Fix scaling backup logic | ameerj | 2 | -20/+16 | |
2021-11-16 | vk_texture_cache: Use nearest neighbor scaling when available | ameerj | 1 | -27/+0 | |
2021-11-16 | gl_texture_cache: Fix depth and integer format scaling blits | ameerj | 2 | -16/+61 | |
2021-11-16 | gl_texture_cache/rescaling_pass: minor cleanup | ameerj | 2 | -4/+2 | |
2021-11-16 | gl_texture_cache: Simplify scaling | ameerj | 2 | -31/+39 | |
We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down. Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers | |||||
2021-11-16 | Renderers: Unify post processing filter shaders | ameerj | 1 | -5/+4 | |
2021-11-16 | gl_texture_cache: fix scaling on upload | ameerj | 1 | -0/+7 | |
2021-11-16 | Renderer: Implement Bicubic and ScaleForce filters. | Fernando Sahmkow | 2 | -3/+28 | |
2021-11-16 | shader, video_core: Fix GCC build errors | ameerj | 1 | -3/+0 | |
2021-11-16 | shader: Properly scale image reads and add GL SPIR-V support | ReinUsesLisp | 3 | -19/+39 | |
Thanks for everything! | |||||
2021-11-16 | shader: Properly blacklist and scale image loads | ReinUsesLisp | 2 | -2/+2 | |
2021-11-16 | texture_cache: Add getter to query if image view is rescaled | ReinUsesLisp | 2 | -4/+2 | |
2021-11-16 | gl_texture_cache: Fix scaling blits | ReinUsesLisp | 1 | -20/+12 | |
2021-11-16 | glsl/glasm: Pass and use scaling parameters in shaders | ReinUsesLisp | 3 | -21/+40 | |
2021-11-16 | gl_rasterizer: Properly scale viewports and scissors | ReinUsesLisp | 1 | -23/+24 | |
2021-11-16 | gl_texture_cache: Fix multi layered texture Scale | ameerj | 1 | -11/+15 | |
2021-11-16 | gl_compute_pipeline: Add downscale factor to shader uniforms | ameerj | 1 | -0/+9 | |
2021-11-16 | gl_rasterizer: Fix rescale dirty state checking | ameerj | 1 | -4/+9 | |
2021-11-16 | gl_graphics_pipeline: Add downscale factor to shader uniforms | ameerj | 1 | -1/+14 | |
2021-11-16 | texture_cache: Simplify image view queries and blacklisting | ReinUsesLisp | 4 | -43/+50 | |
2021-11-16 | OpenGL: set linear mag filter when blitting a downscaled image. | Fernando Sahmkow | 1 | -0/+1 | |
2021-11-16 | opengl: Use Shader::NumDescriptors when possible | ReinUsesLisp | 3 | -46/+20 | |
2021-11-16 | gl_texture_cache: Simplify rescaling | ameerj | 2 | -19/+15 | |
2021-11-16 | gl_texture_cache: Implement ScaleDown | ameerj | 2 | -26/+36 | |
2021-11-16 | gl_texture_cache: Rescale fixes for multi-layered textures | ameerj | 2 | -16/+32 | |
2021-11-16 | renderer_gl: Resolution scaling fixes | ameerj | 3 | -61/+107 | |
2021-11-16 | Texture Cache: More rescaling fixes. | Fernando Sahmkow | 1 | -2/+2 | |
2021-11-16 | gl_texture_cache: WIP texture rescale | ameerj | 2 | -3/+69 | |
2021-11-16 | Texture Cache: Implement Vulkan UpScaling & DownScaling | Fernando Sahmkow | 1 | -4/+6 | |
2021-11-16 | VideoCore: Initial Setup for the Resolution Scaler. | Fernando Sahmkow | 2 | -0/+24 | |
2021-11-01 | gl_rasterizer: Remove unused includes | Morph | 1 | -4/+2 | |
This removes unused includes, especially the core includes which were causing this file to be recompiled every time files included by those headers are modified. | |||||
2021-10-29 | gl_device: Force GLASM on NVIDIA drivers 495-496 | lat9nq | 1 | -0/+15 | |
GLSL shaders currently do not render correctly on the recent NVIDIA drivers. This adds a check that forces assembly shaders for these drivers since they seem unaffected and adds a warning informing of the decision. Developers can disable the check by enabling graphics debugging. | |||||
2021-10-17 | settings: Remove std::chrono usage | ameerj | 1 | -0/+1 | |
Alleviates the dependency on chrono for all files that include settings.h | |||||
2021-10-03 | gpu: Migrate implementation to the cpp file | ameerj | 2 | -0/+2 | |
2021-09-20 | buffer_cache: Minor fixes | ameerj | 1 | -2/+1 | |
Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation. | |||||
2021-09-17 | host_shaders: Remove opengl_copy_bgra.comp | ameerj | 2 | -3/+0 | |
2021-09-17 | gl_texture_cache: Migrate BGRCopyPass from util_shaders | ameerj | 4 | -42/+48 | |
The BGR copies no longer use shaders. | |||||
2021-09-16 | util_shaders: Unify BGRA copy passes | ameerj | 5 | -82/+36 | |
2021-09-14 | renderers: Log total pipeline count | Morph | 1 | -0/+2 | |
2021-08-30 | structured_control_flow: Conditionally invoke demote reorder pass | ameerj | 2 | -0/+5 | |
This is only needed on select drivers when a fragment shader discards/demotes. | |||||
2021-08-07 | texture_cache: Address ameerj's review | yzct12345 | 1 | -0/+1 | |
2021-08-05 | texture_cache: Don't change copyright year | yzct12345 | 1 | -1/+1 | |
2021-08-05 | texture_cache: Address ameerj's review | yzct12345 | 4 | -4/+4 | |
2021-08-05 | texture_cache: Split templates out | yzct12345 | 2 | -4/+11 | |
2021-08-01 | astc_decoder: Reduce workgroup size | ameerj | 1 | -2/+2 | |
This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32. | |||||
2021-08-01 | astc_decoder: Compute offset swizzles in-shader | ameerj | 1 | -9/+7 | |
Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes. | |||||
2021-08-01 | astc_decoder: Optimize the use EncodingData | ameerj | 2 | -10/+4 | |
This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation. We can take advantage of its sorted property to optimize its usage in the shader. Thanks to wwylele for the optimization idea. | |||||
2021-07-29 | renderers: Add explicit invert_y bool to screenshot callback | ameerj | 1 | -1/+1 | |
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer | |||||
2021-07-27 | gl_shader_cache: Remove unused variable | Lioncash | 1 | -1/+0 | |
2021-07-24 | renderer_base: Removed redundant settings | ameerj | 1 | -6/+4 | |
use_framelimiter was not being used internally by the renderers. set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice. | |||||
2021-07-23 | Revert "renderers: Disable async shader compilation" | ReinUsesLisp | 1 | -4/+2 | |
This reverts commit 4a152767286717fa69bfc94846a124a366f70065. | |||||
2021-07-23 | opengl: Fix asynchronous shaders | ReinUsesLisp | 2 | -4/+33 | |
Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts. | |||||
2021-07-23 | shader_environment: Receive cache version from outside | ReinUsesLisp | 1 | -3/+7 | |
This allows us invalidating OpenGL and Vulkan separately in the future. | |||||
2021-07-23 | shader: Fix disabled attribute default values | ameerj | 1 | -1/+1 | |
2021-07-23 | gl_device: Simplify GLASM setting logic | ameerj | 1 | -15/+8 | |
2021-07-23 | renderer_opengl: Use ARB_separate_shader_objects | ReinUsesLisp | 9 | -116/+154 | |
Ensures that states set for a particular stage are not attached to other stages which may not need them. | |||||
2021-07-23 | glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZE | ameerj | 1 | -0/+1 | |
2021-07-23 | gl_shader_cache: Properly implement asynchronous shaders | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | renderers: Fix clang formatting | ameerj | 1 | -1/+1 | |
2021-07-23 | renderers: Disable async shader compilation | ameerj | 1 | -2/+4 | |
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented. | |||||
2021-07-23 | shader: Ignore global memory ops on devices lacking int64 support | ameerj | 1 | -0/+1 | |
2021-07-23 | gl_shader_cache: Fixes for async shaders | ameerj | 2 | -2/+25 | |
2021-07-23 | emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia | ReinUsesLisp | 1 | -0/+1 | |
Fix regression on Fire Emblem: Three Houses when using native fp16. | |||||
2021-07-23 | vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state | ReinUsesLisp | 1 | -1/+1 | |
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated. | |||||
2021-07-23 | shader: Fix disabled and unwritten attributes and varyings | ReinUsesLisp | 1 | -15/+20 | |
2021-07-23 | video_core: Enable GL SPIR-V shaders | lat9nq | 7 | -38/+105 | |
2021-07-23 | general: Add setting shader_backend | lat9nq | 1 | -4/+6 | |
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games. | |||||
2021-07-23 | glasm: Add passthrough geometry shader support | ReinUsesLisp | 3 | -1/+7 | |
2021-07-23 | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | 1 | -3/+4 | |
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | |||||
2021-07-23 | shader: Unify shader stage types | ReinUsesLisp | 5 | -17/+16 | |
2021-07-23 | shader: Emulate 64-bit integers when not supported | ReinUsesLisp | 3 | -1/+7 | |
Useful for mobile and Intel Xe devices. | |||||
2021-07-23 | gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | gl_graphics_pipeline: Inline hash and operator== key functions | ReinUsesLisp | 2 | -12/+8 | |
2021-07-23 | gl_shader_cache: Check previous pipeline before checking hash map | ReinUsesLisp | 4 | -27/+40 | |
Port optimization from Vulkan. | |||||
2021-07-23 | gl_graphics_pipeline: Port optimizations from Vulkan pipelines | ReinUsesLisp | 2 | -57/+141 | |
2021-07-23 | shaders: Allow shader notify when async shaders is disabled | ameerj | 1 | -4/+4 | |
2021-07-23 | shader: Properly manage attributes not written from previous stages | ReinUsesLisp | 1 | -1/+10 | |
2021-07-23 | shader: Split profile and runtime info headers | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader: Add support for native 16-bit floats | ReinUsesLisp | 2 | -4/+11 | |
2021-07-23 | shader: Rename maxwell/program.h to translate_program.h | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | glsl: Address rest of feedback | ameerj | 4 | -17/+22 | |
2021-07-23 | glsl: Conditionally use fine/coarse derivatives based on device support | ameerj | 1 | -0/+1 | |
2021-07-23 | glsl: Cleanup/Address feedback | ameerj | 1 | -0/+2 | |
2021-07-23 | gl_shader_cache: Implement async shaders | ameerj | 6 | -107/+153 | |
2021-07-23 | glsl: Add stubs for sparse queries and variable aoffi when not supported | ameerj | 3 | -0/+8 | |
2021-07-23 | gl_shader_cache: Remove const from pipeline source arguments | ameerj | 4 | -6/+6 | |
2021-07-23 | gl_shader_cache: Move OGL shader compilation to the respective Pipeline constructor | ameerj | 5 | -76/+79 | |
2021-07-23 | glsl: Address more feedback. Implement indexed texture reads | ameerj | 1 | -3/+3 | |
2021-07-23 | gl_rasterizer: Add texture fetch barrier for fragments | ameerj | 1 | -1/+1 | |
Fixes flicker seen in XC2 | |||||
2021-07-23 | glsl: Implement fswzadd | ameerj | 1 | -0/+1 | |
and wip nv thread shuffle impl | |||||
2021-07-23 | glsl: Rebase fixes | ameerj | 2 | -3/+5 | |
2021-07-23 | glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupported | ameerj | 1 | -0/+1 | |
2021-07-23 | glsl: skip gl_ViewportIndex write if device does not support it | ameerj | 1 | -0/+1 | |
2021-07-23 | glsl: Implement transform feedback | ameerj | 1 | -5/+13 | |
2021-07-23 | glsl: Implement VOTE for subgroup size potentially larger | ameerj | 3 | -1/+7 | |
2021-07-23 | glsl: Implement some attribute getters and setters | ameerj | 1 | -1/+0 | |
2021-07-23 | glsl: Query GL Device for FP16 extension support | ameerj | 3 | -0/+14 | |
2021-07-23 | glsl: Fixup build issues | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | glsl: Initial backend | ameerj | 1 | -2/+5 | |
2021-07-23 | shader: Reorder shader cache directories | ReinUsesLisp | 1 | -8/+5 | |
2021-07-23 | gl_buffer_cache: Use unorm internal formats for snorm texture buffer views | ameerj | 1 | -1/+24 | |
Fixes black textures in UE4 games | |||||
2021-07-23 | buffer_cache: Fix copy based uniform bindings tracking | ReinUsesLisp | 1 | -5/+7 | |
2021-07-23 | gl_texture_cache: Create image storage views | ReinUsesLisp | 4 | -38/+126 | |
Fixes SULD.D tests. | |||||
2021-07-23 | gl_shader_util: Move shader utility code to a separate file | ReinUsesLisp | 7 | -245/+106 | |
2021-07-23 | gl_shader_cache: Store workers in shader cache object | ReinUsesLisp | 2 | -58/+78 | |
2021-07-23 | shader: Fix VertexA Shaders. | FernandoS27 | 1 | -5/+21 | |
2021-07-23 | glasm: Use ARB_derivative_control conditionally | ReinUsesLisp | 3 | -0/+7 | |
2021-07-23 | buffer_cache: Reduce uniform buffer size from shader usage | ReinUsesLisp | 4 | -12/+17 | |
Increases performance significantly on certain titles. | |||||
2021-07-23 | opengl: Declare fragment outputs even if they are not used | ReinUsesLisp | 1 | -0/+2 | |
Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change. | |||||
2021-07-23 | buffer_cache: Mark uniform buffers as dirty if any enable bit changes | ReinUsesLisp | 2 | -1/+4 | |
2021-07-23 | shader: Handle host exceptions | ReinUsesLisp | 3 | -21/+31 | |
2021-07-23 | glasm: Prepare XFB from state instead of global registers | ReinUsesLisp | 1 | -4/+2 | |
2021-07-23 | glasm: Use storage buffers instead of global memory when possible | ReinUsesLisp | 11 | -67/+120 | |
2021-07-23 | gl_shader_cache: Add disk shader cache | ReinUsesLisp | 3 | -11/+116 | |
2021-07-23 | gl_shader_cache: Rename Program abstractions into Pipeline | ReinUsesLisp | 9 | -100/+100 | |
2021-07-23 | gl_shader_cache: Do not flip tessellation on OpenGL | ReinUsesLisp | 1 | -2/+1 | |
2021-07-23 | gl_graphics_program: Fix texture buffer bindings | ReinUsesLisp | 1 | -24/+35 | |
2021-07-23 | gl_shader_cache: Conditionally use viewport mask | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | gl_shader_cache,glasm: Conditionally use typeless image reads extension | ReinUsesLisp | 2 | -37/+39 | |
2021-07-23 | gl_shader_cache: Improve GLASM error print logic | ReinUsesLisp | 1 | -7/+10 | |
2021-07-23 | glasm: Implement forced early Z | ReinUsesLisp | 1 | -2/+2 | |
2021-07-23 | glasm: Set transform feedback state | ReinUsesLisp | 5 | -113/+132 | |
2021-07-23 | gl_shader_cache: Pass shader runtime information | ReinUsesLisp | 1 | -2/+74 | |
2021-07-23 | shader: Split profile and runtime information in separate structs | ReinUsesLisp | 1 | -22/+4 | |
2021-07-23 | gl_shader_manager: Zero initialize current assembly programs | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | gl_shader_manager: Remove unintentionally committed #pragma | ReinUsesLisp | 1 | -2/+0 | |
2021-07-23 | renderer_opengl: State track compute assembly programs | ReinUsesLisp | 3 | -4/+21 | |
2021-07-23 | renderer_opengl: State track assembly programs | ReinUsesLisp | 3 | -23/+56 | |
2021-07-23 | HACK: Bind stages before and after bindings | ReinUsesLisp | 1 | -0/+11 | |
Works around a bug where program parameters are only applied to the current stage, and this one wasn't bound at the moment. Affects all SSBO usages on GLASM. | |||||
2021-07-23 | glasm: Support textures used in more than one stage | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | opengl: Initial (broken) support to GLASM shaders | ReinUsesLisp | 3 | -14/+53 | |
2021-07-23 | gl_rasterizer: Flush L2 caches before glFlush on GLASM | ReinUsesLisp | 1 | -0/+8 | |
2021-07-23 | glasm: Initial GLASM compute implementation for testing | ReinUsesLisp | 3 | -14/+47 | |
2021-07-23 | gl_shader_cache: Remove code unintentionally committed | ReinUsesLisp | 1 | -3/+0 | |
2021-07-23 | Move SPIR-V emission functions to their own header | ReinUsesLisp | 1 | -3/+2 | |
2021-07-23 | shader: Initial OpenGL implementation | ReinUsesLisp | 19 | -595/+1293 | |
2021-07-23 | shader: Move pipeline cache logic to separate files | ReinUsesLisp | 3 | -27/+54 | |
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL. | |||||
2021-07-23 | shader: Accelerate pipeline transitions and use dirty flags for shaders | ReinUsesLisp | 3 | -8/+1 | |
2021-07-23 | shader: Interact texture buffers with buffer cache | ReinUsesLisp | 3 | -0/+7 | |
2021-07-23 | shader: Remove old shader management | ReinUsesLisp | 10 | -6871/+8 | |
2021-07-20 | gl_buffer_cache: Use glClearNamedBufferSubData:GL_RED instead of GL_RGBA | ReinUsesLisp | 1 | -1/+1 | |
Avoids reading out of bounds from the stack. | |||||
2021-07-20 | gl_texture_cache: Workaround slow PBO downloads on radeonsi | ReinUsesLisp | 1 | -1/+1 | |
There's an optimization bug on non-git mesa versions where not specifying GL_CLIENT_STORAGE_BIT causes very slow reads on the CPU side. Add this bit for all vendors. | |||||
2021-07-13 | DMAEngine: Accelerate BufferClear | Fernando Sahmkow | 4 | -0/+15 | |
2021-07-11 | accelerateDMA: Accelerate Buffer Copies. | Fernando Sahmkow | 2 | -1/+25 | |
2021-07-09 | Fence Manager: remove reference fencing. | Fernando Sahmkow | 1 | -5/+2 | |
2021-07-09 | Fence Manager: Force ordering on WFI. | Fernando Sahmkow | 1 | -0/+4 | |
2021-07-09 | Fence Manager: Add fences on Reference Count. | Fernando Sahmkow | 2 | -0/+8 | |
2021-07-09 | configure_graphics: Use u8 for bg_color values | ameerj | 1 | -5/+3 | |
2021-07-07 | util_shaders: Fix BindImageTexture | lat9nq | 1 | -2/+2 | |
According to https://gitlab.freedesktop.org/mesa/mesa/-/issues/3820#note_753371 we need to set these to true for use with 3D textures. Fixes BOTW teleporting on RadeonSI and iris. | |||||
2021-07-04 | Texture Cache: Initial Implementation of Sparse Textures. | Fernando Sahmkow | 2 | -0/+8 | |
2021-07-03 | TextureCacheOGL: Implement Image Copies for 1D and 1D Array. | Fernando Sahmkow | 1 | -0/+26 | |
2021-06-28 | video_core: Silence signed/unsigned mismatch warnings | Morph | 1 | -1/+2 | |
2021-06-24 | common: Replace common_sizes into user-literals | Wunkolo | 1 | -1/+4 | |
Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc user-literals within literals.h. To keep the global namespace clean, users will have to use: ``` using namespace Common::Literals; ``` to access these literals. | |||||
2021-06-23 | General: Resolve fmt specifiers to adhere to 8.0.0 API where applicable | Lioncash | 2 | -2/+2 | |
Also removes some deprecated API usages. | |||||
2021-06-22 | bootmanager: Use std::stop_source for stopping emulation | ReinUsesLisp | 4 | -6/+6 | |
Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback. | |||||
2021-06-21 | gl_device: Expand on Mesa driver names | lat9nq | 1 | -3/+28 | |
Makes this list a bit more capable at identifying Mesa drivers. Tries to deal with two of the overloaded vendor strings in a more generic fashion. | |||||
2021-06-21 | video_core: Add GPU vendor name to window title bar | ameerj | 3 | -4/+36 | |
2021-06-20 | Reaper: Guarantee correct deletion. | Fernando Sahmkow | 2 | -0/+10 | |
2021-06-19 | util_shaders: Specify ASTC decoder memory barrier bits | ameerj | 1 | -1/+6 | |
2021-06-19 | astc_decoder.comp: Remove unnecessary LUT SSBOs | ameerj | 1 | -18/+3 | |
We can move them to instead be compile time constants within the shader. | |||||
2021-06-19 | astc: Various robustness enhancements for the gpu decoder | ameerj | 1 | -4/+1 | |
These changes should help in reducing crashes/drivers panics that may occur due to synchronization issues between the shader completion and later access of the decoded texture. | |||||
2021-06-17 | Reaper: Change memory restrictions on TC depending on host memory on VK. | Fernando Sahmkow | 1 | -0/+1 | |
2021-06-16 | configure_graphics: Add Accelerate ASTC decoding setting | ameerj | 1 | -1/+5 | |
2021-06-01 | buffer_cache: Simplify uniform disabling logic | ameerj | 2 | -0/+5 | |
2021-05-26 | common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270) | Morph | 2 | -82/+82 | |
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only | |||||
2021-05-16 | perf_stats: Rework FPS counter to be more accurate | ameerj | 1 | -0/+1 | |
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms. | |||||
2021-05-08 | texture_cache: Handle out of bound texture blits | ameerj | 2 | -10/+7 | |
Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture. | |||||
2021-05-06 | hle: kernel: Rename Process to KProcess. | bunnei | 2 | -2/+2 | |
2021-04-26 | gl_device: Intel: Disable texture view formats workaround on mesa | A-w-x | 1 | -1/+1 | |
2021-04-15 | common: Move settings to common from core. | bunnei | 4 | -4/+4 | |
- Removes a dependency on core and input_common from common. | |||||
2021-03-25 | astc_decoder: Refactor for style and more efficient memory use | ameerj | 3 | -69/+46 | |
2021-03-24 | gl_device: unblock async shaders on other Unix systems | Jan Beich | 1 | -1/+1 | |
Mesa is the primary OpenGL provider on all FreeDesktop systems. For example, iris is used on Intel GPU + FreeBSD by default. | |||||
2021-03-21 | gl_device: Block async shaders on AMD and Intel | lat9nq | 1 | -1/+13 | |
Currently, the Windows versions of the Intel OpenGL driver and the AMD proprietary OpenGL driver do not properly support (or in fact degrade) when asynchronous shader compilation is enabled. This blocks specifically those drivers from using this feature. This affects AMDGPU-PRO on Linux, and AMD's and Intel's OpenGL drivers on Windows. | |||||
2021-03-13 | astc_decoder: Reimplement Layers | Rodrigo Locatti | 1 | -29/+24 | |
Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan. | |||||
2021-03-13 | host_shaders: Modify shader cmake integration to allow for larger shaders | ameerj | 1 | -6/+2 | |
using a raw string to encapsulate the entire shader code limits us to shaders of size less than 2KB. This change overcomes this limitation. | |||||
2021-03-13 | renderer_opengl: Accelerate ASTC texture decoding with a compute shader | ameerj | 4 | -2/+120 | |
ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support. | |||||
2021-03-04 | texture_cache: Blacklist BGRA8 copies and views on OpenGL | ameerj | 1 | -0/+5 | |
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats. This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged. | |||||
2021-03-04 | renderer_opengl: Swizzle BGR textures on copy | ameerj | 3 | -2/+116 | |
OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped. This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered. | |||||
2021-03-02 | buffer_cache: Heuristically decide to skip cache on uniform buffers | ReinUsesLisp | 1 | -1/+2 | |
Some games benefit from skipping caches (Pokémon Sword), and others don't (Animal Crossing: New Horizons). Add an heuristic to decide this at runtime. The cache hit ratio has to be ~98% or better to not skip the cache. There are 16 frames of buffer. | |||||
2021-02-24 | Implement glDepthRangeIndexeddNV | Kelebek1 | 3 | -1/+12 | |
2021-02-20 | gl_disk_shader_cache: Log total shader entries count on game load | Morph | 1 | -0/+4 | |
2021-02-13 | gl_texture_cache: Lazily create non-sRGB texture views for sRGB formats | ameerj | 3 | -7/+41 | |
This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore. Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc> | |||||
2021-02-13 | gl_stream_buffer/vk_staging_buffer_pool: Fix size check | ReinUsesLisp | 1 | -1/+1 | |
Fix a tragic off-by-one condition that causes Vulkan's stream buffer to think it's always full, using fallback memory. The OpenGL was also affected by this bug to a lesser extent. | |||||
2021-02-13 | video_core: Fix clang build issues | ReinUsesLisp | 1 | -7/+0 | |
2021-02-13 | renderer_opengl: Remove interop | ReinUsesLisp | 8 | -122/+10 | |
Remove unused interop code from the OpenGL backend. | |||||
2021-02-13 | gl_buffer_cache: Drop interop based parameter buffer workarounds | ReinUsesLisp | 2 | -63/+43 | |
Sacrify runtime performance to avoid generating kernel exceptions on Windows due to our abusive aliasing of interop buffer objects. | |||||
2021-02-13 | vk_staging_buffer_pool: Add stream buffer for small uploads | ReinUsesLisp | 4 | -29/+27 | |
This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible. | |||||
2021-02-13 | video_core: Reimplement the buffer cache | ReinUsesLisp | 22 | -843/+717 | |
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits. | |||||
2021-02-13 | gpu: Report renderer errors with exceptions | ReinUsesLisp | 2 | -36/+23 | |
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error. | |||||
2021-02-13 | maxwell_to_gl: Remove unused code | ameerj | 2 | -36/+3 | |
Removes unused declarations in maxwell_to_gl.h | |||||
2021-02-09 | gl_rasterizer: Remove unused variables | Lioncash | 1 | -3/+0 | |
Resolves warnings on clang 12 | |||||
2021-02-07 | renderer_opengl: Update OpenGL backend version requirement to 4.6 | Morph | 1 | -1/+1 | |
2021-01-21 | gl_shader_decompiler: Fix constant buffer size calculation | ReinUsesLisp | 1 | -1/+2 | |
The divide logic was wrong and can cause an uniform buffer size overflow. | |||||
2021-01-21 | renderer_opengl: Avoid precompiled cache and force NV GL cache directory | ReinUsesLisp | 3 | -5/+14 | |
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache. | |||||
2021-01-04 | gl_texture_cache: Avoid format views on Intel and AMD | ReinUsesLisp | 3 | -0/+11 | |
Intel and AMD proprietary drivers are incapable of rendering to texture views of different formats than the original texture. Avoid creating these at a cache level. This will consume more memory, emulating them with copies. | |||||
2021-01-04 | gl_texture_cache: Create base images with sRGB | ReinUsesLisp | 2 | -99/+100 | |
This breaks accelerated decoders trying to imageStore into images with sRGB. The decoders are currently disabled so this won't cause issues at runtime. | |||||
2020-12-30 | video_core: Rewrite the texture cache | ReinUsesLisp | 31 | -1325/+1815 | |
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues. | |||||
2020-12-07 | video_core: Make use of ordered container contains() where applicable | Lioncash | 3 | -5/+3 | |
With C++20, we can use the more concise contains() member function instead of comparing the result of the find() call with the end iterator. | |||||
2020-12-07 | gl_shader_decompiler: Elide unnecessary copies within DeclareConstantBuffers() | Lioncash | 1 | -1/+1 | |
Resolves a -Wrange-loop-analysis warning. | |||||
2020-12-07 | video_core: Remove unnecessary enum class casting in logging messages | Lioncash | 6 | -28/+27 | |
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit. | |||||
2020-12-07 | video_core: Adjust `NUM` macro to avoid Clang warning | comex | 1 | -1/+1 | |
The previous definition was: #define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32)) In cases where `field_name` happens to refer to an array, Clang thinks `sizeof(an array value) / sizeof(a type)` is an instance of the idiom where `sizeof` is used to compute an array length. So it thinks the type in the denominator ought to be the array element type, and warns if it isn't, assuming this is a mistake. In reality, `NUM` is not used to get array lengths at all, so there is no mistake. Silence the warning by applying Clang's suggested workaround of parenthesizing the denominator. | |||||
2020-12-05 | video_core: Resolve more variable shadowing scenarios pt.3 | Lioncash | 13 | -78/+77 | |
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors. | |||||
2020-12-05 | Fix telemetry-related exit crash from use-after-free | FearlessTobi | 1 | -3/+3 | |
Co-Authored-By: xperia64 <xperia64@users.noreply.github.com> | |||||
2020-12-04 | video_core: Resolve more variable shadowing scenarios | Lioncash | 11 | -85/+88 | |
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit. | |||||
2020-11-23 | Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread | comex | 1 | -1/+1 | |
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread in sync-GPU mode) when swapping buffers. It had three implementations: - In GRenderWindow, it didn't actually poll events, just set a flag and emit a signal to indicate that a frame was displayed. - In EmuWindow_SDL2_Hide, it did nothing. - In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong because SDL_PollEvents is supposed to be called on the thread that set up video - in this case, the main thread, which was sleeping in a busyloop (regardless of whether sync-GPU was enabled). On macOS this causes a crash. To fix this: - Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a default implementation that does nothing. - In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have the main thread call SDL_WaitEvent in a loop. | |||||
2020-11-21 | gl_rasterizer: Remove warning of untested alpha test | ReinUsesLisp | 1 | -4/+0 | |
Alpha test has been proven to only affect the first render target. | |||||
2020-11-20 | gl_rasterizer: Make floating-point literal a float | Lioncash | 1 | -1/+1 | |
Gets rid of an unnecessary expansion from float to double. | |||||
2020-10-28 | shader: Partially implement texture cube array shadow | ReinUsesLisp | 2 | -24/+37 | |
This implements texture cube arrays with shadow comparisons but doesn't fix the asserts related to it. Fixes out of bounds reads on swizzle constructors and makes them use bounds checked ::at instead of the unsafe operator[]. | |||||
2020-10-28 | video_core: Enforce -Wredundant-move and -Wpessimizing-move | ReinUsesLisp | 1 | -2/+1 | |
Silence three warnings and make them errors to avoid introducing more in the future. | |||||
2020-10-20 | gl_arb_decompiler: Implement robust buffer operations | ReinUsesLisp | 3 | -33/+54 | |
This emulates the behavior we get on GLSL with regular SSBOs with a pointer + length pair. It aims to be consistent with the crashes we might get. Out of bounds stores are ignored. Atomics are ignored and return zero. Reads return zero. | |||||
2020-10-03 | video_core: Enforce -Wunused-variable and -Wunused-but-set-variable | ReinUsesLisp | 1 | -1/+0 | |
2020-09-22 | General: Make use of std::nullopt where applicable | Lioncash | 1 | -6/+6 | |
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals. | |||||
2020-09-20 | renderer_opengl: Remove emulated mailbox presentation | ReinUsesLisp | 2 | -282/+22 | |
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it. | |||||
2020-09-19 | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore | ReinUsesLisp | 2 | -8/+11 | |
This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores. | |||||
2020-09-16 | video_core: Enforce -Werror=switch | ReinUsesLisp | 2 | -1/+9 | |
This forces us to fix all -Wswitch warnings in video_core. | |||||
2020-09-06 | video_core: Remove all Core::System references in renderer | ReinUsesLisp | 18 | -275/+245 | |
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend. | |||||
2020-08-24 | gl_texture_cache: Take std::string by reference in DecorateViewName() | Lioncash | 2 | -2/+2 | |
LabelGLObject takes a string_view, so we don't need to make copies of the std::string. | |||||
2020-08-24 | video_core/fence_manager: Remove unnecessary includes | Lioncash | 2 | -4/+4 | |
Avoids pulling in unnecessary things that can cause rebuilds when they aren't required. | |||||
2020-08-24 | video_core/host_shaders: Add CMake integration for string shaders | ReinUsesLisp | 1 | -42/+4 | |
Add the necessary CMake code to copy the contents in a string source shader (GLSL or GLASM) to a header file then consumed by video_core files. This allows editting GLSL in its own files without having to maintain them in source files. For now, only OpenGL presentation shaders are moved, but we can add GLASM presentation shaders and static SPIR-V generation through glslangValidator in the future. | |||||
2020-08-24 | gl_shader_util: Use std::string_view instead of star pointer | ReinUsesLisp | 5 | -9/+21 | |
This allows us passing any type of string and hinting the length of the string to the OpenGL driver. | |||||
2020-08-22 | video_core: Initialize renderer with a GPU | ReinUsesLisp | 2 | -10/+12 | |
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance. | |||||
2020-08-18 | common/telemetry: Migrate namespace into the Common namespace | Lioncash | 1 | -3/+4 | |
Migrates the Telemetry namespace into the Common namespace to make the code consistent with the rest of our common code. | |||||
2020-08-16 | move thread 1/4 count computation into allocate workers method | ameerj | 1 | -9/+1 | |
2020-08-16 | common/fileutil: Convert namespace to Common::FS | Lioncash | 2 | -22/+22 | |
Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing. | |||||
2020-08-15 | common/compression: Roll back std::span changes | Lioncash | 1 | -1/+2 | |
Seems like all compilers don't support std::span yet. | |||||
2020-08-14 | gl_shader_disk_cache: Make use of std::nullopt where applicable | Lioncash | 1 | -11/+12 | |
Allows the compiler to avoid unnecessarily zeroing out the internal buffer of std::optional on some implementations. | |||||
2020-08-12 | gl_shader_cache: Use std::max() for determining num_workers | Morph | 1 | -1/+1 | |
Does not allocate more threads than available in the host system for boot-time shader compilation and always allocates at least 1 thread if hardware_concurrency() returns 0. | |||||
2020-07-28 | renderer_opengl: Use 1/4 of all threads for async shader compilation | Morph | 1 | -9/+4 | |
2020-07-25 | zstd_compression: Make use of std::span in interfaces | Lioncash | 1 | -2/+1 | |
Allows condensing the data and size parameters into a single argument. | |||||
2020-07-21 | video_core: Remove unused variables | Lioncash | 3 | -24/+1 | |
Silences several compiler warnings about unused variables. | |||||
2020-07-21 | video_core: Allow copy elision to take place where applicable | Lioncash | 3 | -4/+4 | |
Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them. | |||||
2020-07-18 | gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders | ReinUsesLisp | 7 | -110/+173 | |
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications to use what in Vulkan is known as physical pointers, this is basically C pointers. On GLASM these is exposed through the LOAD/STORE/ATOM instructions. Up until now, assembly shaders were using NV_shader_storage_buffer_object. These work fine, but have a (probably unintended) limitation that forces us to have the limit of a single stage for all shader stages. In contrast, with NV_shader_buffer_{load,store} we can pass GPU addresses to the shader through local parameters (GLASM equivalent uniform constants, or push constants on Vulkan). Local parameters have the advantage of being per stage, allowing us to generate code without worrying about binding overlaps. | |||||
2020-07-17 | Drop max workers from 8->2 for testing | David Marcec | 1 | -1/+1 | |
2020-07-17 | Rebase for per game settings | David Marcec | 1 | -1/+1 | |
2020-07-17 | async shaders | David Marcec | 7 | -58/+206 | |
2020-07-16 | gl_arb_decompiler: Execute BAR even when inside control flow | ReinUsesLisp | 1 | -4/+0 | |
Unlike GLSL, GLASM allows us to call BAR inside control flow. - Fixes graphical artifacts in Paper Mario. | |||||
2020-07-16 | renderer_{opengl,vulkan}: Clamp shared memory to host's limit | ReinUsesLisp | 4 | -6/+28 | |
This stops shaders from failing to build when the exceed host's shared memory size limit. An error is logged. | |||||
2020-07-13 | video_core: Rearrange pixel format names | ReinUsesLisp | 2 | -88/+89 | |
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs. | |||||
2020-07-13 | video_core: Fix DXT4 and RGB565 | ReinUsesLisp | 1 | -1/+3 | |
2020-07-13 | video_core: Fix B5G6R5_UNORM render target format | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Fix B5G6R5U | ReinUsesLisp | 1 | -1/+1 | |
2020-07-13 | video_core: Implement RGBA32_SINT render target | ReinUsesLisp | 1 | -58/+59 | |
2020-07-13 | video_core: Implement RGBA32_SINT render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Implement RGBA16_SINT render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Implement RGBA8_SINT render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Implement RG32_SINT render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Implement RG8_SINT render target and fix RG8_UINT | ReinUsesLisp | 1 | -1/+2 | |
2020-07-13 | video_core: Implement R8_SINT render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-13 | video_core: Implement R8_SNORM render target | ReinUsesLisp | 1 | -0/+1 | |
2020-07-10 | configuration: implement per-game configurations (#4098) | lat9nq | 3 | -9/+9 | |
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com> | |||||
2020-06-30 | maxwell_to_gl: Implement MirrorOnceClampOGL using GL_MIRROR_CLAMP_EXT | Morph | 1 | -0/+6 | |
Like MirrorOnceBorder, this requires the GL_EXT_texture_mirror_clamp extension. This extension is unfortunately not available on Intel's drivers (both Windows proprietary and Linux Mesa). Use GL_MIRROR_CLAMP_TO_EDGE as a fallback if the extension is unavailable. | |||||
2020-06-29 | maxwell_to_gl: Rename VertexType() to VertexFormat() | Morph | 2 | -4/+5 | |
2020-06-28 | maxwell_to_gl: Add 32 bit component sizes to (un)signed scaled formats | Morph | 1 | -30/+4 | |
Add 32 bit component sizes to (un)signed scaled formats and group (un)signed normalized, scaled, and integer formats together. | |||||
2020-06-26 | gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading | ReinUsesLisp | 2 | -8/+16 | |
After marking buffers as resident, Nvidia's driver seems to take a slow path. To workaround this issue, copy to a STREAM_READ buffer and then call GetNamedBufferSubData on it. This is a temporary solution until we have asynchronous flushing. | |||||
2020-06-25 | gl_device: Fix IsASTCSupported | David Marcec | 1 | -1/+1 | |
Other targets were never actually checked | |||||
2020-06-25 | gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices | ReinUsesLisp | 1 | -19/+1 | |
Once we make sure not to corrupt Nvidia's driver, we can safely use resident buffers on Turing devices. See GitHub pull request #4156 | |||||
2020-06-24 | buffer_cache: Use buffer methods instead of cache virtual methods | ReinUsesLisp | 2 | -29/+25 | |
2020-06-24 | gl_stream_buffer: Use InvalidateBufferData instead unmap and map | ReinUsesLisp | 2 | -15/+5 | |
Making the stream buffer resident increases GPU usage significantly on some games. This seems to be addressed invalidating the stream buffer with InvalidateBufferData instead of using a Unmap + Map (with invalidation flags). | |||||
2020-06-24 | gl_rasterizer: Use NV_vertex_buffer_unified_memory for vertex buffer robustness | ReinUsesLisp | 3 | -9/+39 | |
Switch games are allowed to bind less data than what they use in a vertex buffer, the expected behavior here is that these values are read as zero. At the moment of writing this only D3D12, OpenGL and NVN through NV_vertex_buffer_unified_memory support vertex buffer with a size limit. In theory this could be emulated on Vulkan creating a new VkBuffer for each (handle, offset, length) tuple and binding the expected data to it. This is likely going to be slow and memory expensive when used on the vertex buffer and we have to do it on all draws because we can't know without analyzing indices when a game is going to read vertex data out of bounds. This is not a problem on OpenGL's BufferAddressRangeNV because it takes a length parameter, unlike Vulkan's CmdBindVertexBuffers that only takes buffers and offsets (the length is implicit in VkBuffer). It isn't a problem on D3D12 either, because D3D12_VERTEX_BUFFER_VIEW on IASetVertexBuffers takes SizeInBytes as a parameter (although I am not familiar with robustness on D3D12). Currently this only implements buffer ranges for vertex buffers, although indices can also be affected. A KHR_robustness profile is not created, but Nvidia's driver reads out of bound vertex data as zero anyway, this might have to be changed in the future. - Fixes SMO random triangles when capturing an enemy, getting hit, or looking at the environment on certain maps. | |||||
2020-06-24 | gl_buffer_cache: Mark buffers as resident | ReinUsesLisp | 5 | -40/+70 | |
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions. | |||||
2020-06-24 | gl_device: Expose NV_vertex_buffer_unified_memory except on Turing | ReinUsesLisp | 2 | -1/+30 | |
Expose NV_vertex_buffer_unified_memory when the driver supports it. This commit adds a function the determine if a GL_RENDERER is a Turing GPU. This is required because on Turing GPUs Nvidia's driver crashes when the buffer is marked as resident or on DeleteBuffers. Without a synchronous debug output (single threaded driver), it's likely that the driver will crash in the first blocking call. | |||||
2020-06-24 | gl_stream_buffer: Always use a non-coherent buffer | ReinUsesLisp | 2 | -14/+10 | |
2020-06-24 | gl_stream_buffer: Always use persistent memory maps | ReinUsesLisp | 2 | -30/+14 | |
yuzu no longer supports platforms without persistent maps. | |||||
2020-06-24 | gl_shader_cache: Avoid use after move for program size | ReinUsesLisp | 2 | -6/+7 | |
All programs had a size of zero due to this bug, skipping invalidations. While we are at it, remove some unused forward declarations. | |||||
2020-06-21 | gl_shader_decompiler: Enable GL_EXT_texture_shadow_lod if available | Morph | 1 | -7/+43 | |
Enable GL_EXT_texture_shadow_lod if available. If this extension is not available, such as on Intel/AMD proprietary drivers, use textureGrad as a workaround. | |||||
2020-06-21 | gl_device: Check for GL_EXT_texture_shadow_lod | Morph | 2 | -0/+7 | |
2020-06-20 | gl_arb_decompiler: Avoid several string copies | Lioncash | 1 | -32/+31 | |
Variables that are marked as const cannot have the move constructor invoked when returning from a function (the move constructor requires a non-const variable so it can "steal" the resources from it. | |||||
2020-06-18 | maxwell_to_gl: Miscellaneous changes | Morph | 1 | -48/+34 | |
maxwell_to_gl: Log unimplemented features under UNIMPLEMENTED_MSG instead of LOG_ERROR to bring into parity with maxwell_to_vk maxwell_to_gl: Deduplicate logging in VertexType(), merging them into one. maxwell_to_gl: Return GL_NEAREST instead of GL_LINEAR if an unknown texture filter mode is encountered. maxwell_to_gl: Log the mipmap filter mode if an unknown value is passed in. maxwell_to_gl: Reorder filtering modes to start with None, then Nearest, then Linear. | |||||
2020-06-16 | gl_device: Reserve at least 4 image bindings for fragment stage | Morph | 1 | -6/+14 | |
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series). No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs. This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM) | |||||
2020-06-12 | gl_arb_decompiler: Implement FSwizzleAdd | ReinUsesLisp | 1 | -4/+27 | |
2020-06-12 | gl_arb_decompiler: Implement an assembly shader decompiler | ReinUsesLisp | 5 | -1/+2089 | |
Emit code compatible with NV_gpu_program5. This should emit code compatible with Fermi, but it wasn't tested on that architecture. Pascal has some issues not present on Turing GPUs. | |||||
2020-06-09 | buffer_cache: Avoid passing references of shared pointers and misc style changes | ReinUsesLisp | 4 | -36/+22 | |
Instead of using as template argument a shared pointer, use the underlying type and manage shared pointers explicitly. This can make removing shared pointers from the cache more easy. While we are at it, make some misc style changes and general improvements (like insert_or_assign instead of operator[] + operator=). | |||||
2020-06-09 | gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation | ReinUsesLisp | 1 | -1/+10 | |
Vertex buffers bindings become invalid after the stream buffer is invalidated. We were originally doing this, but it got lost at some point. - Fixes Animal Crossing: New Horizons, but it affects everything. | |||||
2020-06-08 | texture_cache: Handle 3D texture blits with one layer | ReinUsesLisp | 1 | -2/+2 | |
2020-06-08 | texture_cache: Implement rendering to 3D textures | ReinUsesLisp | 2 | -20/+35 | |
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. | |||||
2020-06-07 | rasterizer_cache: Remove files and includes | ReinUsesLisp | 2 | -2/+0 | |
The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data. | |||||
2020-06-07 | vk_pipeline_cache: Use generic shader cache | ReinUsesLisp | 1 | -3/+3 | |
Trivial port the generic shader cache to Vulkan. | |||||
2020-06-07 | gl_shader_cache: Use generic shader cache | ReinUsesLisp | 4 | -93/+80 | |
Trivially port the generic shader cache to OpenGL. | |||||
2020-06-06 | gl_device: Black list NVIDIA 443.24 for fast buffer uploads | ReinUsesLisp | 1 | -2/+10 | |
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL. This driver throws the following error when calling BufferSubData or BufferData on buffers that are candidates for fast constant buffer uploads. This is the equivalens to push constants on Vulkan, except that they can access the full buffer. The error: Unknown internal debug message. The NVIDIA OpenGL driver has encountered an out of memory error. This application might behave inconsistently and fail. If this error persists on future drivers, we might have to look deeper into this issue. For now, we can black list it and log it as a temporary solution. | |||||
2020-06-06 | renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled | ReinUsesLisp | 1 | -4/+2 | |
Avoids logging when it's not relevant. This can potentially reduce driver's internal thread overhead. | |||||
2020-06-05 | shader/texture: Join separate image and sampler pairs offline | ReinUsesLisp | 3 | -17/+64 | |
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch | |||||
2020-06-04 | gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders | ReinUsesLisp | 3 | -1/+96 | |
NV_transform_feedback, NV_transform_feedback2 and ARB_transform_feedback3 with NV_transform_feedback interactions allows implementing transform feedbacks as dynamic state. Maxwell implements transform feedbacks as dynamic state, so using these extensions with TransformFeedbackStreamAttribsNV allows us to properly emulate transform feedbacks without having to recompile shaders when the state changes. | |||||
2020-06-01 | gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders | Morph | 1 | -6/+16 | |
2020-06-01 | gl_shader_decompiler: Fix geometry shader outputs for Intel drivers | Morph | 1 | -13/+15 | |
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex. | |||||
2020-06-01 | gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC | ReinUsesLisp | 2 | -8/+19 | |
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported. | |||||
2020-06-01 | glsl: Squash constant buffers into a single SSBO when we hit the limit | ReinUsesLisp | 7 | -79/+173 | |
Avoids compilation errors at the cost of shader build times and runtime performance when a game hits the limit of uniform buffers we can use. | |||||
2020-05-31 | gl_device: Enable compute shaders for Intel proprietary drivers | Morph | 3 | -13/+0 | |
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute. | |||||
2020-05-27 | shader/other: Implement MEMBAR.CTS | ReinUsesLisp | 1 | -2/+8 | |
This silences an assertion we were hitting and uses workgroup memory barriers when the game requests it. | |||||
2020-05-26 | gl_texture_cache: Implement small texture view cache for swizzles | ReinUsesLisp | 3 | -37/+44 | |
This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots. | |||||
2020-05-26 | texture_cache: Implement depth stencil texture swizzles | ReinUsesLisp | 2 | -20/+29 | |
Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan. | |||||
2020-05-26 | gl_rasterizer: Port front face flip check from Vulkan | ReinUsesLisp | 1 | -5/+20 | |
While Vulkan was assuming we had no negative viewports, OpenGL code was assuming we had them. Port the old code from Vulkan to OpenGL, checking if the first viewport is negative before flipping faces. This is not a complete implementation since we only check for the first viewport to be negative. That said, unless a game is using Vulkan, OpenGL and NVN games should be fine here, and we can always compare with our Vulkan backend to see if there's a difference. | |||||
2020-05-26 | gl_shader_manager: Unbind GLSL program when binding a host pipeline | ReinUsesLisp | 1 | -0/+4 | |
Fixes regression in Link's Awakening caused by 420cc13248350ef5c2d19e0b961cb4185cd16a8a | |||||
2020-05-22 | shader/other: Implement BAR.SYNC 0x0 | ReinUsesLisp | 1 | -0/+10 | |
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here. | |||||
2020-05-22 | shader/other: Implement thread comparisons (NV_shader_thread_group) | ReinUsesLisp | 1 | -0/+23 | |
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially implement these using Nvidia's extension on OpenGL or naively stubbing them with the ARB instructions to match. This might cause issues if the host device warp size doesn't match Nvidia's. That said, this is unlikely on proper shaders. Refer to the attached url for more documentation about these flags. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt | |||||
2020-05-22 | shader_decompiler: Visit source nodes even when they assign to RZ | ReinUsesLisp | 1 | -1/+3 | |
Some operations like atomicMin were ignored because they returned were being stored to RZ. This operations have a side effect and it was being ignored. | |||||
2020-05-21 | buffer_cache: Use boost::intrusive::set for caching | ReinUsesLisp | 2 | -0/+2 | |
Instead of using boost::icl::interval_map for caching, use boost::intrusive::set. interval_map is intended as a container where the keys can overlap with one another; we don't need this for caching buffers and a std::set-like data structure that allows us to search with lower_bound is enough. | |||||
2020-05-19 | renderer_opengl: Add assembly program code paths | ReinUsesLisp | 12 | -109/+339 | |
Add code required to use OpenGL assembly programs based on NV_gpu_program5. Decompilation for ARB programs is intended to be added in a follow up commit. This does **not** include ARB decompilation and it's not in an usable state. The intention behind assembly programs is to reduce shader stutter significantly on drivers supporting NV_gpu_program5 (and other required extensions). Currently only Nvidia's proprietary driver supports these extensions. Add a UI option hidden for now to avoid people enabling this option accidentally. This code path has some limitations that OpenGL compatibility doesn't have: - NV_shader_storage_buffer_object is limited to 16 entries for a single OpenGL context state (I don't know if this is an intended limitation, an specification issue or I am missing something). Currently causes issues on The Legend of Zelda: Link's Awakening. - NV_parameter_buffer_object can't bind buffers using an offset different to zero. The used workaround is to copy to a temporary buffer (this doesn't happen often so it's not an issue). On the other hand, it has the following advantages: - Shaders build a lot faster. - We have control over how floating point rounding is done over individual instructions (SPIR-V on Vulkan can't do this). - Operations on shared memory can be unsigned and signed. - Transform feedbacks are dynamic state (not yet implemented). - Parameter buffers (uniform buffers) are per stage, matching NVN and hardware's behavior. - The API to bind and create assembly programs makes sense, unlike ARB_separate_shader_objects. | |||||
2020-05-18 | OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled. | Fernando Sahmkow | 1 | -0/+3 | |
This commit aims to help easing debugging of driver crashes without having to modify existing code. | |||||
2020-05-10 | gl_shader_decompiler: Properly emulate NaN behaviour on NE | ReinUsesLisp | 1 | -0/+9 | |
"Not equal" operators on GLSL seem to behave as unordered when we expect an ordered comparison. Manually emulate this checking for LGE values (numbers, not-NaNs). | |||||
2020-05-10 | VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation. | Fernando Sahmkow | 1 | -2/+2 | |
2020-05-09 | shader_ir: Separate float-point comparisons in ordered and unordered | ReinUsesLisp | 1 | -44/+55 | |
This allows us to use native SPIR-V instructions without having to manually check for NAN. | |||||
2020-05-04 | gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle | ReinUsesLisp | 2 | -0/+13 | |
2020-04-30 | texture: Implement R8G8UI | Morph | 1 | -0/+1 | |
- Used by The Walking Dead: The Final Season | |||||
2020-04-28 | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers | ReinUsesLisp | 4 | -6/+12 | |
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU). | |||||
2020-04-28 | maxwell_3d: Fix depth clamping register | ReinUsesLisp | 1 | -5/+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. | |||||
2020-04-27 | texture_cache: Reintroduce preserve_contents accurately | ReinUsesLisp | 2 | -14/+38 | |
This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit. | |||||
2020-04-26 | shader/memory_util: Deduplicate code | ReinUsesLisp | 1 | -72/+10 | |
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader. | |||||
2020-04-26 | shader/arithmetic_integer: Implement CC for IADD | ReinUsesLisp | 1 | -0/+10 | |
2020-04-23 | shader_ir: Turn classes into data structures | ReinUsesLisp | 3 | -65/+44 | |
2020-04-23 | GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop, | Fernando Sahmkow | 1 | -2/+1 | |
2020-04-22 | Async GPU: Correct flushing behavior to be similar to old async GPU behavior. | Fernando Sahmkow | 1 | -0/+3 | |
2020-04-22 | ShaderCache/PipelineCache: Cache null shaders. | Fernando Sahmkow | 2 | -4/+16 | |
2020-04-22 | Address Feedback. | Fernando Sahmkow | 3 | -6/+3 | |
2020-04-22 | Fix GCC error. | Fernando Sahmkow | 2 | -6/+5 | |
2020-04-22 | QueryCache: Implement Async Flushes. | Fernando Sahmkow | 3 | -8/+13 | |
2020-04-22 | OpenGL: Guarantee writes to Buffers. | Fernando Sahmkow | 2 | -2/+2 | |
2020-04-22 | GPU: Implement Flush Requests for Async mode. | Fernando Sahmkow | 1 | -0/+6 | |
2020-04-22 | FenceManager: Manage syncpoints and rename fences to semaphores. | Fernando Sahmkow | 4 | -9/+37 | |
2020-04-22 | FenceManager: Implement async buffer cache flushes on High settings | Fernando Sahmkow | 3 | -5/+7 | |
2020-04-22 | GPU: Fix rebase errors. | Fernando Sahmkow | 1 | -0/+1 | |
2020-04-22 | Rasterizer: Disable fence managing in synchronous gpu. | Fernando Sahmkow | 1 | -0/+10 | |
2020-04-22 | ThreadManager: Sync async reads on accurate gpu. | Fernando Sahmkow | 2 | -0/+5 | |
2020-04-22 | GPU: Implement a Fence Manager. | Fernando Sahmkow | 4 | -23/+108 | |
2020-04-22 | OpenGL: Implement Fencing backend. | Fernando Sahmkow | 2 | -0/+30 | |
2020-04-22 | BufferCache: Implement OnCPUWrite and SyncGuestHost | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-22 | GPU: Refactor synchronization on Async GPU | Fernando Sahmkow | 2 | -0/+18 | |
2020-04-22 | UI: Replasce accurate GPU option for GPU Accuracy Level | Fernando Sahmkow | 1 | -1/+1 | |
2020-04-22 | gl_rasterizer: Fix buffers without size | ReinUsesLisp | 1 | -4/+8 | |
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 | |||||
2020-04-18 | video_core: gl_shader_decompiler: Fix implicit fallthrough errors. | bunnei | 1 | -0/+1 | |
2020-04-18 | gl_shader_decompiler: Avoid copies where applicable | Lioncash | 1 | -3/+3 | |
Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not? | |||||
2020-04-17 | video_code: Fix implicit switch fallthrough. | Markus Wick | 1 | -0/+2 | |
Since yesterday, this breaks the build on linux. So let's fix it. | |||||
2020-04-17 | Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" | Rodrigo Locatti | 1 | -3/+1 | |
2020-04-16 | buffer_cache: Return handles instead of pointer to handles | ReinUsesLisp | 6 | -152/+26 | |
The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers. | |||||
2020-04-16 | gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator | Lioncash | 1 | -1/+1 | |
Avoids potential invalid junk data from being read. | |||||
2020-04-16 | gl_device: Mark stage_swizzle as constexpr | Lioncash | 1 | -1/+1 | |
Previously this was mutable even though it shouldn't be. | |||||
2020-04-16 | CMakeLists: Specify -Wextra on linux builds | Lioncash | 1 | -1/+2 | |
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. | |||||
2020-04-15 | CMakeLists: Make -Wreorder a compile-time error | Lioncash | 1 | -2/+2 | |
This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them. | |||||
2020-04-15 | Revert "gl_shader_decompiler: Implement merges with bitfieldInsert" | ReinUsesLisp | 1 | -2/+4 | |
This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back. | |||||
2020-04-14 | gl_rasterizer: Implement constant vertex attributes | ReinUsesLisp | 1 | -2/+2 | |
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games. | |||||
2020-04-14 | gl_shader_cache: Use CompileDepth::FullDecompile on GLSL | ReinUsesLisp | 1 | -1/+3 | |
From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile. | |||||
2020-04-13 | gl_texture_cache: Fix layered texture attachment base level | ReinUsesLisp | 1 | -1/+1 | |
The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds. | |||||
2020-04-13 | gl_rasterizer: Implement line widths and smooth lines | ReinUsesLisp | 4 | -0/+25 | |
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width. | |||||
2020-04-13 | gl_shader_decompiler: Implement merges with bitfieldInsert | ReinUsesLisp | 1 | -4/+2 | |
This also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats. | |||||
2020-04-12 | gl_shader_decompiler: Improve generated code in HMergeH* | ReinUsesLisp | 1 | -6/+8 | |
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games. | |||||
2020-04-11 | texture_cache: Remove preserve_contents | ReinUsesLisp | 1 | -4/+4 | |
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times. | |||||
2020-04-09 | gl_texture_cache: Attach view instead of base texture for layered attachments | ReinUsesLisp | 1 | -2/+2 | |
This way we are not ignoring the base layer of the current texture. | |||||
2020-04-08 | Memory: Address Feedback. | Fernando Sahmkow | 1 | -2/+2 | |
2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 3 | -31/+26 | |
2020-04-06 | Query Cache: Use VAddr instead of physical memory for adressing. | Fernando Sahmkow | 1 | -3/+2 | |
2020-04-06 | Buffer Cache: Use vAddr instead of physical memory. | Fernando Sahmkow | 3 | -8/+8 | |
2020-04-06 | Texture Cache: Use vAddr instead of physical memory for caching. | Fernando Sahmkow | 1 | -4/+3 | |
2020-04-06 | GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr | Fernando Sahmkow | 2 | -13/+15 | |
2020-04-06 | shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. | namkazy | 1 | -3/+3 | |
2020-04-06 | shader/memory: Implement RED.E.ADD | ReinUsesLisp | 1 | -2/+22 | |
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. | |||||
2020-04-05 | add shader stage when init shader ir | namkazy | 1 | -3/+3 | |
2020-04-02 | shader_decompiler: Remove FragCoord.w hack and change IPA implementation | ReinUsesLisp | 1 | -18/+16 | |
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 | |||||
2020-04-01 | gl_texture_cache: Fix software ASTC fallback | ReinUsesLisp | 1 | -7/+12 | |
2020-04-01 | video_core: Use native ASTC when available | ReinUsesLisp | 2 | -100/+100 | |
2020-04-01 | gl_device: Detect if ASTC is reported and expose it | ReinUsesLisp | 2 | -0/+31 | |
2020-03-31 | gl_rasterizer: Mark cleared textures as dirty | ReinUsesLisp | 1 | -2/+5 | |
Fixes a potential edge case where cleared textures read from the CPU were not flushed. | |||||
2020-03-30 | gl_decompiler: min/max op not implement yet | namkazy | 1 | -0/+4 | |
2020-03-30 | gl_decompiler: add atomic op | Nguyen Dac Nam | 1 | -0/+16 | |
2020-03-26 | Address review and fix broken yuzu-tester build | James Rowe | 2 | -3/+5 | |
2020-03-26 | gl_rasterizer: Update stencil test regardless of it being disabled | ReinUsesLisp | 1 | -5/+1 | |
2020-03-26 | gl_rasterizer: Synchronize stencil testing on clears | ReinUsesLisp | 1 | -0/+1 | |
2020-03-25 | Frontend/GPU: Refactor context management | James Rowe | 3 | -48/+36 | |
Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result | |||||
2020-03-22 | gl_rasterizer: Use transformed viewport for depth ranges | ReinUsesLisp | 1 | -4/+6 | |
Implement depth ranges using the transformed viewport instead of the generic one. This matches the current Vulkan implementation but doesn't support negative depth ranges. An update to glad is required for this. | |||||
2020-03-19 | gl_shader_decompiler: Remove deprecated function and its usages | ReinUsesLisp | 1 | -11/+8 | |
2020-03-19 | gl_rasterizer: Silence misc warnings | ReinUsesLisp | 1 | -7/+2 | |
2020-03-18 | gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceID | ReinUsesLisp | 1 | -8/+0 | |
2020-03-16 | renderer_opengl: Move some logic to an anonymous namespace | ReinUsesLisp | 1 | -151/+151 | |
2020-03-16 | renderer_opengl: Detect Nvidia Nsight as a debugging tool | ReinUsesLisp | 3 | -7/+22 | |
Use getenv to detect Nsight. | |||||
2020-03-16 | gl_shader_decompiler: Implement legacy varyings | ReinUsesLisp | 1 | -6/+57 | |
Legacy varyings are special attributes carried over in hardware from the OpenGL 1 and OpenGL 2 days. These were generally used instead of the generic attributes we use today. They are deprecated or removed from most APIs, but Nvidia still ships them in hardware. To implement these, this commit maps them 1:1 to OpenGL compatibility. | |||||
2020-03-14 | renderer_opengl: Keep presentation frames in lock-step when GPU debugging. | bunnei | 1 | -1/+32 | |
- Fixes renderdoc with OpenGL renderer. | |||||
2020-03-14 | gl_device: Add option to check GL_EXT_debug_tool. | bunnei | 2 | -0/+6 | |
2020-03-14 | DirtyFlags: relax need to set render_targets as dirty | Fernando Sahmkow | 1 | -1/+0 | |
The texture cache already takes care of setting a render target to dirty when invalidated. | |||||
2020-03-13 | vk/gl_shader_decompiler: Silence assertion on compute | ReinUsesLisp | 1 | -3/+6 | |
2020-03-13 | gl_shader_decompiler: Fix implicit conversion errors | ReinUsesLisp | 1 | -3/+3 | |
2020-03-13 | shader/transform_feedback: Expose buffer stride | ReinUsesLisp | 1 | -1/+2 | |
2020-03-13 | gl_rasterizer: Implement transform feedback bindings | ReinUsesLisp | 2 | -10/+74 | |
2020-03-13 | gl_shader_decompiler: Decorate output attributes with XFB layout | ReinUsesLisp | 1 | -29/+105 | |
We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback). | |||||
2020-03-13 | gl_shader_decompiler: Initialize gl_Position on vertex shaders | ReinUsesLisp | 1 | -0/+4 | |
2020-03-13 | gl_shader_decompiler: Add missing {} on smem GLSL emission | ReinUsesLisp | 1 | -1/+1 | |
2020-03-13 | video_core: Implement RGBA16_SNORM | ReinUsesLisp | 1 | -0/+1 | |
Implement RGBA16_SNORM with the current API. Nothing special here. | |||||
2020-03-12 | gl_shader_decompiler: Add layer component to texelFetch | ReinUsesLisp | 1 | -6/+9 | |
TexelFetch was not emitting the array component generating invalid GLSL. | |||||
2020-03-12 | gl_shader_decompiler: Fix regression in render target declarations | ReinUsesLisp | 1 | -12/+2 | |
A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games. | |||||
2020-03-11 | gl_shader_manager: Fix interaction between graphics and compute | ReinUsesLisp | 4 | -29/+39 | |
After a compute shader was set to the pipeline, no graphics shader was invoked again. To address this use glUseProgram to bind compute shaders (without state tracking) and call glUseProgram(0) when transitioning out of it back to the graphics pipeline. | |||||
2020-03-10 | gl_rasterizer: Implement polygon modes and fill rectangles | ReinUsesLisp | 6 | -0/+79 | |
2020-03-09 | engines/maxwell_3d: Add TFB registers and store them in shader registry | ReinUsesLisp | 1 | -1/+1 | |
2020-03-09 | shader/registry: Address feedback | ReinUsesLisp | 1 | -1/+1 | |
2020-03-09 | gl_shader_decompiler: Add identifier to decompiled code | ReinUsesLisp | 3 | -8/+16 | |
2020-03-09 | gl_shader_decompiler: Roll back to GLSL core 430 | ReinUsesLisp | 1 | -1/+1 | |
RenderDoc won't build shaders if we use GLSL compatibility. | |||||
2020-03-09 | const_buffer_engine_interface: Store component types | ReinUsesLisp | 1 | -1/+1 | |
This is required for Vulkan. Sampling integer textures with float handles is illegal. | |||||
2020-03-09 | gl_shader_cache: Reduce registry consistency to debug assert | ReinUsesLisp | 1 | -3/+1 | |
Registry consistency is something that practically can't happen and it has a measurable runtime cost. Reduce it to a DEBUG_ASSERT. | |||||
2020-03-09 | shader/registry: Cache tessellation state | ReinUsesLisp | 1 | -1/+1 | |
2020-03-09 | shader/registry: Store graphics and compute metadata | ReinUsesLisp | 5 | -39/+95 | |
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size). | |||||
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 3 | -37/+38 | |
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 10 | -1051/+510 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-02-28 | renderer_opengl: Fix edge-case where alpha testing might cull presentation | ReinUsesLisp | 2 | -0/+7 | |
2020-02-28 | gl_texture_cache: Remove blending disable on blits | ReinUsesLisp | 1 | -5/+0 | |
Blending doesn't affect blits. Rasterizer discard does, update the commentaries. | |||||
2020-02-28 | gl_rasterizer: Don't disable blending on clears | ReinUsesLisp | 1 | -4/+0 | |
Blending doesn't affect clears. | |||||
2020-02-28 | dirty_flags: Deduplicate code between OpenGL and Vulkan | ReinUsesLisp | 1 | -38/+1 | |
2020-02-28 | state_tracker: Remove type traits with named structures | ReinUsesLisp | 1 | -4/+2 | |
2020-02-28 | gl_rasterizer: Remove num vertex buffers magic number | ReinUsesLisp | 1 | -2/+4 | |
2020-02-28 | gl_rasterizer: Only apply polygon offset clamp if enabled | ReinUsesLisp | 1 | -3/+6 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for depth clamp enabling | ReinUsesLisp | 3 | -3/+15 | |
2020-02-28 | gl_rasterizer: Disable scissor 0 when scissor is not used on clear | ReinUsesLisp | 1 | -0/+3 | |
2020-02-28 | gl_rasterizer: Notify depth mask changes on clear | ReinUsesLisp | 2 | -1/+6 | |
2020-02-28 | gl_rasterizer: Minor sort changes to clearing | ReinUsesLisp | 1 | -11/+9 | |
2020-02-28 | gl_state_tracker: Track state of index buffers | ReinUsesLisp | 4 | -5/+23 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for clip control | ReinUsesLisp | 5 | -15/+31 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for point sizes | ReinUsesLisp | 3 | -4/+25 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for fragment color clamp | ReinUsesLisp | 3 | -2/+14 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for logic op | ReinUsesLisp | 4 | -2/+22 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for sRGB | ReinUsesLisp | 5 | -2/+21 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for rasterize enable | ReinUsesLisp | 5 | -2/+21 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for multisample | ReinUsesLisp | 3 | -0/+13 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for alpha testing | ReinUsesLisp | 4 | -6/+24 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for polygon offsets | ReinUsesLisp | 4 | -2/+24 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for primitive restart | ReinUsesLisp | 3 | -5/+19 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for stencil testing | ReinUsesLisp | 4 | -3/+29 | |
2020-02-28 | gl_state_tracker: Implement depth dirty flags | ReinUsesLisp | 4 | -6/+31 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for front face and culling | ReinUsesLisp | 4 | -7/+38 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for blending | ReinUsesLisp | 5 | -14/+67 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for clip distances and shaders | ReinUsesLisp | 7 | -14/+43 | |
2020-02-28 | gl_state_tracker: Add dirty flags for buffers and divisors | ReinUsesLisp | 4 | -22/+56 | |
2020-02-28 | maxwell_3d: Change write dirty flags to a bitset | ReinUsesLisp | 2 | -12/+14 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for vertex formats | ReinUsesLisp | 4 | -9/+44 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for color masks | ReinUsesLisp | 4 | -9/+53 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for scissors | ReinUsesLisp | 5 | -10/+58 | |
2020-02-28 | gl_state_tracker: Implement dirty flags for viewports | ReinUsesLisp | 4 | -9/+54 | |
2020-02-28 | renderer_opengl: Reintroduce dirty flags for render targets | ReinUsesLisp | 8 | -12/+176 | |
2020-02-28 | maxwell_3d: Flatten cull and front face registers | ReinUsesLisp | 2 | -10/+10 | |
2020-02-28 | gl_state: Remove completely | ReinUsesLisp | 12 | -150/+4 | |
2020-02-28 | gl_state: Remove program tracking | ReinUsesLisp | 9 | -94/+62 | |
2020-02-28 | gl_state: Remove framebuffer tracking | ReinUsesLisp | 7 | -82/+23 | |
2020-02-28 | gl_state: Remove image tracking | ReinUsesLisp | 5 | -24/+12 | |
2020-02-28 | gl_state: Remove texture and sampler tracking | ReinUsesLisp | 5 | -60/+8 | |
2020-02-28 | gl_state: Remove blend state tracking | ReinUsesLisp | 5 | -104/+28 | |
2020-02-28 | gl_state: Remove stencil test tracking | ReinUsesLisp | 4 | -92/+18 | |
2020-02-28 | gl_state: Remove clip control tracking | ReinUsesLisp | 5 | -19/+8 | |
2020-02-28 | gl_state: Remove clip distances tracking | ReinUsesLisp | 3 | -19/+2 | |
2020-02-28 | gl_state: Remove rasterizer disable tracking | ReinUsesLisp | 6 | -13/+8 | |
2020-02-28 | gl_state: Remove viewport and depth range tracking | ReinUsesLisp | 6 | -92/+30 | |
2020-02-28 | gl_state: Remove scissor test tracking | ReinUsesLisp | 6 | -69/+12 | |
2020-02-28 | gl_state: Remove color mask tracking | ReinUsesLisp | 4 | -40/+12 | |
2020-02-28 | gl_state: Remove clamp framebuffer color tracking | ReinUsesLisp | 3 | -17/+6 | |
This commit doesn't reset it for screen draws because clamping doesn't change anything there. | |||||
2020-02-28 | gl_state: Remove multisample tracking | ReinUsesLisp | 3 | -16/+2 | |
2020-02-28 | gl_state: Remove framebuffer sRGB tracking | ReinUsesLisp | 6 | -21/+25 | |
2020-02-28 | gl_state: Remove VAO cache and tracking | ReinUsesLisp | 10 | -153/+53 | |
2020-02-28 | gl_state: Remove depth clamp tracking | ReinUsesLisp | 4 | -25/+13 | |
2020-02-28 | gl_state: Remove depth tracking | ReinUsesLisp | 4 | -34/+7 | |
2020-02-28 | gl_state: Remove primitive restart tracking | ReinUsesLisp | 3 | -18/+2 | |
2020-02-28 | gl_state: Remove logic op tracker | ReinUsesLisp | 4 | -24/+5 | |
2020-02-28 | gl_state: Remove blend color tracking | ReinUsesLisp | 3 | -18/+1 | |
2020-02-28 | gl_state: Remove polygon offset tracking | ReinUsesLisp | 4 | -39/+7 | |
2020-02-28 | gl_state: Remove alpha test tracking | ReinUsesLisp | 4 | -21/+4 | |
2020-02-28 | gl_state: Remove cull mode tracking | ReinUsesLisp | 4 | -19/+4 | |
2020-02-28 | gl_state: Remove front face tracking | ReinUsesLisp | 4 | -6/+5 | |
2020-02-28 | gl_state: Remove point size tracking | ReinUsesLisp | 3 | -22/+4 | |
2020-02-28 | gl_rasterizer: Add oglEnablei helper | ReinUsesLisp | 1 | -0/+4 | |
2020-02-28 | gl_rasterizer: Add OpenGL enable/disable helper | ReinUsesLisp | 1 | -0/+4 | |
2020-02-28 | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 8 | -139/+2 | |
2020-02-28 | renderer_opengl: Fix SRGB presentation frame tracking. | bunnei | 2 | -5/+2 | |
- Fixes SRGB in Super Smash Bros. Ultimate. | |||||
2020-02-28 | Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels. | Morph | 1 | -1/+1 | |
2020-02-28 | renderer_opengl: Reduce swap chain size to 3. | bunnei | 1 | -3/+2 | |
2020-02-27 | renderer_opengl: Use more concise lock syntax. | bunnei | 1 | -4/+4 | |
2020-02-27 | renderer_opengl: Move Frame/FrameMailbox to OpenGL namespace. | bunnei | 2 | -36/+42 | |
2020-02-26 | renderer_opengl: Create gl_framebuffer_data if empty. | bunnei | 1 | -1/+2 | |
2020-02-26 | renderer_opengl: Add texture mailbox support for presenter thread. | bunnei | 2 | -32/+261 | |
2020-02-26 | renderer_opengl: Add OGLRenderbuffer to resource/state management. | bunnei | 4 | -0/+62 | |
2020-02-24 | shader: Simplify indexed sampler usages | ReinUsesLisp | 1 | -19/+7 | |
2020-02-24 | video_core: Implement more scaler attribute formats | ReinUsesLisp | 1 | -0/+24 | |
While changing this, fix assert in vk_shader_decompiler. We now know scaled formats are expected to be float in shaders attributes. | |||||
2020-02-16 | texture_cache: Implement layered framebuffer attachments | ReinUsesLisp | 1 | -8/+20 | |
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. | |||||
2020-02-16 | surface_base: Implement texture buffer flushes | ReinUsesLisp | 1 | -0/+7 | |
Implement downloads to guest memory from texture buffers on the generic cache and OpenGL. | |||||
2020-02-15 | texture: Implement R32I | ReinUsesLisp | 1 | -0/+1 | |
2020-02-14 | maxwell_3d: Unify draw methods | ReinUsesLisp | 2 | -15/+1 | |
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods. | |||||
2020-02-14 | query_cache: Address feedback | ReinUsesLisp | 1 | -0/+2 | |
2020-02-14 | vk_query_cache: Implement generic query cache on Vulkan | ReinUsesLisp | 2 | -13/+9 | |
2020-02-14 | query_cache: Abstract OpenGL implementation | ReinUsesLisp | 2 | -339/+70 | |
Abstract the current OpenGL implementation into the VideoCommon namespace and reimplement it on top of that. Doing this avoids repeating code and logic in the Vulkan implementation. | |||||
2020-02-14 | gl_query_cache: Optimize query cache | ReinUsesLisp | 4 | -75/+207 | |
Use a custom cache instead of relying on a ranged cache. | |||||
2020-02-14 | gl_query_cache: Implement host queries using a deferred cache | ReinUsesLisp | 4 | -66/+298 | |
Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush. | |||||
2020-02-14 | gl_rasterizer: Sort method declarations | ReinUsesLisp | 1 | -16/+15 | |
2020-02-14 | gl_rasterizer: Add queued commands counter | ReinUsesLisp | 2 | -0/+16 | |
Keep track of the queued OpenGL commands that can signal a fence if waited on. As a side effect, we avoid calls to glFlush when no commands are queued. | |||||
2020-02-14 | maxwell_3d: Slow implementation of passed samples (query 21) | ReinUsesLisp | 4 | -0/+129 | |
Implements GL_SAMPLES_PASSED by waiting immediately for queries. | |||||
2020-02-14 | gl_resource_manager: Add managed query class | ReinUsesLisp | 2 | -0/+42 | |
2020-02-14 | gl_rasterizer: Use the least generic OpenGL draw function possible | ReinUsesLisp | 1 | -8/+28 | |
This may help some implementations. | |||||
2020-02-05 | maxwell_to_gl: Implement R8G8_USCALED | ReinUsesLisp | 1 | -0/+8 | |
2020-02-05 | maxwell_to_gl: Reduce unimplemented formats to LOG_ERROR | ReinUsesLisp | 1 | -8/+4 | |
2020-02-04 | gl_rasterizer: Implement GL_POINT_SPRITE | ReinUsesLisp | 3 | -0/+3 | |
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL compatibility we have to explicitly enable it. This fixes gl_PointCoord's behaviour. | |||||
2020-01-30 | gl_rasterizer: Fix instanced draw arrays | ReinUsesLisp | 2 | -106/+28 | |
glDrawArrays was being used when the draw had a base instance specified. This commit removes the draw parameters abstraction and fixes the mentioned issue. | |||||
2020-01-28 | gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize | ReinUsesLisp | 1 | -1/+0 | |
This was implemented by a previous commit and it's no longer required. | |||||
2020-01-28 | gl_texture_cache: Silence implicit sign cast warnings | ReinUsesLisp | 1 | -3/+6 | |
2020-01-27 | gl_texture_cache: Properly implement depth/stencil sampling | ReinUsesLisp | 1 | -4/+27 | |
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle. | |||||
2020-01-26 | shader/memory: Implement ATOM.ADD | ReinUsesLisp | 1 | -4/+1 | |
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. | |||||
2020-01-25 | Shader_IR: Address feedback. | Fernando Sahmkow | 1 | -3/+3 | |
2020-01-24 | Shader_IR: Correct Custom Variable assignment. | Fernando Sahmkow | 1 | -0/+2 | |
2020-01-24 | Shader_IR: Propagate bindless index into the GL compiler. | Fernando Sahmkow | 1 | -1/+1 | |
2020-01-24 | Shader_IR: Implement Injectable Custom Variables to the IR. | Fernando Sahmkow | 1 | -0/+20 | |
2020-01-24 | GL Backend: Introduce indexed samplers into the GL backend | Fernando Sahmkow | 2 | -10/+39 | |
2020-01-24 | Shader_IR: Store Bound buffer on Shader Usage | Fernando Sahmkow | 3 | -5/+12 | |
2020-01-21 | gl_shader_cache: Disable fastmath on Nvidia | ReinUsesLisp | 1 | -0/+4 | |
2020-01-18 | gl_state: Use bool instead of GLboolean | ReinUsesLisp | 2 | -3/+3 | |
This fixes template resolution considering GLboolean an integer instead of a bool. | |||||
2020-01-18 | gl_shader_decompiler: Fix decompilation of condition codes | ReinUsesLisp | 1 | -27/+5 | |
Use Visit instead of reimplementing it. Fixes unimplemented negations for condition codes. | |||||
2020-01-16 | shader/memory: Implement ATOMS.ADD.U32 | ReinUsesLisp | 1 | -0/+12 | |
2020-01-15 | gl_state: Implement PROGRAM_POINT_SIZE | ReinUsesLisp | 3 | -1/+4 | |
For gl_PointSize to have effect we have to activate GL_PROGRAM_POINT_SIZE. | |||||
2020-01-15 | renderer_opengl/utils: Remove unused header inclusions | Lioncash | 1 | -3/+0 | |
Nothing from these headers are used, so they can be removed. | |||||
2020-01-15 | renderer_opengl/utils: Forward declare private structs | Lioncash | 2 | -12/+16 | |
Keeps the definitions hidden and allows changes to the structs without needing to recompile all users of classes containing said structs. | |||||
2020-01-14 | gl_texture_cache: Use local variables to simplify DownloadTexture | ReinUsesLisp | 1 | -6/+4 | |
2020-01-14 | gl_texture_cache: Fix format for RGBX16F | ReinUsesLisp | 1 | -1/+1 | |
2020-01-14 | gl_texture_cache: Use Snorm internal format for RG8S | ReinUsesLisp | 1 | -1/+1 | |
2020-01-14 | gl_texture_cache: Use Snorm internal format for ABGR8S | ReinUsesLisp | 1 | -1/+1 | |
2020-01-14 | gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constant | Lioncash | 1 | -3/+0 | |
Given this isn't used, this can be removed entirely. | |||||
2020-01-14 | gl_shader_cache: std::move entries in CachedShader constructor | Lioncash | 1 | -3/+4 | |
Avoids several reallocations of std::vector instances where applicable. | |||||
2020-01-14 | gl_shader_cache: Remove unused entries variable in BuildShader() | Lioncash | 1 | -1/+0 | |
Eliminates a few unnecessary constructions of std::vectors. | |||||
2020-01-04 | Shader_IR: Address Feedback | Fernando Sahmkow | 1 | -13/+4 | |
2019-12-30 | Shader_IR: add the ability to amend code in the shader ir. | Fernando Sahmkow | 1 | -0/+15 | |
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers. | |||||
2019-12-26 | gl_rasterizer: Allow rendering without fragment shader | ReinUsesLisp | 2 | -0/+7 | |
Rendering without a fragment shader is usually used in depth-only passes. | |||||
2019-12-23 | maxwell_to_gl: Implement missing primitive topologies | ReinUsesLisp | 1 | -4/+18 | |
Many of these topologies are exclusively available in OpenGL. | |||||
2019-12-21 | gl_shader_cache: Update commentary for shared memory | ReinUsesLisp | 1 | -9/+6 | |
Remove false commentary. Not dividing by 4 the size of shared memory is not a hack; it describes the number of integers, not bytes. While we are at it sort the generated code to put preprocessor lines on the top. | |||||
2019-12-21 | gl_shader_cache: Remove unused entry in GetPrimitiveDescription | ReinUsesLisp | 1 | -11/+9 | |
2019-12-18 | gl_rasterizer: Implement RASTERIZE_ENABLE | ReinUsesLisp | 4 | -0/+19 | |
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it naturally using this. NVN games expect rasterize to be enabled by default, reflect that in our initial GPU state. | |||||
2019-12-18 | gl_shader_decompiler: Add missing DeclareImages | ReinUsesLisp | 1 | -0/+1 | |
2019-12-16 | shader/texture: Implement TLD4.PTP | ReinUsesLisp | 1 | -31/+53 | |
2019-12-16 | gl_shader_decompiler: Rename "sepparate" to "separate" | ReinUsesLisp | 1 | -3/+3 | |
2019-12-12 | Shader_IR: Correct TLD4S Depth Compare. | Fernando Sahmkow | 1 | -4/+4 | |
2019-12-12 | Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations. | Fernando Sahmkow | 1 | -8/+21 | |
2019-12-11 | Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented. | Fernando Sahmkow | 1 | -0/+8 | |
This commit ensures the OGL backend does not execute tesselation shader stages as they are currently unimplemented. | |||||
2019-12-11 | gl_device: Enable compute shaders for Intel Mesa drivers | ReinUsesLisp | 1 | -1/+4 | |
Previously we naively checked for "Intel" in GL_VENDOR, but this includes both Intel's proprietary driver and the mesa driver. Re-enable compute shaders for mesa. | |||||
2019-12-11 | gl_shader_cache: Add missing new-line on emitted GLSL | ReinUsesLisp | 1 | -2/+2 | |
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16 | |||||
2019-12-11 | Maxwell3D: Implement Depth Mode. | Fernando Sahmkow | 3 | -2/+8 | |
This commit finishes adding depth mode that was reverted before due to other unresolved issues. | |||||
2019-12-10 | shader: Implement MEMBAR.GL | ReinUsesLisp | 1 | -0/+7 | |
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V. | |||||
2019-12-10 | shader_ir/other: Implement S2R InvocationId | ReinUsesLisp | 1 | -0/+5 | |
2019-11-29 | gl_framebuffer_cache: Optimize framebuffer key | ReinUsesLisp | 3 | -46/+60 | |
Pack color attachment enumerations into a single u32. To determine the number of buffers, the highest color attachment with a shared pointer that doesn't point to null is used. | |||||
2019-11-29 | gl_rasterizer: Re-enable framebuffer cache for clear buffers | ReinUsesLisp | 3 | -32/+15 | |
2019-11-29 | renderer_opengl: Make ScreenRectVertex's constructor constexpr | ReinUsesLisp | 1 | -12/+7 | |
2019-11-29 | renderer_opengl: Remove C casts | ReinUsesLisp | 1 | -4/+5 | |
2019-11-29 | renderer_opengl: Use explicit binding for presentation shaders | ReinUsesLisp | 2 | -34/+20 | |
2019-11-29 | renderer_opengl: Drop macros for message decorations | ReinUsesLisp | 1 | -21/+26 | |
2019-11-29 | renderer_opengl: Move static definitions to anonymous namespace | ReinUsesLisp | 1 | -62/+66 | |
2019-11-29 | renderer_opengl: Move commentaries to header file | ReinUsesLisp | 2 | -20/+13 | |
2019-11-27 | core/memory: Migrate over GetPointer() | Lioncash | 2 | -2/+3 | |
With all of the interfaces ready for migration, it's trivial to migrate over GetPointer(). | |||||
2019-11-27 | core: Prepare various classes for memory read/write migration | Lioncash | 1 | -2/+3 | |
Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us. | |||||
2019-11-26 | gl_shader_decompiler: Fix casts from fp32 to f16 | ReinUsesLisp | 1 | -1/+2 | |
Casts from f32 to f16 zeroes the higher half of the target register. | |||||
2019-11-25 | gl_device: Deduce indexing bug from device instead of heuristic | ReinUsesLisp | 2 | -48/+2 | |
The heuristic to detect AMD's driver was not working properly since it also included Intel. Instead of using heuristics to detect it, compare the GL_VENDOR string. | |||||
2019-11-24 | gl_texture_cache: Apply sRGB on blits | ReinUsesLisp | 1 | -0/+1 | |
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this depending on the target surface pixel format. | |||||
2019-11-23 | gl_device: Reserve base bindings on limited devices | ReinUsesLisp | 1 | -36/+76 | |
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits. | |||||
2019-11-23 | gl_state: Skip null texture binds | ReinUsesLisp | 1 | -1/+5 | |
glBindTextureUnit doesn't support null textures. Skip binding these. | |||||
2019-11-23 | gl_rasterizer: Disable compute shaders on Intel | ReinUsesLisp | 3 | -0/+12 | |
Intel's proprietary driver enters in a corrupt state when compute shaders are executed. For now, disable these. | |||||
2019-11-23 | gl_shader_cache: Hack shared memory size | ReinUsesLisp | 1 | -2/+3 | |
The current shared memory size seems to be smaller than what the game actually uses. This makes Nvidia's driver consistently blow up; in the case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked just fine. For now keep this hack since it's still progress over the previous hardcoded shared memory size. | |||||
2019-11-23 | gl_shader_decompiler: Normalize image bindings | ReinUsesLisp | 3 | -33/+19 | |
2019-11-23 | gl_shader_decompiler: Normalize cbuf bindings | ReinUsesLisp | 2 | -10/+6 | |
Stage and compute shaders were using a different binding counter. Normalize these. | |||||
2019-11-23 | gl_rasterizer: Add missing cbuf counter reset on compute | ReinUsesLisp | 1 | -0/+2 | |
2019-11-23 | gl_shader_cache: Remove dynamic BaseBinding specialization | ReinUsesLisp | 14 | -191/+199 | |
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 9 | -231/+190 | |
2019-11-23 | gl_rasterizer: Bind graphics images to draw commands | ReinUsesLisp | 4 | -33/+54 | |
Images were not being bound to draw invocations because these would require a cache invalidation. | |||||
2019-11-23 | gl_shader_cache: Specialize local memory size for compute shaders | ReinUsesLisp | 5 | -20/+26 | |
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters. | |||||
2019-11-23 | gl_shader_cache: Specialize shared memory size | ReinUsesLisp | 5 | -29/+25 | |
Shared memory was being declared with an undefined size. Specialize from guest GPU parameters the compute shader's shared memory size. | |||||
2019-11-23 | gl_shader_cache: Specialize shader workgroup | ReinUsesLisp | 5 | -67/+73 | |
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers. | |||||
2019-11-23 | shader/texture: Deduce texture buffers from locker | ReinUsesLisp | 6 | -105/+47 | |
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded. | |||||
2019-11-20 | gl_shader_gen: Apply default value to gl_Position | ReinUsesLisp | 1 | -0/+1 | |
Nvidia has sane default output values for varyings, but the other vendors don't apply these. To properly emulate this we would have to analyze the shader header. For the time being, apply the same default Nvidia applies so we get the same behaviour on non-Nvidia drivers. | |||||
2019-11-18 | Shader_IR: Address Feedback | Fernando Sahmkow | 1 | -1/+1 | |
2019-11-14 | texture_cache: Drop abstracted ComponentType | ReinUsesLisp | 1 | -103/+82 | |
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour. | |||||
2019-11-14 | Shader_IR: Implement TXD instruction. | Fernando Sahmkow | 1 | -1/+43 | |
2019-11-14 | Shader_IR: Implement FLO instruction. | Fernando Sahmkow | 1 | -0/+7 | |
2019-11-08 | video_core: Silence implicit conversion warnings | ReinUsesLisp | 2 | -3/+5 | |
2019-11-08 | gl_shader_cache: Fix locker constructors | ReinUsesLisp | 1 | -2/+4 | |
Properly pass engine when a shader is being constructed from memory. | |||||
2019-11-08 | gl_shader_cache: Enable extensions only when available | ReinUsesLisp | 1 | -6/+14 | |
Silence GLSL compilation warnings. | |||||
2019-11-08 | gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not available | ReinUsesLisp | 3 | -5/+28 | |
2019-11-08 | shader_ir/warp: Implement FSWZADD | ReinUsesLisp | 1 | -0/+18 | |
2019-11-08 | gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics | ReinUsesLisp | 2 | -40/+9 | |
2019-11-07 | GLSLDecompiler: Correct Texture Gather Offset. | Fernando Sahmkow | 1 | -1/+1 | |
This commit corrects the argument ordering in textureGatherOffset. | |||||
2019-11-07 | gl_rasterizer: Remove front facing hack | ReinUsesLisp | 1 | -12/+0 | |
2019-11-07 | gl_shader_decompiler: Fix typo "y_negate"->"y_direction" | ReinUsesLisp | 1 | -1/+1 | |
2019-11-07 | gl_shader_manager: Remove unused variable in SetFromRegs | ReinUsesLisp | 1 | -1/+0 | |
2019-11-07 | gl_rasterizer: Emulate viewport flipping with ARB_clip_control | ReinUsesLisp | 7 | -76/+52 | |
Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified). | |||||
2019-11-02 | gl_rasterizer: Re-enable stream buffer memory due to global memory | ReinUsesLisp | 1 | -14/+8 | |
Global memory is still using the stream buffer when it shouldn't. As a temporary fix re-enable the stream buffer on compute. | |||||
2019-11-02 | gl_rasterizer: Upload constant buffers with glNamedBufferSubData | ReinUsesLisp | 5 | -16/+73 | |
Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements to a fast. This path has an extra memcpy but updates the buffer without orphaning or waiting for previous calls. It can be seen as a better model for "push constants" that can upload a whole UBO instead of 256 bytes. This path has some requirements established here: http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24 Instead of using the stream buffer, this commits moves constant buffers uploads to calls of glNamedBufferSubData and from my testing it brings a performance improvement. This is disabled when the vendor is not Nvidia since it brings performance regressions. | |||||
2019-10-30 | gl_state: Use std::array::fill instead of std::fill | Rodrigo Locatti | 1 | -1/+1 | |
Co-Authored-By: Mat M. <mathew1800@gmail.com> | |||||
2019-10-30 | gl_state: Move dirty checks to individual apply calls instead of Apply | ReinUsesLisp | 2 | -66/+74 | |
This requires removing constness from some methods, but for consistency it's removed in all methods. | |||||
2019-10-30 | gl_state: Remove ApplyDefaultState | ReinUsesLisp | 3 | -17/+1 | |
OpenGL has defaults values we can trust. Remove these. | |||||
2019-10-30 | gl_state: Change SetDefaultViewports to use default constructor | ReinUsesLisp | 1 | -13/+2 | |
2019-10-30 | gl_state: Minor style changes | ReinUsesLisp | 1 | -3/+5 | |
2019-10-30 | gl_state: Remove unused Citra TextureUnits | ReinUsesLisp | 1 | -23/+0 | |
2019-10-30 | gl_state: Move initializers from constructor to class declaration | ReinUsesLisp | 2 | -170/+75 | |
2019-10-30 | shader/node: Unpack bindless texture encoding | ReinUsesLisp | 3 | -20/+14 | |
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images. | |||||
2019-10-28 | maxwell_3d/kepler_compute: Remove unused arguments in GetTexture | ReinUsesLisp | 1 | -6/+6 | |
2019-10-27 | Video_Core: Implement texture format E5B9G9R9_SHAREDEXP. | Fernando Sahmkow | 1 | -0/+1 | |
This commit implements the E5B9G9R9 Texture format into the general system and OpenGL backend. | |||||
2019-10-27 | rasterizer_accelerated: Add intermediary for GPU rasterizers | ReinUsesLisp | 2 | -45/+2 | |
Add an intermediary class that implements common functions across GPU accelerated rasterizers. This avoids code repetition on different backends. | |||||
2019-10-25 | gl_shader_cache: Implement locker variants invalidation | ReinUsesLisp | 2 | -32/+85 | |
2019-10-25 | gl_shader_disk_cache: Store and load fast BRX | ReinUsesLisp | 4 | -29/+192 | |
2019-10-25 | gl_shader_decompiler: Move entries to a separate function | ReinUsesLisp | 8 | -690/+391 | |
2019-10-25 | Shader_IR: Implement Fast BRX and allow multi-branches in the CFG. | Fernando Sahmkow | 1 | -0/+5 | |
2019-10-25 | Shader_Cache: setup connection of ConstBufferLocker | Fernando Sahmkow | 5 | -31/+60 | |
2019-10-25 | VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. | Fernando Sahmkow | 1 | -3/+4 | |
2019-10-16 | gl_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator() | Lioncash | 1 | -0/+3 | |
This would previously result in NeverExecute and UnusedIndex being treated as regular predicates. | |||||
2019-10-16 | gl_shader_decompiler: Make ExprDecompiler's GetResult() a const member function | Lioncash | 1 | -1/+1 | |
This is only ever used to read, but not write, the resulting string, so we can enforce this by making it a const member function. | |||||
2019-10-16 | gl_shader_decompiler: Use a std::string_view with GetDeclarationWithSuffix() | Lioncash | 1 | -1/+1 | |
This allows the function to be completely non-allocating for inputs of all sizes (i.e. there's no heap cost for an input to convert to a std::string_view). | |||||
2019-10-16 | gl_shader_decompiler: Fold flow_var constant into GetFlowVariable() | Lioncash | 1 | -3/+1 | |
This is only ever used within this function, so we can narrow it's scope down. | |||||
2019-10-16 | gl_shader_decompiler: Mark ASTDecompiler/ExprDecompiler parameters as const references where applicable | Lioncash | 1 | -21/+21 | |
These member functions don't actually modify the input parameter, so we can make this explicit with the use of const. | |||||
2019-10-16 | gl_shader_decompiler: Pass by reference to GenerateTextureArgument() | Lioncash | 1 | -2/+2 | |
Avoids an unnecessary atomic reference count increment and decrement. | |||||
2019-10-16 | gl_shader_decompiler: Use std::holds_alternative within GenerateTexture() | Lioncash | 1 | -1/+1 | |
This only ever queries if the type exists within the variant, but doesn't actually do anything with the return value. We can just use std::holds_alternative for this use case. | |||||
2019-10-16 | gl_shader_decompiler: Avoid unnecessary copies of MetaImage | Lioncash | 1 | -4/+4 | |
MetaImage contains a std::vector, so copying here could result in unnecessary reallocations. Given the operation lives throughout the entire scope, this is safe to do. | |||||
2019-10-09 | Surfaces: Implement R4G4B4A4U format. | Fernando Sahmkow | 1 | -1/+2 | |
2019-10-09 | Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5 | Fernando Sahmkow | 1 | -0/+10 | |
2019-10-06 | gl_shader_disk_cache: Properly ignore existing cache | ReinUsesLisp | 2 | -16/+17 | |
Previously old entries where appended to the file even if the shader cache was ignored at boot. Address that issue. | |||||
2019-10-05 | GL_Renderer: Remove lefting snippet. | Fernando Sahmkow | 1 | -2/+0 | |
2019-10-05 | Gl_Rasterizer: Protect CPU Memory mapping from multiple threads. | Fernando Sahmkow | 2 | -0/+4 | |
2019-10-05 | Nvdrv: Do framelimiting only in the CPU Thread | Fernando Sahmkow | 1 | -3/+0 | |
2019-10-05 | Shader_ir: Address feedback | Fernando Sahmkow | 2 | -15/+10 | |
2019-10-05 | vk_shader_decompiler: Clean code and be const correct. | Fernando Sahmkow | 1 | -1/+1 | |
2019-10-05 | gl_shader_decompiler: Refactor and address feedback. | Fernando Sahmkow | 1 | -17/+18 | |
2019-10-05 | Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. | Fernando Sahmkow | 2 | -8/+25 | |
2019-10-05 | gl_shader_decompiler: Implement AST decompiling | Fernando Sahmkow | 1 | -29/+242 | |
2019-10-01 | gl_rasterizer: Fix polygon offset units | ReinUsesLisp | 1 | -1/+3 | |
For some reason hardware divides polygon offset units by two. This is visible since drivers multiply the application requested polygon offset by two. | |||||
2019-09-24 | gl_shader_decompiler: Add tailing return for HUnpack2 | ReinUsesLisp | 1 | -0/+2 | |
2019-09-24 | gl_shader_decompiler: Fix clang build issues | ReinUsesLisp | 1 | -26/+23 | |
2019-09-22 | Maxwell3D: Corrections and refactors to MME instance refactor | Fernando Sahmkow | 1 | -10/+2 | |
2019-09-22 | Fix clang-format | FearlessTobi | 1 | -1/+1 | |
2019-09-22 | video_core: Implement RGBX16F PixelFormat | FearlessTobi | 1 | -0/+1 | |
2019-09-21 | gl_shader_decompiler: Use uint for images and fix SUATOM | ReinUsesLisp | 2 | -105/+39 | |
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. | |||||
2019-09-21 | shader/image: Implement SULD and remove irrelevant code | ReinUsesLisp | 6 | -21/+50 | |
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array. | |||||
2019-09-20 | Rasterizer: Correct introduced bug where a conditional render wouldn't stop a draw call from executing | Fernando Sahmkow | 1 | -10/+16 | |
2019-09-19 | Rasterizer: Refactor and simplify DrawBatch Interface. | Fernando Sahmkow | 2 | -23/+12 | |
2019-09-19 | Rasterizer: Address Feedback and conscerns. | Fernando Sahmkow | 1 | -11/+11 | |
2019-09-19 | Rasterizer: Refactor draw calls, remove deadcode and clean up. | Fernando Sahmkow | 2 | -105/+67 | |
2019-09-19 | VideoCore: Corrections to the MME Inliner and removal of hacky instance management. | Fernando Sahmkow | 2 | -21/+27 | |
2019-09-19 | Video Core: initial Implementation of InstanceDraw Packaging | Fernando Sahmkow | 3 | -9/+88 | |
2019-09-17 | shader_ir/warp: Implement SHFL | ReinUsesLisp | 2 | -9/+57 | |
2019-09-17 | maxwell_to_gl: Fix mipmap filtering | ReinUsesLisp | 1 | -2/+2 | |
OpenGL texture filters follow GL_<texture_filter>_MIPMAP_<mipmap_filter> but we were using them in the opposite way. | |||||
2019-09-17 | gl_rasterizer: Remove unused code paths from ConfigureFramebuffers | ReinUsesLisp | 4 | -121/+33 | |
2019-09-11 | renderer_opengl: Fix rebase mistake | ReinUsesLisp | 1 | -1/+1 | |
2019-09-11 | shader/image: Implement SUATOM and fix SUST | ReinUsesLisp | 2 | -32/+133 | |
2019-09-11 | gl_rasterizer: Correct sRGB Fix regression | Fernando Sahmkow | 1 | -0/+12 | |
2019-09-11 | renderer_opengl: Fix sRGB blits | ReinUsesLisp | 5 | -43/+7 | |
Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this. | |||||
2019-09-06 | gl_shader_decompiler: Avoid writing output attribute when unimplemented | ReinUsesLisp | 1 | -10/+14 | |
2019-09-06 | gl_shader_decompiler: Keep track of written images and mark them as modified | ReinUsesLisp | 4 | -20/+38 | |
2019-09-06 | gl_rasterizer: Apply textures and images state | ReinUsesLisp | 1 | -0/+2 | |
2019-09-06 | gl_rasterizer: Add samplers to compute dispatches | ReinUsesLisp | 2 | -3/+36 | |
2019-09-06 | gl_rasterizer: Minor code changes | ReinUsesLisp | 2 | -20/+31 | |
2019-09-06 | gl_state: Split textures and samplers into two arrays | ReinUsesLisp | 4 | -91/+39 | |
2019-09-06 | gl_rasterizer: Implement image bindings | ReinUsesLisp | 1 | -2/+7 | |
2019-09-06 | gl_state: Add support for glBindImageTextures | ReinUsesLisp | 2 | -0/+24 | |
2019-09-06 | texture_cache: Pass TIC to texture cache | ReinUsesLisp | 1 | -1/+1 | |
2019-09-06 | kepler_compute: Implement texture queries | ReinUsesLisp | 2 | -1/+23 | |
2019-09-06 | gl_rasterizer: Split SetupTextures | ReinUsesLisp | 2 | -22/+38 | |
2019-09-05 | gl_shader_decompiler: Implement shared memory | ReinUsesLisp | 1 | -0/+23 | |
2019-09-04 | gl_shader_decompiler: Fixup slow path | ReinUsesLisp | 1 | -1/+1 | |
2019-09-04 | gl_rasterizer: Fix stencil testing | ReinUsesLisp | 1 | -11/+11 | |
* Fix stencil dirty flags tracking when stencil is disabled * Attach stencil on clears (previously it only attached depth) * Attach stencil on drawing regardless of stencil testing being enabled | |||||
2019-09-04 | gl_shader_cache: Remove special casing for geometry shaders | ReinUsesLisp | 2 | -80/+9 | |
Now that ProgramVariants holds the primitive topology we no longer need to keep track of individual geometry shaders topologies. | |||||
2019-09-04 | gl_device: Disable precise in fragment shaders on bugged drivers | ReinUsesLisp | 3 | -15/+43 | |
2019-09-04 | gl_shader_decompiler: Fixup AMD's slow path type | ReinUsesLisp | 1 | -1/+1 | |
2019-09-04 | gl_shader_decompiler: Rework GLSL decompiler type system | ReinUsesLisp | 1 | -416/+505 | |
GLSL decompiler type system was broken. We converted all return values to float except for some cases where returning we couldn't and implicitly broke the rule of returning floats (e.g. for bools or bool pairs). Instead of doing this introduce class Expression that knows what type a return value has and when a consumer wants to use the string it asks for it with a required type, emitting a runtime error if types are incompatible. This has the disadvantage that there's more C++ code, but we can emit better GLSL code that's easier to read. | |||||
2019-08-30 | video_core: Silent miscellaneous warnings (#2820) | Rodrigo Locatti | 4 | -5/+2 | |
* texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables | |||||
2019-08-30 | gl_buffer_cache: Add missing include | ReinUsesLisp | 1 | -0/+1 | |
RasterizerInterface was considered an incomplete object by clang. | |||||
2019-08-21 | shader_ir: Implement VOTE | ReinUsesLisp | 4 | -1/+58 | |
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. | |||||
2019-08-21 | Buffer Cache: Adress Feedback. | Fernando Sahmkow | 1 | -3/+3 | |
2019-08-21 | Buffer_Cache: Implement flushing. | Fernando Sahmkow | 1 | -0/+4 | |
2019-08-21 | Video_Core: Implement a new Buffer Cache | Fernando Sahmkow | 3 | -27/+55 | |
2019-08-21 | renderer_opengl: Implement RGB565 framebuffer format | ReinUsesLisp | 1 | -1/+5 | |
2019-08-21 | renderer_opengl: Use block linear swizzling for CPU framebuffers | ReinUsesLisp | 1 | -33/+31 | |
2019-08-21 | renderer_opengl: Use VideoCore pixel format | ReinUsesLisp | 1 | -6/+11 | |
2019-08-21 | gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfig | ReinUsesLisp | 2 | -9/+6 | |
2019-07-26 | GPU: Flush commands on every dma pusher step. | Fernando Sahmkow | 2 | -0/+5 | |
This commit ensures that the host gpu is constantly fed with commands to work with, while the guest gpu keeps producing the rest of the commands. This reduces syncing time between host and guest gpu. | |||||
2019-07-20 | Shader_Ir: Implement F16 Variants of F2F, F2I, I2F. | Fernando Sahmkow | 1 | -0/+18 | |
This commit takes care of implementing the F16 Variants of the conversion instructions and makes sure conversions are done. | |||||
2019-07-20 | Maxwell3D: Reorganize and address feedback | Fernando Sahmkow | 1 | -18/+27 | |
2019-07-20 | shader/half_set_predicate: Fix HSETP2 implementation | ReinUsesLisp | 1 | -12/+4 | |
2019-07-18 | Gl_Texture_Cache: Remove assert on component type in GetFormatTuple | Fernando Sahmkow | 1 | -1/+0 | |
Textures can have different components types in different orders. This assert was completely inprecise and the effectiveness of such is better handled by case and within the texture cache. | |||||
2019-07-18 | gl_shader_decompiler: Rename bufferImage to imageBuffer | ReinUsesLisp | 1 | -1/+1 | |
The online OpenGL documentation is wrong. The type definition is imageBuffer. | |||||
2019-07-18 | gl_shader_cache: Fix newline on buffer preprocessor definitions | ReinUsesLisp | 1 | -2/+6 | |
2019-07-18 | gl_texture_cache: Do not set texture parameters to buffers | ReinUsesLisp | 1 | -0/+3 | |
2019-07-18 | gl_texture_cache: Add missing break in CreateTexture | ReinUsesLisp | 1 | -0/+1 | |
2019-07-17 | GL_State: Feedback and fixes | Fernando Sahmkow | 3 | -13/+20 | |
2019-07-17 | Maxwell3D: Address Feedback | Fernando Sahmkow | 3 | -4/+3 | |
2019-07-17 | GL_Rasterizer: Corrections to Clearing. | Fernando Sahmkow | 3 | -11/+27 | |
2019-07-17 | GL_Rasterizer: Rework RenderTarget/DepthBuffer clearing | Fernando Sahmkow | 2 | -6/+63 | |
2019-07-17 | Maxwell3D: Implement State Dirty Flags. | Fernando Sahmkow | 4 | -38/+113 | |
2019-07-17 | Maxwell3D: Rework the dirty system to be more consistant and scaleable | Fernando Sahmkow | 3 | -13/+43 | |
2019-07-17 | maxwell3d: Implement Conditional Rendering | Fernando Sahmkow | 1 | -1/+12 | |
Conditional Rendering takes care of conditionaly clearing or drawing depending on a set of queries. This PR implements the query checks to stablish if things can be rendered or not. | |||||
2019-07-16 | gl_shader_cache: Fix clang-format issues | ReinUsesLisp | 2 | -4/+2 | |
2019-07-15 | gl_shader_decompiler: Stub local memory size | ReinUsesLisp | 1 | -8/+14 | |
2019-07-15 | gl_shader_cache: Address review commentaries | ReinUsesLisp | 4 | -13/+12 | |
2019-07-15 | gl_shader_cache: Address CI issues | ReinUsesLisp | 2 | -3/+3 | |
2019-07-15 | gl_rasterizer: Implement compute shaders | ReinUsesLisp | 11 | -133/+329 | |
2019-07-14 | GPU: Add a microprofile for macro interpreter | Fernando Sahmkow | 1 | -1/+2 | |
2019-07-14 | GL_State: Add a microprofile timer to OpenGL state. | Fernando Sahmkow | 1 | -0/+4 | |
2019-07-14 | Gl_Texture_Cache: Measure Buffer Copy Times | Fernando Sahmkow | 1 | -0/+2 | |
2019-07-11 | gl_shader_decompiler: Fix gl_PointSize redeclaration | ReinUsesLisp | 1 | -1/+1 | |
2019-07-11 | gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array | ReinUsesLisp | 1 | -2/+3 | |
2019-07-09 | shader_ir: Unify blocks in decompiled shaders. | Fernando Sahmkow | 1 | -4/+6 | |
2019-07-09 | shader_ir: propagate shader size to the IR | Fernando Sahmkow | 3 | -11/+21 | |
2019-07-09 | shader_ir: Implement BRX & BRA.CC | Fernando Sahmkow | 1 | -0/+9 | |
2019-07-09 | gl_rasterizer: Amend documentation comment for ConfigureFramebuffers() | Lioncash | 1 | -7/+9 | |
must_reconfigure isn't a parameter for this function any more, so it can be replaced with current_state. While we're at it, we can make the parameters of the declaration match the same name as the ones in the definition. | |||||
2019-07-08 | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders | ReinUsesLisp | 6 | -31/+98 | |
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. | |||||
2019-07-07 | video_core: Add missing override specifiers | Lioncash | 1 | -2/+2 | |
2019-07-06 | gl_rasterizer: Fix nullptr dereference on disabled buffers | ReinUsesLisp | 2 | -3/+3 | |
2019-07-06 | gl_rasterizer: Minor style changes | ReinUsesLisp | 3 | -32/+21 | |
2019-07-06 | gl_rasterizer: Fix vertex and index data invalidations | ReinUsesLisp | 4 | -8/+67 | |
2019-07-06 | gl_buffer_cache: Implement with generic buffer cache | ReinUsesLisp | 7 | -291/+89 | |
2019-07-06 | gl_buffer_cache: Remove global system getters | ReinUsesLisp | 3 | -9/+14 | |
2019-07-06 | gl_device: Query SSBO alignment | ReinUsesLisp | 2 | -0/+6 | |
2019-07-06 | gl_buffer_cache: Implement flushing | ReinUsesLisp | 2 | -2/+11 | |
2019-07-06 | gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cache | ReinUsesLisp | 6 | -204/+35 | |
2019-07-06 | gl_buffer_cache: Rework to support internalized buffers | ReinUsesLisp | 3 | -65/+174 | |
2019-07-06 | gl_buffer_cache: Store in CachedBufferEntry the used buffer handle | ReinUsesLisp | 2 | -23/+30 | |
2019-07-06 | gl_buffer_cache: Return used buffer from Upload function | ReinUsesLisp | 4 | -36/+35 | |
2019-07-06 | gl_rasterizer: Add some commentaries | ReinUsesLisp | 1 | -0/+5 | |
2019-07-06 | gl_rasterizer: Make DrawParameters rasterizer instance const | ReinUsesLisp | 1 | -1/+1 | |
2019-07-06 | gl_rasterizer: Move index buffer uploading to its own method | ReinUsesLisp | 2 | -7/+18 | |
2019-07-05 | texture_cache: Address Feedback | Fernando Sahmkow | 3 | -10/+11 | |
2019-07-05 | texture_cache: Correct Texture Buffer Uploading | Fernando Sahmkow | 2 | -2/+16 | |
2019-07-04 | gl_shader_cache: Make CachedShader constructor private | Zach Hilman | 2 | -5/+5 | |
Fixes missing review comments introduced. | |||||
2019-07-01 | rasterizer_cache: Protect inherited caches from submission level | Fernando Sahmkow | 2 | -0/+3 | |
2019-06-29 | texture_cache: Address feedback | ReinUsesLisp | 2 | -19/+1 | |
2019-06-26 | gl_texture_cache: Correct asserts | Fernando Sahmkow | 2 | -2/+2 | |
2019-06-25 | gl_texture_cache: Corrections and fixes | Fernando Sahmkow | 2 | -13/+9 | |
2019-06-25 | gl_resource_manager: Correct MakeStreamCopy | Fernando Sahmkow | 2 | -3/+2 | |
2019-06-25 | texture_cache: Query MemoryManager from the system | Fernando Sahmkow | 2 | -6/+0 | |
2019-06-24 | gl_texture_cache: Explicitly add indirect include | ReinUsesLisp | 1 | -0/+1 | |
2019-06-24 | renderer_opengl/utils: Remove unused includes and unused forward declaration | ReinUsesLisp | 1 | -4/+0 | |
2019-06-24 | gl_texture_cache: Address some feedback | ReinUsesLisp | 1 | -2/+4 | |
2019-06-24 | gl_shader_disk_cache: Address feedback | ReinUsesLisp | 2 | -4/+8 | |
2019-06-24 | gl_shader_decompiler: Address feedback | ReinUsesLisp | 1 | -11/+12 | |
2019-06-21 | texture_cache: Style and Corrections | Fernando Sahmkow | 1 | -1/+1 | |
2019-06-21 | shader_cache: Correct versioning and size calculation. | Fernando Sahmkow | 2 | -2/+7 | |
2019-06-21 | texture_cache: Implement texception detection and texture barriers. | Fernando Sahmkow | 1 | -2/+8 | |
2019-06-21 | gl_texture_cache: Use Stream Buffers instead of Persistant for Buffer Copies. | Fernando Sahmkow | 3 | -5/+4 | |
2019-06-21 | gl_texture_cache: Correct Image Blit | Fernando Sahmkow | 1 | -1/+1 | |
2019-06-21 | texture_cache: Use siblings textures on Rebuild and fix possible error on blitting | Fernando Sahmkow | 1 | -1/+1 | |
2019-06-21 | texture_cache: Remove old rasterizer cache | Fernando Sahmkow | 2 | -1956/+0 | |
2019-06-21 | texture_cache: eliminate accelerated depth->color/color->depth copies due to driver instability. | Fernando Sahmkow | 3 | -14/+5 | |
2019-06-21 | texture_cache: Optimize GetSurface and use references on functions that don't change a surface. | Fernando Sahmkow | 2 | -6/+6 | |
2019-06-21 | texture_cache: Implement Buffer Copy and detect Turing GPUs Image Copies | Fernando Sahmkow | 7 | -3/+117 | |
2019-06-21 | texture_cache uncompress-compress is untopological. | Fernando Sahmkow | 1 | -5/+5 | |
This makes conflicts between non compress and compress textures to be auto recycled. It also limits the amount of mipmaps a texture can have if it goes above it's limit. | |||||
2019-06-21 | Fix rebase errors | Fernando Sahmkow | 2 | -3/+9 | |
2019-06-21 | texture_cache: Fermi2D reform and implement View Mirage | Fernando Sahmkow | 5 | -41/+35 | |
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general. | |||||
2019-06-21 | gl_shader_decompiler: Implement image binding settings | ReinUsesLisp | 5 | -24/+52 | |
2019-06-21 | shader: Decode SUST and implement backing image functionality | ReinUsesLisp | 1 | -0/+70 | |
2019-06-21 | gl_rasterizer: Track texture buffer usage | ReinUsesLisp | 6 | -74/+119 | |
2019-06-21 | video_core: Make ARB_buffer_storage a required extension | ReinUsesLisp | 3 | -8/+5 | |
2019-06-21 | gl_rasterizer_cache: Use texture buffers to emulate texture buffers | ReinUsesLisp | 3 | -10/+31 | |
2019-06-21 | maxwell_3d: Partially implement texture buffers as 1D textures | ReinUsesLisp | 1 | -1/+1 | |
2019-06-21 | gl_shader_decompiler: Allow 1D textures to be texture buffers | ReinUsesLisp | 1 | -4/+38 | |
2019-06-21 | texture_cache: Implement Guard mechanism | Fernando Sahmkow | 1 | -0/+4 | |
2019-06-21 | texture_cache: General Fixes | Fernando Sahmkow | 1 | -3/+8 | |
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height | |||||
2019-06-21 | gl_framebuffer_cache: Use a hashed struct to cache framebuffers | ReinUsesLisp | 4 | -61/+145 | |
2019-06-21 | texture_cache return invalid buffer on deactivated color_mask | Fernando Sahmkow | 1 | -2/+4 | |
2019-06-21 | gl_texture_cache: Make main views be proxy textures instead of a full view. | Fernando Sahmkow | 2 | -11/+25 | |
2019-06-21 | Remove Framebuffer reconfiguration and restrict rendertarget protection | Fernando Sahmkow | 2 | -13/+8 | |
2019-06-21 | Reduce amount of size calculations. | Fernando Sahmkow | 2 | -2/+1 | |
2019-06-21 | texture_cache: Correct premature texceptions | Fernando Sahmkow | 2 | -7/+15 | |
Due to our current infrastructure, it is possible for a mipmap to be set on as a render target before a texception of that mipmap's superset be set afterwards. This is problematic as we rely on texture views to set up texceptions and protecting render targets targets for 3D texture rendering. One simple solution is to configure framebuffers after texture setup but this brings other problems. This solution, forces a reconfiguration of the framebuffers after such event happens. | |||||
2019-06-21 | texture_cache: Implement guest flushing | Fernando Sahmkow | 1 | -2/+4 | |
2019-06-21 | Texture Cache: Implement Blitting and Fermi Copies | Fernando Sahmkow | 6 | -96/+78 | |
2019-06-21 | surface_view: Add constructor for ViewParams | ReinUsesLisp | 1 | -11/+4 | |
2019-06-21 | Correct Mipmaps View method in Texture Cache | Fernando Sahmkow | 2 | -29/+27 | |
2019-06-21 | Change texture_cache chaching from GPUAddr to CacheAddr | Fernando Sahmkow | 2 | -18/+0 | |
This also reverses the changes to make invalidation and flushing through the GPU address. | |||||
2019-06-21 | Implement Texture Cache V2 | Fernando Sahmkow | 5 | -293/+202 | |
2019-06-21 | Add OGLTextureView | Fernando Sahmkow | 2 | -0/+43 | |
2019-06-21 | Deglobalize Memory Manager on texture cahe and Implement Invalidation and Flushing using GPUVAddr | Fernando Sahmkow | 1 | -0/+8 | |
2019-06-21 | texture_cache: Remove execution context copies from the texture cache | ReinUsesLisp | 3 | -17/+18 | |
This is done to simplify the OpenGL implementation, it is needed for Vulkan. | |||||
2019-06-21 | gl_texture_cache: Implement fermi copies | ReinUsesLisp | 5 | -2/+105 | |
2019-06-21 | texture_cache: Split texture cache into different files | ReinUsesLisp | 2 | -2/+2 | |
2019-06-21 | texture_cache: Move staging buffer into a generic implementation | ReinUsesLisp | 2 | -113/+8 | |
2019-06-21 | texture_cache: Flush 3D textures in the order they are drawn | ReinUsesLisp | 3 | -5/+7 | |
2019-06-21 | gl_texture_cache: Minor changes | ReinUsesLisp | 3 | -34/+44 | |
2019-06-21 | gl_texture_cache: Add copy from multiple overlaps into a single surface | ReinUsesLisp | 2 | -5/+83 | |
2019-06-21 | gl_texture_cache: Attach surface textures instead of views | ReinUsesLisp | 3 | -20/+32 | |
2019-06-21 | gl_texture_cache: Add fast copy path | ReinUsesLisp | 2 | -3/+57 | |
2019-06-21 | gl_texture_cache: Initial implementation | ReinUsesLisp | 5 | -35/+681 | |
2019-06-18 | core: Remove unused CiTrace source files | Lioncash | 1 | -1/+0 | |
These source files have been unused for the entire lifecycle of the project. They're a hold-over from Citra and only add to the build time of the project, so they can be removed. There's also likely no way this would ever work in yuzu in its current form without revamping quite a bit of it, given how different the GPU on the Switch is compared to the 3DS. | |||||
2019-06-12 | gl_device: Fix TestVariableAoffi test | ReinUsesLisp | 1 | -1/+2 | |
This test is intended to be invalid GLSL, but it was being invalid in two points instead of one. The intention is to use a non-immediate parameter in a textureOffset like function. The problem is that this shader was being compiled as a separable shader object and the text was writting to gl_Position without a redeclaration, being invalid GLSL. Address that issue by using a user-defined output attribute. | |||||
2019-06-08 | gl_shader_cache: Use static constructors for CachedShader initialization | ReinUsesLisp | 2 | -52/+53 | |
2019-06-08 | gl_rasterizer: Remove unused parameters in descriptor uploads | ReinUsesLisp | 2 | -8/+6 | |
2019-06-08 | video_core/engines: Move ConstBufferInfo out of Maxwell3D | ReinUsesLisp | 2 | -39/+44 | |
2019-06-07 | shader: Split SSY and PBK stack | ReinUsesLisp | 1 | -4/+27 | |
Hardware testing revealed that SSY and PBK push to a different stack, allowing code like this: SSY label1; PBK label2; SYNC; label1: PBK; label2: EXIT; | |||||
2019-06-06 | shader: Use shared_ptr to store nodes and move initialization to file | ReinUsesLisp | 1 | -31/+31 | |
Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class. | |||||
2019-06-03 | gl_shader_decompiler: Remove guest "position" varying | ReinUsesLisp | 2 | -36/+21 | |
"position" was being written but not read anywhere besides geometry shaders, where it had the same value as gl_Position. This commit replaces "position" with gl_Position, reducing the complexity of our code and the emitted GLSL code. | |||||
2019-05-30 | gl_shader_cache: Store a system class and drop global accessors | ReinUsesLisp | 2 | -7/+9 | |
2019-05-30 | gl_shader_cache: Add commentaries explaining the intention in shaders creation | ReinUsesLisp | 1 | -0/+2 | |
2019-05-30 | gl_shader_cache: Flip if condition in GetStageProgram to reduce indentation | ReinUsesLisp | 1 | -25/+26 | |
2019-05-30 | gl_buffer_cache: Remove unused ReserveMemory method | ReinUsesLisp | 2 | -13/+0 | |
2019-05-30 | maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap mode | ReinUsesLisp | 1 | -5/+2 | |
2019-05-30 | gl_rasterizer: Move alpha testing to the OpenGL pipeline | ReinUsesLisp | 8 | -71/+33 | |
Removes the alpha testing code from each fragment shader invocation. | |||||
2019-05-30 | gl_rasterizer: Use GL_QUADS to emulate quads rendering | ReinUsesLisp | 5 | -130/+5 | |
2019-05-27 | gl_device: Add commentary to AOFFI unit test source code | ReinUsesLisp | 1 | -0/+1 | |
The intention behind this commit is to hint someone inspecting an apitrace dump to ignore this ill-formed GLSL code. | |||||
2019-05-27 | gl_shader_gen: Always declare extensions after the version declaration | ReinUsesLisp | 2 | -7/+5 | |
This addresses a bug on geometry shaders where code was being written before all #extension declarations were done. Ref to #2523 | |||||
2019-05-25 | renderer_opengl/utils: Use a std::string_view with LabelGLObject() | Lioncash | 2 | -10/+10 | |
Uses a std::string_view instead of a std::string, given the pointed to string isn't modified and is only used in a formatting operation. This is nice because a few usages directly supply a string literal to the function, allowing these usages to otherwise not heap allocate, unlike the std::string overloads. While we're at it, we can combine the address formatting into a single formatting call. | |||||
2019-05-24 | gl_shader_decompiler: Use an if based cbuf indexing for broken drivers | ReinUsesLisp | 1 | -3/+20 | |
The following code is broken on AMD's proprietary GLSL compiler: ```glsl uint idx = ...; vec4 values = ...; float some_value = values[idx & 3]; ``` It index the wrong components, to fix this the following pessimized code is emitted when that bug is present: ```glsl uint idx = ...; vec4 values = ...; float some_value; if ((idx & 3) == 0) some_value = values.x; if ((idx & 3) == 1) some_value = values.y; if ((idx & 3) == 2) some_value = values.z; if ((idx & 3) == 3) some_value = values.w; ``` | |||||
2019-05-24 | gl_device: Add test to detect broken component indexing | ReinUsesLisp | 2 | -0/+60 | |
Component indexing on AMD's proprietary driver is broken. This commit adds a test to detect when we are on a driver that can't successfully manage component indexing. It dispatches a dummy draw with just one vertex shader that writes to an indexed SSBO from the GPU with data sent through uniforms, it then reads that data from the CPU and compares the expected output. | |||||
2019-05-21 | renderer_opengl/gl_shader_decompiler: Remove redundant name specification in format string | Lioncash | 1 | -1/+1 | |
This accidentally slipped through a rebase. | |||||
2019-05-21 | gl_shader_cache: Fix clang strict standard build issues | ReinUsesLisp | 3 | -9/+13 | |
2019-05-21 | gl_shader_cache: Use shared contexts to build shaders in parallel | ReinUsesLisp | 6 | -47/+103 | |
2019-05-20 | shader: Implement S2R Tid{XYZ} and CtaId{XYZ} | ReinUsesLisp | 1 | -0/+16 | |
2019-05-20 | gl_shader_decompiler: Make GetSwizzle constexpr | ReinUsesLisp | 1 | -7/+7 | |
2019-05-20 | gl_shader_decompiler: Tidy up minor remaining cases of unnecessary std::string concatenation | Lioncash | 1 | -21/+20 | |
2019-05-20 | gl_shader_decompiler: Replace individual overloads with the fmt-based one | Lioncash | 1 | -28/+16 | |
Gets rid of the need to special-case brace handling depending on the overload used, and makes it consistent across the board with how fmt handles them. Strings with compile-time deducible strings are directly forwarded to std::string's constructor, so we don't need to worry about the performance difference here, as it'll be identical. | |||||
2019-05-20 | gl_shader_decompiler: Utilize fmt overload of AddLine() where applicable | Lioncash | 1 | -136/+152 | |
2019-05-19 | gl_shader_decompiler: Add AddLine() overload that forwards to fmt | Lioncash | 1 | -0/+11 | |
In a lot of places throughout the decompiler, string concatenation via operator+ is used quite heavily. This is usually fine, when not heavily used, but when used extensively, can be a problem. operator+ creates an entirely new heap allocated temporary string and given we perform expressions like: std::string thing = a + b + c + d; this ends up with a lot of unnecessary temporary strings being created and discarded, which kind of thrashes the heap more than we need to. Given we utilize fmt in some AddLine calls, we can make this a part of the ShaderWriter's API. We can make an overload that simply acts as a passthrough to fmt. This way, whenever things need to be appended to a string, the operation can be done via a single string formatting operation instead of discarding numerous temporary strings. This also has the benefit of making the strings themselves look nicer and makes it easier to spot errors in them. | |||||
2019-05-19 | gl_shader_gen: std::move objects where applicable | Lioncash | 1 | -7/+7 | |
Avoids performing copies into the pair being returned. Instead, we can just move the resources into the pair, avoiding the need to make copies of both the std::string and ShaderEntries struct. | |||||
2019-05-19 | gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGL | Lioncash | 2 | -5/+3 | |
Given the offset is assigned a fixed value in the constructor, we can just assign it directly and get rid of the need to write the name of the variable again in the constructor initializer list. | |||||
2019-05-19 | gl_shader_disk_cache: Default ShaderDiskCacheOpenGL's destructor in the cpp file | Lioncash | 2 | -0/+3 | |
Given the disk shader cache contains non-trivial types, we should default it in the cpp file in order to prevent inlining of the complex destruction logic. | |||||
2019-05-19 | gl_shader_disk_cache: Make hash specializations noexcept | Lioncash | 1 | -2/+2 | |
The standard library expects hash specializations that don't throw exceptions. Make this explicit in the type to allow selection of better code paths if possible in implementations. | |||||
2019-05-19 | gl_shader_disk_cache: Remove redundant code string construction in LoadDecompiledEntry() | Lioncash | 1 | -2/+2 | |
We don't need to load the code into a vector and then construct a string over the data. We can just create a string with the necessary size ahead of time, and read the data directly into it, getting rid of an unnecessary heap allocation. | |||||
2019-05-19 | gl_shader_disk_cache: Make variable non-const in decompiled entry case | Lioncash | 1 | -1/+1 | |
std::move does nothing when applied to a const variable. Resources can't be moved if the object is immutable. With this change, we don't end up making several unnecessary heap allocations and copies. | |||||
2019-05-19 | gl_shader_disk_cache: Special-case boolean handling | Lioncash | 2 | -24/+37 | |
Booleans don't have a guaranteed size, but we still want to have them integrate into the disk cache system without needing to actually use a different type. We can do this by supplying non-template overloads for the bool type. Non-template overloads always have precedence during function resolution, so this is safe to provide. This gets rid of the need to smatter ternary conditionals, as well as the need to use u8 types to store the value in. | |||||
2019-05-18 | gl_rasterizer: Limit OpenGL point size to a minimum of 1 | ReinUsesLisp | 1 | -1/+3 | |
2019-05-18 | maxwell_to_gl: Add TriangleFan primitive topology | ReinUsesLisp | 1 | -0/+2 | |
2019-05-17 | gl_rasterizer: Pass the right number of array quad vertices count | ReinUsesLisp | 1 | -2/+2 | |
2019-05-10 | video_core/renderer_opengl/gl_shader_cache: Correct member initialization order | Lioncash | 1 | -1/+1 | |
Silences a -Wreorder warning. | |||||
2019-05-10 | video_core/renderer_opengl/gl_shader_decompiler: Remove unused Composite() function | Lioncash | 1 | -11/+0 | |
This isn't used at all, so it can be removed. | |||||
2019-05-10 | video_core/renderer_opengl/gl_rasterizer_cache: Remove unused variable in UploadGLMipmapTexture() | Lioncash | 1 | -1/+0 | |
This variable is unused entirely, so it can be removed. | |||||
2019-05-04 | gl_rasterizer: Silence unused variable warning | Lioncash | 1 | -2/+2 | |
Makes use of src, so it's not considered unused. | |||||
2019-05-03 | gl_shader_decompiler: Skip physical unused attributes | ReinUsesLisp | 1 | -18/+27 | |
2019-05-03 | shader: Add physical attributes commentaries | ReinUsesLisp | 1 | -0/+2 | |
2019-05-03 | gl_shader_decompiler: Implement GLSL physical attributes | ReinUsesLisp | 1 | -65/+100 | |
2019-05-03 | gl_shader_decompiler: Abstract generic attribute operations | ReinUsesLisp | 1 | -29/+26 | |
2019-05-03 | gl_shader_decompiler: Declare all possible varyings on physical attribute usage | ReinUsesLisp | 3 | -27/+87 | |
2019-05-03 | shader: Remove unused AbufNode Ipa mode | ReinUsesLisp | 1 | -2/+1 | |
2019-05-01 | gl_shader_disk_cache: Skip stored shader variants instead of asserting | ReinUsesLisp | 1 | -1/+4 | |
Instead of asserting on already stored shader variants, silently skip them. This shouldn't be happening but when a shader is invalidated and it is not stored in the shader cache, this assert would hit and save that shader anyways when the asserts are disabled. | |||||
2019-04-23 | Re added new lines at the end of files | FreddyFunk | 2 | -2/+2 | |
2019-04-23 | gl_shader_disk_cache: Compress precompiled shader cache file with Zstandard | unknown | 1 | -6/+10 | |
2019-04-23 | gl_shader_disk_cache: Use VectorVfsFile for the virtual precompiled shader cache file | unknown | 3 | -101/+168 | |
2019-04-23 | gl_shader_disk_cache: Remove per shader compression | unknown | 2 | -45/+11 | |
2019-04-21 | Rasterizer Cache: Use a temporal storage for Surfaces loading/flushing. | Fernando Sahmkow | 3 | -17/+30 | |
This PR should heavily reduce memory usage since temporal buffers are no longer stored per Surface but instead managed by the Rasterizer Cache. | |||||
2019-04-20 | Apply Position Y Direction | Fernando Sahmkow | 1 | -0/+3 | |
2019-04-20 | RasterizerCache Redesign: Flush | Fernando Sahmkow | 4 | -11/+19 | |
flushing is now responsability of children caches instead of the cache object. This change will allow the specific cache to pass extra parameters on flushing and will allow more flexibility. | |||||
2019-04-19 | gl_state: Fix samplers memory corruption | ReinUsesLisp | 1 | -3/+5 | |
It was possible for "samplers" to be read without being written. This addresses that. | |||||
2019-04-18 | video_core: Silent -Wswitch warnings | ReinUsesLisp | 2 | -27/+28 | |
2019-04-16 | Document unsafe versions and add BlockCopyUnsafe | Fernando Sahmkow | 1 | -6/+7 | |
2019-04-16 | Use ReadBlockUnsafe for Shader Cache | Fernando Sahmkow | 1 | -5/+7 | |
2019-04-16 | shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmetic | ReinUsesLisp | 1 | -28/+23 | |
Operations done before the main half float operation (like HAdd) were managing a packed value instead of the unpacked one. Adding an unpacked operation allows us to drop the per-operand MetaHalfArithmetic entry, simplifying the code overall. | |||||
2019-04-16 | gl_shader_decompiler: Fix MrgH0 decompilation | ReinUsesLisp | 1 | -2/+2 | |
GLSL decompilation for HMergeH0 was wrong. This addresses that issue. | |||||
2019-04-16 | shader_ir/decode: Implement half float saturation | ReinUsesLisp | 1 | -4/+11 | |
2019-04-16 | renderer_opengl: Implement half float NaN comparisons | ReinUsesLisp | 1 | -18/+42 | |
2019-04-15 | Support compressed formats on linear textures. | Fernando Sahmkow | 1 | -2/+5 | |
2019-04-15 | Correct Pitch in Fermi2D | Fernando Sahmkow | 1 | -4/+1 | |
2019-04-14 | gl_shader_decompiler: Use variable AOFFI on supported hardware | ReinUsesLisp | 10 | -71/+102 | |
2019-04-14 | shader_ir: Implement STG, keep track of global memory usage and flush | ReinUsesLisp | 7 | -45/+85 | |
2019-04-11 | gl_rasterizer_cache: Relax restrictions on FastCopySurface and FastLayeredCopySurface | Fernando Sahmkow | 1 | -4/+10 | |
2019-04-11 | gl_shader_manager: Move code to source file and minor clean up | ReinUsesLisp | 2 | -34/+61 | |
2019-04-10 | gl_rasterizer: Apply just the needed state on Clear | ReinUsesLisp | 1 | -4/+4 | |
2019-04-10 | gl_device: Implement interface and add uniform offset alignment | ReinUsesLisp | 4 | -13/+68 | |
2019-04-10 | Remove bounding in LD_C | Fernando Sahmkow | 1 | -2/+1 | |
2019-04-09 | Correct Fermi Copy on Linear Textures. | Fernando Sahmkow | 1 | -0/+4 | |
2019-04-09 | Correct depth compare with color formats for R32F | Fernando Sahmkow | 1 | -2/+17 | |
2019-04-08 | gl_backend: Align Pixel Storage | Fernando Sahmkow | 2 | -4/+12 | |
This commit makes sure GL reads on the correct pack size for the respective texture buffer. | |||||
2019-04-08 | Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format. | Fernando Sahmkow | 2 | -9/+8 | |
2019-04-08 | Fix bad rebase | Fernando Sahmkow | 1 | -2/+1 | |
2019-04-08 | Simplify ConstBufferAccessor | Fernando Sahmkow | 2 | -5/+4 | |
2019-04-08 | Fixes to Const Buffer Accessor and Formatting | Fernando Sahmkow | 1 | -2/+1 | |
2019-04-08 | Implement Bindless Handling on SetupTexture | Fernando Sahmkow | 1 | -1/+9 | |
2019-04-08 | Unify both sampler types. | Fernando Sahmkow | 2 | -4/+8 | |
2019-04-08 | Implement Bindless Samplers and TEX_B in the IR. | Fernando Sahmkow | 1 | -1/+1 | |
2019-04-08 | Implement Const Buffer Accessor | Fernando Sahmkow | 2 | -2/+7 | |
2019-04-07 | Permit a Null Shader in case of a bad host_ptr. | Fernando Sahmkow | 1 | -0/+4 | |
2019-04-06 | video_core/texures/texture: Remove unnecessary includes | Lioncash | 4 | -0/+4 | |
Nothing in this header relies on common_funcs or the memory manager. This gets rid of reliance on indirect inclusions in the OpenGL caches. | |||||
2019-04-06 | renderer_opengl/utils: Skip empty binds | ReinUsesLisp | 1 | -0/+3 | |
2019-04-06 | gl_rasterizer: Use ARB_multi_bind to update SSBOs | ReinUsesLisp | 2 | -9/+9 | |
2019-04-06 | gl_rasterizer: Use ARB_multi_bind to update UBOs across stages | ReinUsesLisp | 4 | -22/+58 | |
2019-04-05 | gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary() | Lioncash | 1 | -12/+12 | |
Temporal generally indicates a relation to time, but this is just creating a temporary, so this isn't really an accurate name for what the function is actually doing. | |||||
2019-04-05 | gl_shader_decompiler: Fix TXQ types | ReinUsesLisp | 1 | -2/+3 | |
TXQ returns integer types. Shaders usually do: R0 = TXQ(); // => int R0 = static_cast<float>(R0); If we don't treat it as an integer, it will cast a binary float value as float - resulting in a corrupted number. | |||||
2019-04-04 | video_core/renderer_opengl: Remove unnecessary includes | Lioncash | 13 | -24/+4 | |
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario. | |||||
2019-04-04 | gl_state: Rework to enable individual applies | ReinUsesLisp | 3 | -339/+324 | |
2019-04-03 | gl_shader_decompiler: Return early when an operation is invalid | ReinUsesLisp | 1 | -1/+6 | |
2019-04-02 | gl_sampler_cache: Port sampler cache to OpenGL | ReinUsesLisp | 4 | -123/+80 | |
2019-03-31 | gl_shader_decompiler: Hide local definitions inside an anonymous namespace | ReinUsesLisp | 1 | -6/+8 | |
2019-03-30 | gl_shader_decompiler: Add AOFFI backing implementation | ReinUsesLisp | 1 | -38/+85 | |
2019-03-29 | common/zstd_compression: simplify decompression interface | unknown | 1 | -3/+2 | |
2019-03-29 | gl_shader_disk_cache: Fixup clang format | unknown | 1 | -2/+3 | |
2019-03-29 | gl_shader_disk_cache: Use Zstandard for compression | unknown | 1 | -6/+6 | |
2019-03-29 | gl_shader_disk_cache: Use LZ4HC with compression level 9 instead of compression level 12 for less compression time | unknown | 1 | -3/+3 | |
2019-03-29 | Addressed feedback | unknown | 1 | -6/+6 | |
2019-03-29 | gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files | unknown | 1 | -2/+2 | |
2019-03-29 | data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compression | unknown | 1 | -38/+8 | |
2019-03-28 | gl_shader_manager: Remove unnecessary gl_shader_manager inclusion | Lioncash | 1 | -2/+0 | |
This isn't used at all in the OpenGL shader cache, so we can remove it's include here, meaning one less file needs to be recompiled if any changes ever occur within that header. core/memory.h is also not used within this file at all, so we can remove it as well. | |||||
2019-03-28 | gl_shader_manager: Move using statement into the cpp file | Lioncash | 2 | -4/+4 | |
Avoids introducing Maxwell3D into the namespace for everything that includes the header. | |||||
2019-03-28 | gl_shader_manager: Remove reliance on global accessor within MaxwellUniformData::SetFromRegs() | Lioncash | 3 | -9/+9 | |
We can just pass in the Maxwell3D instance instead of going through the system class to get at it. This also lets us simplify the interface a little bit. Since we pass in the Maxwell3D context now, we only really need to pass the shader stage index value in. | |||||
2019-03-27 | gl_shader_manager: Amend Doxygen string for MaxwellUniformData | Lioncash | 1 | -3/+3 | |
Previously only one line of the whole comment was in proper Doxygen formatting. | |||||
2019-03-27 | gl_rasterizer: Remove unused reference member variable from RasterizerOpenGL | Lioncash | 3 | -9/+5 | |
This member variable is no longer being used, so it can be removed, removing a dependency on EmuWindow from the rasterizer's interface" | |||||
2019-03-27 | video_core: Amend constructor initializer list order where applicable | Lioncash | 4 | -11/+11 | |
Specifies the members in the same order that initialization would take place in. This also silences -Wreorder warnings. | |||||
2019-03-27 | video_core: Add missing override specifiers | Lioncash | 1 | -2/+2 | |
Ensures that the signatures will always match with the base class. Also silences a few compilation warnings. | |||||
2019-03-22 | Revert "Devirtualize Register/Unregister and use a wrapper instead." | bunnei | 2 | -6/+10 | |
- Fixes graphical issues from transitions in Super Mario Odyssey. | |||||
2019-03-21 | gl_rasterizer_cache: Check that backing memory is valid before creating a surface. | bunnei | 2 | -15/+12 | |
- Fixes a crash in Puyo Puyo Tetris. | |||||
2019-03-21 | gpu: Rewrite virtual memory manager using PageTable. | bunnei | 2 | -7/+7 | |
2019-03-21 | gpu: Move GPUVAddr definition to common_types. | bunnei | 10 | -24/+22 | |
2019-03-17 | gl_rasterizer: Skip zero addr/sized regions on flush/invalidate. | bunnei | 1 | -0/+6 | |
2019-03-16 | memory: Simplify rasterizer cache operations. | bunnei | 1 | -2/+1 | |
2019-03-16 | video_core: Refactor to use MemoryManager interface for all memory access. | bunnei | 8 | -74/+68 | |
# Conflicts: # src/video_core/engines/kepler_memory.cpp # src/video_core/engines/maxwell_3d.cpp # src/video_core/morton.cpp # src/video_core/morton.h # src/video_core/renderer_opengl/gl_global_cache.cpp # src/video_core/renderer_opengl/gl_global_cache.h # src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | |||||
2019-03-15 | gpu: Use host address for caching instead of guest address. | bunnei | 10 | -94/+123 | |
2019-03-13 | video_core/morton: Use enum to describe MortonCopyPixels128 mode | ReinUsesLisp | 1 | -3/+5 | |
2019-03-13 | video_core/morton: Remove unused parameter in MortonSwizzle | ReinUsesLisp | 1 | -2/+2 | |
2019-03-11 | renderer_opengl/gl_global_cache: Replace indexing for assignment with insert_or_assign | Lioncash | 2 | -3/+3 | |
The previous code had some minor issues with it, really not a big deal, but amending it is basically 'free', so I figured, "why not?". With the standard container maps, when: map[key] = thing; is done, this can cause potentially undesirable behavior in certain scenarios. In particular, if there's no value associated with the key, then the map constructs a default initialized instance of the value type. In this case, since it's a std::shared_ptr (as a type alias) that is the value type, this will construct a std::shared_pointer, and then assign over it (with objects that are quite large, or actively heap allocate this can be extremely undesirable). We also make the function take the region by value, as we can avoid a copy (and by extension with std::shared_ptr, a copy causes an atomic reference count increment), in certain scenarios when ownership isn't a concern (i.e. when ReserveGlobalRegion is called with an rvalue reference, then no copy at all occurs). So, it's more-or-less a "free" gain without many downsides. | |||||
2019-03-11 | renderer_opengl/gl_global_cache: Append missing override specifiers | Lioncash | 1 | -2/+2 | |
Two of the functions here are overridden functions, so we can append these specifiers to make it explicit. | |||||
2019-03-11 | gl_rasterizer: Use system instance passed from argument | ReinUsesLisp | 2 | -29/+31 | |
2019-03-09 | gl_rasterizer: Encapsulate sampler queries into methods | ReinUsesLisp | 2 | -59/+43 | |
2019-03-09 | gl_rasterizer: Minor logger changes | ReinUsesLisp | 1 | -19/+13 | |
2019-03-07 | gpu: Always flush. | bunnei | 1 | -5/+1 | |
2019-03-04 | video_core/renderer_opengl: Replace direct usage of global system object accessors | Lioncash | 2 | -11/+17 | |
We already pass a reference to the system object to the constructor of the renderer, so we can just use that instead of using the global accessor functions. | |||||
2019-03-02 | fuck git for ruining my day, I will learn but I will not forgive | bunnei | 1 | -1/+1 | |
2019-02-28 | gl_rasterizer: Remove texture unbinding after dispatching a draw call | ReinUsesLisp | 1 | -12/+0 | |
Unbinding was required when OpenGL delete operations didn't unbind a resource if it was bound. This is no longer needed and can be removed. | |||||
2019-02-28 | gl_state: Fixup multibind bug | ReinUsesLisp | 1 | -2/+2 | |
2019-02-28 | Devirtualize Register/Unregister and use a wrapper instead. | Fernando Sahmkow | 2 | -10/+6 | |
2019-02-28 | Corrections and redesign. | Fernando Sahmkow | 2 | -51/+51 | |
2019-02-28 | Fix linux compile error. | Fernando Sahmkow | 1 | -1/+1 | |
2019-02-28 | Remove NotifyFrameBuffer as we are doing a texception pass every drawcall. | Fernando Sahmkow | 2 | -25/+0 | |
2019-02-28 | Remove certain optimizations that caused texception to fail in certain scenarios. | Fernando Sahmkow | 3 | -24/+1 | |
2019-02-28 | Bug fixes and formatting | Fernando Sahmkow | 2 | -3/+4 | |
2019-02-28 | rasterizer_cache_gl: Implement Texception Pass | Fernando Sahmkow | 3 | -0/+51 | |
2019-02-28 | rasterizer_cache_gl: Implement Partial Reinterpretation of Surfaces. | Fernando Sahmkow | 2 | -0/+100 | |
2019-02-28 | rasterizer_cache: mark reinterpreted surfaces and add ability to reload marked surfaces on next use. | Fernando Sahmkow | 2 | -0/+78 | |
2019-02-28 | rasterizer_cache_gl: Notify on framebuffer change | Fernando Sahmkow | 2 | -4/+23 | |
2019-02-27 | gl_rasterizer_cache: Create texture views for array discrepancies | ReinUsesLisp | 3 | -32/+42 | |
When a texture is sampled in a shader with a different array mode than the cached state, create a texture view and bind that to the shader instead. | |||||
2019-02-27 | gl_rasterizer: Reorder constructor initializer list in terms of member declaration order | Lioncash | 1 | -2/+2 | |
Orders the members in the order they would actually be initialized in. Silences a -Wreorder warning. | |||||
2019-02-27 | gl_shader_disk_cache: Remove #pragma once from cpp file | Lioncash | 1 | -2/+0 | |
This is only necessary in headers. Silences a warning with clang. | |||||
2019-02-27 | common/math_util: Move contents into the Common namespace | Lioncash | 5 | -15/+15 | |
These types are within the common library, so they should be within the Common namespace. | |||||
2019-02-27 | gl_rasterizer_cache: Move format conversion to its own file | ReinUsesLisp | 1 | -102/+13 | |
2019-02-26 | renderer_opengl: Update pixel format tracking | ReinUsesLisp | 1 | -0/+1 | |
2019-02-26 | maxwell_3d: Use std::bitset to manage dirty flags | ReinUsesLisp | 2 | -11/+11 | |
2019-02-26 | shader/decode: Remove extras from MetaTexture | ReinUsesLisp | 1 | -21/+35 | |
2019-02-24 | gl_rasterizer_cache: Fixup parameter order in layered swizzle | ReinUsesLisp | 1 | -1/+1 | |
2019-02-16 | core_timing: Convert core timing into a class | Lioncash | 1 | -1/+1 | |
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces. | |||||
2019-02-15 | renderer_opengl: respect the sRGB colorspace for the screenshot feature | fearlessTobi | 1 | -1/+2 | |
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles. | |||||
2019-02-15 | gl_state: Synchronize gl_state even when state is disabled | ReinUsesLisp | 1 | -83/+61 | |
There are some potential edge cases where gl_state may fail to track the state if a related state changes while the toggle is disabled or it didn't change. This addresses that. | |||||
2019-02-14 | shader_decompiler: Improve Accuracy of Attribute Interpolation. | Fernando Sahmkow | 2 | -29/+19 | |
2019-02-13 | rasterizer_cache_gl: Only do fast layered copy on the same format. As | Fernando Sahmkow | 1 | -1/+5 | |
glCopyImageSubData does not support different formats. | |||||
2019-02-13 | renderer_opengl: Remove reference to global system instance | Lioncash | 1 | -3/+3 | |
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance() | |||||
2019-02-12 | gl_rasterizer_cache: Remove unnecessary newline | Lioncash | 1 | -2/+0 | |
2019-02-12 | gl_rasterizer_cache: Get rid of variable shadowing | Lioncash | 1 | -6/+14 | |
Avoids shadowing the members of the struct itself, which results in a -Wshadow warning. | |||||
2019-02-12 | gl_shader_decompiler: Re-implement TLDS lod | ReinUsesLisp | 1 | -21/+34 | |
2019-02-12 | core_timing: Rename CoreTiming namespace to Core::Timing | Lioncash | 1 | -1/+1 | |
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace. | |||||
2019-02-09 | Implement linear textures (#2089) | Fernando Sahmkow | 2 | -5/+39 | |
2019-02-08 | gl_rasterizer_cache: Fixup texture view parameters | ReinUsesLisp | 1 | -2/+2 | |
These parameters were declared as constants and passed to glTextureView but then they were removed on a rabase. This addresses that mistake. | |||||
2019-02-07 | shader_ir: Remove F4 prefix to texture operations | ReinUsesLisp | 1 | -12/+12 | |
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything. | |||||
2019-02-07 | shader_ir: Clean texture management code | ReinUsesLisp | 1 | -32/+41 | |
Previous code relied on GLSL parameter order (something that's always ill-formed on an IR design). This approach passes spatial coordiantes through operation nodes and array and depth compare values in the the texture metadata. It still contains an "extra" vector containing generic nodes for bias and component index (for example) which is still a bit ill-formed but it should be better than the previous approach. | |||||
2019-02-07 | gl_rasterizer_cache: Mark surface copy destinations as modified. | bunnei | 2 | -4/+18 | |
2019-02-07 | gl_rasterizer: Implement a more accurate fermi 2D copy. | bunnei | 4 | -15/+146 | |
- This is a blit, use the blit registers. | |||||
2019-02-07 | gl_shader_disk_cache: Check LZ4 size limit | Frederic L | 1 | -0/+4 | |
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||||
2019-02-07 | gl_shader_disk_cache: Consider compressed size zero as an error | Frederic L | 1 | -2/+2 | |
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||||
2019-02-07 | gl_shader_disk_cache: Use unordered containers | ReinUsesLisp | 4 | -56/+64 | |
2019-02-07 | gl_shader_cache: Fixup GLSL unique identifiers | ReinUsesLisp | 2 | -3/+3 | |
2019-02-07 | gl_shader_cache: Link loading screen with disk shader cache load | ReinUsesLisp | 4 | -8/+37 | |
2019-02-07 | gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shaders | ReinUsesLisp | 1 | -0/+1 | |
i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using glProgramBinary. This is probably required by the standard but it's ignored by permisive proprietary drivers. | |||||
2019-02-07 | gl_shader_disk_cache: Pass core system as argument and guard against games without title ids | ReinUsesLisp | 8 | -14/+48 | |
2019-02-07 | gl_shader_disk_cache: Guard reads and writes against failure | ReinUsesLisp | 2 | -216/+339 | |
2019-02-07 | gl_shader_disk_cache: Address miscellaneous feedback | ReinUsesLisp | 5 | -43/+57 | |
2019-02-07 | gl_shader_disk_cache: Pass return values returning instead of by parameters | ReinUsesLisp | 3 | -39/+37 | |
2019-02-07 | gl_shader_disk_cache: Compress program binaries using LZ4 | ReinUsesLisp | 1 | -7/+28 | |
2019-02-07 | gl_shader_disk_cache: Compress GLSL code using LZ4 | ReinUsesLisp | 1 | -5/+56 | |
2019-02-07 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 8 | -135/+225 | |
2019-02-07 | settings: Hide shader cache behind a setting | ReinUsesLisp | 1 | -0/+21 | |
2019-02-07 | gl_shader_disk_cache: Invalidate shader cache changes with CMake hash | ReinUsesLisp | 1 | -7/+16 | |
2019-02-07 | gl_shader_cache: Refactor to support disk shader cache | ReinUsesLisp | 2 | -121/+388 | |
2019-02-07 | gl_shader_disk_cache: Add transferable cache invalidation | ReinUsesLisp | 2 | -0/+8 | |
2019-02-07 | gl_shader_disk_cache: Add precompiled load | ReinUsesLisp | 2 | -0/+45 | |
2019-02-07 | gl_shader_disk_cache: Add precompiled save | ReinUsesLisp | 2 | -0/+57 | |
2019-02-07 | gl_shader_disk_cache: Add transferable load | ReinUsesLisp | 2 | -0/+56 | |
2019-02-07 | gl_shader_disk_cache: Add transferable stores | ReinUsesLisp | 2 | -0/+194 | |
2019-02-07 | gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpers | ReinUsesLisp | 2 | -0/+76 | |
2019-02-07 | gl_shader_disk_cache: Add file and move BaseBindings declaration | ReinUsesLisp | 3 | -10/+56 | |
2019-02-07 | gl_shader_decompiler: Remove name entries | ReinUsesLisp | 2 | -28/+10 | |
2019-02-07 | gl_shader_util: Add parameter to handle retrievable programs | ReinUsesLisp | 3 | -6/+10 | |
2019-02-07 | rasterizer_interface: Add disk cache entry for the rasterizer | ReinUsesLisp | 4 | -0/+11 | |
2019-02-07 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+33 | |
2019-02-03 | shader_ir: Rename BasicBlock to NodeBlock | ReinUsesLisp | 1 | -3/+3 | |
It's not always used as a basic block. Rename it for consistency. | |||||
2019-02-03 | video_core: Assert on invalid GPU to CPU address queries | ReinUsesLisp | 3 | -4/+9 | |
2019-02-03 | maxwell_3d: Allow texture handles with TIC id zero | ReinUsesLisp | 1 | -4/+0 | |
Also remove "enabled" field from Tegra::Texture::FullTextureInfo because it would become unused. | |||||
2019-02-01 | rasterizer_interface: Remove unused AccelerateFill operation | ReinUsesLisp | 2 | -6/+0 | |
2019-02-01 | video_core: Remove unused Fill surface type | ReinUsesLisp | 1 | -4/+0 | |
2019-01-30 | gl_rasterizer_cache: Fixup test clause | ReinUsesLisp | 1 | -6/+5 | |
2019-01-30 | gl_rasterizer_cache: Guard clause swizzle testing | Mat M | 1 | -1/+3 | |
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc> | |||||
2019-01-30 | gl_state: Remove texture target tracking | ReinUsesLisp | 2 | -5/+0 | |
2019-01-30 | gl_rasterizer_cache: Move swizzling to textures instead of state | ReinUsesLisp | 6 | -28/+35 | |
2019-01-30 | gl_state: Use DSA and multi bind to update texture bindings | ReinUsesLisp | 1 | -8/+22 | |
2019-01-30 | gl_rasterizer: Use DSA for textures | ReinUsesLisp | 5 | -185/+105 | |
2019-01-30 | shader_ir: Unify constant buffer offset values | ReinUsesLisp | 2 | -3/+4 | |
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. | |||||
2019-01-30 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | 7 | -249/+194 | |
2019-01-30 | gl_rasterizer: Implement global memory management | ReinUsesLisp | 6 | -4/+140 | |
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 2 | -6/+72 | |
2019-01-30 | gl_shader_cache: Fix texture view for cubemaps as cubemap arrays | ReinUsesLisp | 2 | -3/+8 | |
Cubemaps are considered layered and to create a texture view the texture mustn't be a layered texture, resulting in cubemaps being bound as cubemap arrays. To fix this issue this commit introduces an extra surface parameter called "is_array" and uses this to query for texture view creation. Now that texture views for cubemaps are actually being created, this also fixes the number of layers created for the texture view (since they have to be 6 to create a texture view of cubemaps). | |||||
2019-01-30 | gl_rasterizer: Workaround invalid zeta clears | ReinUsesLisp | 2 | -14/+19 | |
Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error. | |||||
2019-01-24 | frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. | bunnei | 3 | -28/+2 | |
2019-01-22 | maxwell_3d: Set rt_separate_frag_data to 1 by default | ReinUsesLisp | 1 | -4/+1 | |
Commercial games assume that this value is 1 but they never set it. On the other hand nouveau manually sets this register. On ConfigureFramebuffers we were asserting for what we are actually implementing (according to envytools). | |||||
2019-01-18 | gl_rasterizer: Silent unsafe mix warning | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibility | ReinUsesLisp | 1 | -44/+58 | |
2019-01-15 | gl_shader_decompiler: Inline textureGather component | ReinUsesLisp | 1 | -15/+16 | |
2019-01-15 | shader_ir: Remove composite primitives and use temporals instead | ReinUsesLisp | 1 | -66/+37 | |
2019-01-15 | gl_shader_decompiler: Fixup AssignCompositeHalf | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | shader_decode: Use proper primitive names | ReinUsesLisp | 1 | -10/+8 | |
2019-01-15 | shader_decode: Use BitfieldExtract instead of shift + and | ReinUsesLisp | 1 | -0/+7 | |
2019-01-15 | shader_ir: Remove Ipa primitive | ReinUsesLisp | 1 | -8/+0 | |
2019-01-15 | gl_shader_decompiler: Use rasterizer's UBO size limit | ReinUsesLisp | 1 | -1/+3 | |
2019-01-15 | gl_shader_gen: Fixup code formatting | ReinUsesLisp | 2 | -18/+22 | |
2019-01-15 | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | 6 | -4/+1635 | |
2019-01-15 | glsl_decompiler: Fixup geometry shaders | ReinUsesLisp | 1 | -5/+1 | |
2019-01-15 | video_core: Implement IR based geometry shaders | ReinUsesLisp | 1 | -8/+6 | |
2019-01-15 | video_core: Replace gl_shader_decompiler | ReinUsesLisp | 7 | -4183/+57 | |
2019-01-09 | gl_rasterizer: Workaround Intel VAO DSA bug | ReinUsesLisp | 3 | -7/+16 | |
There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue. | |||||
2019-01-08 | gl_global_cache: Add dummy global cache manager | ReinUsesLisp | 4 | -3/+94 | |
2019-01-07 | gl_rasterizer: Skip framebuffer configuration if rendertargets have not been changed | ReinUsesLisp | 2 | -1/+31 | |
2019-01-07 | gl_rasterizer_cache: Use dirty flags for the depth buffer | ReinUsesLisp | 2 | -3/+11 | |
2019-01-07 | gl_rasterizer_cache: Use dirty flags for color buffers | ReinUsesLisp | 2 | -4/+12 | |
2019-01-07 | gl_shader_cache: Use dirty flags for shaders | ReinUsesLisp | 3 | -2/+12 | |
2019-01-06 | gl_stream_buffer: Use DSA for buffer management | ReinUsesLisp | 3 | -17/+14 | |
2019-01-06 | gl_rasterizer: Use DSA for vertex array objects | ReinUsesLisp | 6 | -79/+53 | |
2019-01-06 | gl_state: Drop uniform buffer state tracking | ReinUsesLisp | 3 | -10/+0 | |
2019-01-05 | gl_rasterizer_cache: Use GL_STREAM_COPY for PBOs | ReinUsesLisp | 1 | -1/+1 | |
Since the data is doing the path CPU -> GPU -> GPU copy is the most approximate hint. Using GL_STREAM_DRAW generated a performance warning on Nvidia's stack. Changing this hint removed the warning. | |||||
2018-12-30 | gl_rasterizer_cache: Texture view if shader samples array but OGL is not | ReinUsesLisp | 3 | -14/+74 | |
When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view. | |||||
2018-12-28 | gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist. | bunnei | 1 | -22/+0 | |
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild. | |||||
2018-12-27 | Add missing uintBitsToFloat to SetRegisterToHalfFloat | Rodolfo Bogado | 1 | -2/+2 | |
2018-12-26 | renderer_opengl: Correct forward declaration of FramebufferLayout | Lioncash | 1 | -1/+1 | |
This is actually a struct, not a class, which can lead to compilation warnings. | |||||
2018-12-26 | Apply CC test to the final value to be stored in the register | Rodolfo Bogado | 1 | -9/+12 | |
2018-12-26 | Fixed shader linking error due to TLDS (#1934) | David | 1 | -1/+1 | |
* Fixed shader linking error due to TLDS coord should be coords * Fix remaining coords | |||||
2018-12-22 | Includde saturation in the evaluation of the control code | Rodolfo Bogado | 1 | -3/+4 | |
2018-12-22 | Handle RZ cases evaluating the expression instead of the register value. | Rodolfo Bogado | 1 | -14/+22 | |
2018-12-22 | complete emulation of ZeroFlag | Rodolfo Bogado | 1 | -100/+97 | |
2018-12-19 | hopefully fix clang format issue | David Marcec | 1 | -0/+1 | |
2018-12-19 | Fixed uninitialized memory due to missing returns in canary | David Marcec | 3 | -2/+12 | |
Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used. | |||||
2018-12-18 | yuzu, video_core: Screenshot functionality | zhupengfei | 2 | -4/+46 | |
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout. | |||||
2018-12-18 | Texture format fixes: Flag RGBA16UI as GL_RGBA_INTEGER format, and interpret R16U as Z16 when depth_compare is enabled. | heapo | 1 | -1/+11 | |
2018-12-17 | Implement postfactor multiplication/division for fmul instructions | heapo | 1 | -4/+20 | |
2018-12-17 | Fix arrayed shadow sampler array slice/depth comparison ordering, as well as invalid GLSL LOD selection. | heapo | 1 | -16/+14 | |
2018-12-11 | gl_shader_cache: Dehardcode constant in CalculateProgramSize() | Lioncash | 1 | -2/+2 | |
This constant is related to the size of the instruction. | |||||
2018-12-11 | gl_shader_cache: Resolve truncation compiler warning | Lioncash | 1 | -1/+1 | |
The previous code would cause a warning, as it was truncating size_t (64-bit) to a u32 (32-bit) implicitly. | |||||
2018-12-10 | gl_shader_decompiler: IPA FrontFacing: the right value when is the front face is 0xFFFFFFFF. | Marcos Vitali | 1 | -1/+1 | |
2018-12-09 | Implemented a shader unique identifier. | Fernando Sahmkow | 4 | -0/+57 | |
2018-12-09 | Add more info into textures' object labels | FernandoS27 | 2 | -2/+57 | |
2018-12-07 | gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize. | Marcos Vitali | 1 | -106/+134 | |
2018-12-05 | gl_shader_decompiler: Implement TEXS.F16 | ReinUsesLisp | 1 | -12/+49 | |
2018-12-05 | gl_shader_decompiler: Fixup inverted if | ReinUsesLisp | 1 | -6/+5 | |
2018-12-04 | Rewrited TEX/TEXS (TEX Scalar). (#1826) | Marcos | 1 | -259/+177 | |
* Rewrited TEX/TEXS (TEX Scalar). * Style fixes. * Styles issues. | |||||
2018-11-30 | gl_rasterizer_cache: Update AccurateCopySurface to flush complete source surface. | bunnei | 1 | -1/+4 | |
- Fixes issues with Breath of the Wild with use_accurate_gpu_emulation setting. | |||||
2018-11-29 | gl_rasterizer: Enable clip distances when set in register and in shader | ReinUsesLisp | 4 | -13/+36 | |
2018-11-29 | gl_rasterizer: Implement a framebuffer cache | ReinUsesLisp | 2 | -40/+82 | |
2018-11-29 | gl_shader_manager: Update pipeline when programs have changed | ReinUsesLisp | 1 | -4/+17 | |
2018-11-29 | gl_rasterizer_cache: Remove BlitSurface and replace with more accurate copy. | bunnei | 1 | -144/+1 | |
- BlitSurface with different texture targets is inherently broken. - When target is the same, we can just use FastCopySurface. - Fixes rendering issues with Breath of the Wild. | |||||
2018-11-29 | gl_shader_decompiler: Remove texture temporal in TLD4 | ReinUsesLisp | 1 | -3/+1 | |
2018-11-29 | gl_shader_decompiler: Flip negated if else statement | ReinUsesLisp | 1 | -3/+3 | |
2018-11-29 | gl_shader_decompiler: Use GLSL scope on instructions unrelated to textures | ReinUsesLisp | 1 | -35/+10 | |
2018-11-29 | gl_shader_decompiler: Move texture code generation into lambdas | ReinUsesLisp | 1 | -97/+78 | |
2018-11-29 | gl_shader_decompiler: Clean up texture instructions | ReinUsesLisp | 1 | -87/+56 | |
2018-11-29 | gl_shader_decompiler: Scope GLSL variables with a scoped object | ReinUsesLisp | 1 | -32/+72 | |
2018-11-29 | gl_rasterizer: Signal UNIMPLEMENTED when rt_separate_frag_data is not zero | ReinUsesLisp | 1 | -1/+1 | |
2018-11-29 | gl_rasterizer_cache: Use brackets for two-line single-expresion blocks | ReinUsesLisp | 1 | -1/+2 | |
2018-11-29 | gl_rasterizer: Remove unused struct declarations | ReinUsesLisp | 1 | -14/+0 | |
2018-11-29 | gl_rasterizer: Remove extension booleans | ReinUsesLisp | 2 | -16/+0 | |
2018-11-27 | gl_shader_decompiler: Fixup clip distance index | ReinUsesLisp | 1 | -1/+1 | |
2018-11-27 | gl_rasterizer: Fixup for #1723. | Markus Wick | 1 | -1/+1 | |
On invalidating the streaming buffer, we need to reupload all vertex buffers. But we don't need to reconfigure the vertex format. This was a (silly) misstake in #1723. Thanks at Rodrigo for discovering the issue. Fun fact, as configuring the vertex format also invalidate the vertex buffer, this misstake had no affect on the behavior. | |||||
2018-11-27 | remove viewport_transform_enabled as it seems to be inactive when valid transforms are used. | Rodolfo Bogado | 1 | -12/+5 | |
2018-11-27 | Implement depth clamp | Rodolfo Bogado | 4 | -9/+49 | |
2018-11-27 | Add support for Clip Distance enabled register | Rodolfo Bogado | 2 | -2/+11 | |
2018-11-27 | GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784) | Marcos | 4 | -1/+81 | |
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor. | |||||
2018-11-26 | Implemented Tile Width Spacing | FernandoS27 | 2 | -7/+18 | |
2018-11-25 | Limit the amount of viewports tested for state changes only to the usable ones | Rodolfo Bogado | 1 | -2/+10 | |
2018-11-25 | gl_shader_decompiler: Implement S2R's Y_DIRECTION | ReinUsesLisp | 4 | -16/+25 | |
2018-11-25 | video_core: Move morton functions to their own file | ReinUsesLisp | 2 | -180/+15 | |
2018-11-24 | Fix Texture Overlapping | FernandoS27 | 1 | -43/+70 | |
2018-11-24 | Implemented BRA CC conditional and FSET CC Setting | FernandoS27 | 1 | -4/+14 | |
2018-11-24 | Add support for viewport_transfom_enable register | Rodolfo Bogado | 1 | -5/+13 | |
2018-11-24 | Add support for clear_flags register | Rodolfo Bogado | 4 | -27/+84 | |
2018-11-24 | Fix TEXS Instruction encodings | FernandoS27 | 1 | -22/+48 | |
2018-11-24 | Fix one encoding in TEX Instruction | FernandoS27 | 1 | -3/+3 | |
2018-11-24 | Corrected inputs indexing in TEX instruction | FernandoS27 | 1 | -66/+85 | |
2018-11-23 | Added predicate comparison LessEqualWithNan (#1736) | Hexagon12 | 1 | -5/+12 | |
* Added predicate comparison LessEqualWithNan * oops * Clang fix | |||||
2018-11-23 | gl_shader_decompiler: Implement clip distances | ReinUsesLisp | 1 | -20/+46 | |
2018-11-22 | gl_shader_decompiler: Add a message for unimplemented cc generation | ReinUsesLisp | 1 | -23/+46 | |
2018-11-22 | maxwell_3d: Implement alternate blend equations. | bunnei | 1 | -0/+5 | |
- Used by Undertale. | |||||
2018-11-22 | gl_shader_decompiler: Rename internal flag strings | ReinUsesLisp | 1 | -15/+20 | |
2018-11-22 | gl_shader_decompiler: Rename control codes to condition codes | ReinUsesLisp | 1 | -63/+47 | |
2018-11-22 | gl_shader_decompiler: Fix register overwriting on texture calls | ReinUsesLisp | 1 | -60/+78 | |
2018-11-21 | Properly Implemented TXQ Instruction | FernandoS27 | 1 | -2/+12 | |
2018-11-21 | gl_shader_decompiler: Implement BFI_IMM_R | ReinUsesLisp | 1 | -0/+20 | |
2018-11-21 | Removed pre 4.3 ARB extensions | FernandoS27 | 5 | -20/+13 | |
2018-11-21 | Use default values for unknown framebuffer pixel format | FernandoS27 | 1 | -0/+6 | |
2018-11-21 | gl_shader_decompiler: Implement R2P_IMM | ReinUsesLisp | 1 | -0/+28 | |
2018-11-21 | gl_shader_decompiler: Remove UNREACHABLE when setting RZ | ReinUsesLisp | 1 | -2/+1 | |
2018-11-21 | gl_shader_decompiler: Use UNIMPLEMENTED instead of LOG+UNREACHABLE when applicable | ReinUsesLisp | 1 | -371/+258 | |
2018-11-20 | shader_cache: Only lock covered instructions. | Markus Wick | 4 | -8/+24 | |
2018-11-20 | Implemented Fast Layered Copy | FernandoS27 | 2 | -2/+30 | |
2018-11-19 | Eliminated unnessessary memory allocation and copy (#1702) | Frederic L | 1 | -5/+2 | |
2018-11-19 | gl_rasterizer: Remove default clip distance | ReinUsesLisp | 1 | -2/+0 | |
2018-11-18 | drop support for non separate alpha as it seems to cause issues in some games | Rodolfo Bogado | 3 | -61/+35 | |
2018-11-17 | fix sampler configuration, thanks to Marcos for his investigation | Rodolfo Bogado | 2 | -18/+43 | |
2018-11-17 | small type fix | Rodolfo Bogado | 1 | -6/+6 | |
2018-11-17 | add AlphaToCoverage and AlphaToOne | Rodolfo Bogado | 4 | -0/+32 | |
2018-11-17 | add support for fragment_color_clamp | Rodolfo Bogado | 4 | -0/+20 | |
2018-11-17 | add missing MirrorOnceBorder support where supported | Rodolfo Bogado | 1 | -0/+6 | |
2018-11-17 | set border color not depending on the wrap mode | Rodolfo Bogado | 1 | -9/+9 | |
only enable color mask for the first framebuffer id independent blending is disabled | |||||
2018-11-17 | set default value for point size register | Rodolfo Bogado | 1 | -5/+1 | |
2018-11-17 | fix viewport and scissor behavior | Rodolfo Bogado | 4 | -52/+71 | |
2018-11-17 | gl_rasterizer: Skip VB upload if the state is clean. | Markus Wick | 3 | -6/+23 | |
2018-11-15 | gl_rasterizer_chache: Minor cleanup | Frederic Laing | 1 | -3/+3 | |
2018-11-13 | gl_state: Amend compilation warnings | Lioncash | 2 | -3/+4 | |
Makes float -> integral conversions explicit via casts and also silences a sign conversion warning. | |||||
2018-11-13 | Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666) | greggameplayer | 1 | -2/+14 | |
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction | |||||
2018-11-11 | Use core extensions when available to set max anisotropic filtering level | Rodolfo Bogado | 1 | -2/+7 | |
2018-11-11 | Improve state management by splitting some of the states id separated function to avoid a full apply overhead | Rodolfo Bogado | 6 | -39/+40 | |
2018-11-11 | 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 Bogado | 2 | -37/+40 | |
2018-11-11 | set sampler max lod, min lod, lod bias and max anisotropy | Rodolfo Bogado | 2 | -11/+22 | |
2018-11-10 | gl_shader_decompiler: Guard out of bound geometry shader input reads | ReinUsesLisp | 4 | -15/+24 | |
Geometry shaders follow a pattern that results in out of bound reads. This pattern is: - VSETP to predicate - Use that predicate to conditionally set a register a big number - Use the register to access geometry shaders At the time of writing this commit I don't know what's the intent of this number. Some drivers argue about these out of bound reads. To avoid this issue, input reads are guarded limiting reads to the highest posible vertex input of the current topology (e.g. points to 1 and triangles to 3). | |||||
2018-11-08 | gl_rasterizer_cache: Remove unnecessary memory allocation and copy in CopySurface | Frederic Laing | 1 | -10/+7 | |
2018-11-08 | gl_rasterizer: Fix compiler warnings | Frederic Laing | 1 | -2/+2 | |
2018-11-08 | rasterizer_cache: Remove reliance on the System singleton | Lioncash | 8 | -6/+22 | |
Rather than have a transparent dependency, we can make it explicit in the interface. This also gets rid of the need to put the core include in a header. | |||||
2018-11-08 | gl_resource_manager: Amend clang-format discrepancies | Lioncash | 1 | -4/+2 | |
Fixes the buildbot. | |||||
2018-11-08 | Correct issue where texturelod could not be applied to 2darrayshadow | FernandoS27 | 1 | -1/+5 | |
2018-11-07 | Implement 3 coordinate array in TEXS instruction | FernandoS27 | 1 | -6/+6 | |
2018-11-06 | gl_rasterizer: Skip VAO binding if the state is clean. | Markus Wick | 1 | -2/+7 | |
2018-11-06 | gl_rasterizer: Split VAO and VB setup functions. | Markus Wick | 2 | -5/+16 | |
2018-11-06 | gl_rasterizer_cache: Add profiles for Copy and Blit. | Markus Wick | 1 | -2/+6 | |
They were missed, and Copy is very high in profile here. It doesn't block the GPU, but it stalls the driver thread. So with our bad GL instructions, this might block quite a while. | |||||
2018-11-06 | gl_resource_manager: Profile creation and deletion. | Markus Wick | 1 | -0/+42 | |
2018-11-06 | gl_stream_buffer: Profile orphaning of stream buffer. | Markus Wick | 1 | -0/+5 | |
This serialize to the driver thread and so it may block for a while. So if it is in the benchmark, we get noticed if it happens too often. | |||||
2018-11-06 | gl_resource_manager: Split implementations in .cpp file. | Markus Wick | 4 | -114/+166 | |
Those implementations are quite costly, so there is no need to inline them to the caller. Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them. | |||||
2018-11-05 | Add support to color mask to avoid issues in blending caused by wrong values in the alpha channel in some render targets. | Rodolfo Bogado | 4 | -22/+59 | |
2018-11-05 | Implement multi-target viewports and blending | Rodolfo Bogado | 4 | -126/+231 | |
2018-11-02 | correct syntax | greggameplayer | 1 | -4/+3 | |
2018-11-02 | Fix ASTC Decompressor to support depth parameter | FernandoS27 | 2 | -12/+11 | |
2018-11-01 | Fix ASTC formats | FernandoS27 | 1 | -4/+11 | |
2018-11-01 | Implemented ASTC 5x5 | FernandoS27 | 1 | -1/+5 | |
2018-11-01 | Implement Cube Arrays | FernandoS27 | 2 | -0/+16 | |
2018-10-31 | Implement SurfaceTarget Texture2DArray | greggameplayer | 1 | -0/+1 | |
( needed by Mario+Rabbids Kingdom Battle ) | |||||
2018-10-31 | Improve OpenGL state handling | Rodolfo Bogado | 3 | -105/+158 | |
2018-10-30 | video_core: Move surface declarations out of gl_rasterizer_cache | ReinUsesLisp | 3 | -898/+68 | |
2018-10-30 | Assert Control Codes Generation | FernandoS27 | 1 | -0/+98 | |
2018-10-30 | global: Use std::optional instead of boost::optional (#1578) | Frederic L | 9 | -72/+80 | |
* get rid of boost::optional * Remove optional references * Use std::reference_wrapper for optional references * Fix clang format * Fix clang format part 2 * Adressed feedback * Fix clang format and MacOS build | |||||
2018-10-29 | video_core: Move OpenGL specific utils to its renderer | ReinUsesLisp | 4 | -4/+59 | |
2018-10-29 | renderer_opengl: Correct bpp value for ASTC_2D_8X5_SRGB | Rodolfo Bogado | 1 | -1/+1 | |
2018-10-29 | Assert Control Flow Instructions using Control Codes | FernandoS27 | 1 | -2/+26 | |
2018-10-29 | Fixed black textures, pixelation and we no longer require to auto-generate mipmaps | FernandoS27 | 1 | -14/+2 | |
2018-10-29 | Fixed mipmap block autosizing algorithm | FernandoS27 | 2 | -13/+19 | |
2018-10-29 | Fixed Invalid Image size and Mipmap calculation | FernandoS27 | 1 | -4/+7 | |
2018-10-29 | Fixed Block Resizing algorithm and Clang Format | FernandoS27 | 3 | -12/+19 | |
2018-10-29 | Implement Mip Filter | FernandoS27 | 4 | -10/+33 | |
2018-10-29 | Zero out memory region of recreated surface before flushing | FernandoS27 | 1 | -0/+2 | |
2018-10-28 | Implement Mipmaps | FernandoS27 | 2 | -101/+211 | |
2018-10-28 | Enable alpha channel for DXT1 texture format | Michael | 1 | -2/+2 | |
2018-10-28 | Correct bpp value for ASTC_2D_8X5 | Tobias | 1 | -1/+1 | |
2018-10-28 | Refactor precise usage and add FMNMX, MUFU, FMUL32 and FADD332 | FernandoS27 | 2 | -74/+37 | |
2018-10-28 | Implement sRGB Support, including workarounds for nvidia driver issues and QT sRGB support | Rodolfo Bogado | 6 | -39/+186 | |
2018-10-28 | Improved Shader accuracy on Vertex and Geometry Shaders with FFMA, FMUL and FADD | FernandoS27 | 2 | -6/+58 | |
2018-10-27 | Implement Default Block Height for each format | FernandoS27 | 1 | -0/+62 | |
2018-10-27 | gl_rasterizer_cache: Fix compiler warning | Frederic Laing | 1 | -2/+2 | |
2018-10-26 | gl_rasterizer: Implement primitive restart. | bunnei | 4 | -0/+31 | |
2018-10-26 | gl_rasterizer: Implement depth range. | bunnei | 4 | -13/+20 | |
2018-10-24 | Implemented LD_L and ST_L | FernandoS27 | 1 | -12/+76 | |
2018-10-24 | Implement Shader Local Memory | FernandoS27 | 1 | -0/+37 | |
2018-10-23 | Implement PointSize | FernandoS27 | 2 | -5/+27 | |
2018-10-23 | Fixed Layered Textures Loading and Cubemaps | FernandoS27 | 2 | -69/+106 | |
2018-10-23 | gl_shader_decompiler: Implement VSETP | ReinUsesLisp | 1 | -0/+24 | |
2018-10-23 | gl_shader_decompiler: Abstract VMAD into a video subset | ReinUsesLisp | 1 | -72/+69 | |
2018-10-23 | Added Saturation to FMUL32I | FernandoS27 | 1 | -3/+4 | |
2018-10-22 | Assert that multiple render targets are not set while alpha testing | FernandoS27 | 3 | -3/+17 | |
2018-10-22 | Use standard UBO and fix/stylize the code | FernandoS27 | 8 | -91/+51 | |
2018-10-22 | Cache uniform locations and restructure the implementation | FernandoS27 | 3 | -33/+29 | |
2018-10-22 | Remove SyncAlphaTest and clang format | FernandoS27 | 4 | -8/+9 | |
2018-10-22 | Added Alpha Func | FernandoS27 | 2 | -3/+43 | |
2018-10-22 | Implemented Alpha Testing | FernandoS27 | 5 | -2/+56 | |
2018-10-22 | Fixed FSETP and FSET | FernandoS27 | 1 | -28/+12 | |
2018-10-22 | Fixed VAOs Float types only returning GL_FLOAT in cases that they had to return GL_HALF_FLOAT | FernandoS27 | 1 | -2/+14 | |
2018-10-20 | gl_shader_decompiler: Allow std::move to function in SetPredicate | Lioncash | 1 | -1/+1 | |
If the variable being moved is const, then std::move will always perform a copy (since it can't actually move the data). | |||||
2018-10-20 | gl_shader_decompiler: Get rid of variable shadowing warnings | Lioncash | 1 | -2/+2 | |
A variable with the same name was previously declared in an outer scope. | |||||
2018-10-20 | gl_shader_decompiler: Fix a few comment typos | Lioncash | 1 | -3/+4 | |
2018-10-20 | gl_shader_decompiler: Move position varying declaration back to gl_shader_gen | ReinUsesLisp | 3 | -13/+9 | |
The intention of declaring them in gl_shader_decompiler was to be able to use blocks to implement geometry shaders. But that wasn't needed in the end and it caused issues when both vertex stages were being used, resulting in a redeclaration of "position". | |||||
2018-10-19 | fermi_2d: Add support for more accurate surface copies. | bunnei | 1 | -0/+6 | |
2018-10-18 | gl_shader_decompiler: Implement PBK and BRK | ReinUsesLisp | 1 | -19/+36 | |
2018-10-18 | Implement Reinterpret Surface, to accurately blit 3D textures | FernandoS27 | 1 | -2/+4 | |
2018-10-18 | Implement 3D Textures | FernandoS27 | 3 | -0/+6 | |
2018-10-18 | gl_rasterizer_cache: Remove unnecessary block_depth=1 on Flush. | bunnei | 1 | -1/+0 | |
2018-10-18 | gl_rasterizer_cache: Remove unnecessary temporary buffer with unswizzle. | bunnei | 1 | -5/+2 | |
2018-10-16 | gl_rasterizer_cache: Use AccurateCopySurface for use_accurate_gpu_emulation. | bunnei | 2 | -2/+18 | |
2018-10-16 | config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation. | bunnei | 2 | -4/+4 | |
- This will be used as a catch-all for slow-but-accurate GPU emulation paths. | |||||
2018-10-16 | rasterizer_cache: Refactor to support in-order flushing. | bunnei | 5 | -31/+16 | |
2018-10-16 | gl_rasterizer_cache: Refactor to only call GetRegionEnd on surface creation. | bunnei | 2 | -16/+23 | |
2018-10-16 | gl_rasterizer_cache: Only flush when use_accurate_framebuffers is enabled. | bunnei | 1 | -1/+6 | |
2018-10-16 | gl_rasterizer_cache: Separate guest and host surface size managment. | bunnei | 2 | -92/+94 | |
2018-10-16 | gl_rasterizer_cache: Rename GetGLBytesPerPixel to GetBytesPerPixel. | bunnei | 2 | -17/+18 | |
- This does not really have anything to do with OpenGL. | |||||
2018-10-16 | gl_rasterizer_cache: Remove unused FlushSurface method. | bunnei | 2 | -7/+0 | |
2018-10-16 | gl_rasterizer: Implement flushing. | bunnei | 1 | -1/+25 | |
2018-10-16 | gl_rasterizer_cache: Remove usage of Memory::Read/Write functions. | bunnei | 1 | -13/+8 | |
- These cannot be used within the cache, as they change cache state. | |||||
2018-10-16 | gl_rasterizer_cache: Clamp cached surface size to mapped GPU region size. | bunnei | 2 | -19/+37 | |
2018-10-16 | rasterizer_cache: Reintroduce method for flushing. | bunnei | 2 | -0/+6 | |
2018-10-16 | gl_rasterizer_cache: Reintroduce code for handling swizzle and flush to guest RAM. | bunnei | 2 | -28/+119 | |
2018-10-15 | gl_shader_decompiler: Fixup style inconsistencies | ReinUsesLisp | 1 | -5/+3 | |
2018-10-15 | gl_rasterizer: Silence implicit cast warning in glBindBufferRange | ReinUsesLisp | 1 | -1/+2 | |
2018-10-15 | gl_shader_decompiler: Implement HSET2_R | ReinUsesLisp | 1 | -0/+44 | |
2018-10-15 | gl_shader_decompiler: Implement HSETP2_R | ReinUsesLisp | 1 | -0/+45 | |
2018-10-15 | gl_shader_decompiler: Implement HFMA2 instructions | ReinUsesLisp | 1 | -0/+53 | |
2018-10-15 | gl_shader_decompiler: Implement HADD2_IMM and HMUL2_IMM | ReinUsesLisp | 1 | -0/+43 | |
2018-10-15 | gl_shader_decompiler: Implement non-immediate HADD2 and HMUL2 instructions | ReinUsesLisp | 1 | -0/+50 | |
2018-10-15 | gl_shader_decompiler: Setup base for half float unpacking and setting | ReinUsesLisp | 1 | -0/+78 | |
2018-10-14 | Implement Arrays on Tex Instruction | FernandoS27 | 1 | -14/+55 | |
2018-10-14 | Fix TLDS | FernandoS27 | 1 | -1/+5 | |
2018-10-13 | Fix a Crash on Zelda BotW and Splatoon 2, and simplified LoadGLBuffer | FernandoS27 | 1 | -18/+1 | |
2018-10-13 | Propagate depth and depth_block on modules using decoders | FernandoS27 | 1 | -14/+18 | |
2018-10-13 | Added ASTC 5x4; 8x5 | Hexagon12 | 2 | -6/+30 | |
2018-10-11 | gl_shader_decompiler: Implement VMAD | ReinUsesLisp | 1 | -0/+82 | |
2018-10-10 | Add memory Layout to Render Targets and Depth Buffers | FernandoS27 | 2 | -19/+19 | |
2018-10-10 | Fixed block height settings for RenderTargets and Depth Buffers, and added block width and block depth | FernandoS27 | 2 | -6/+26 | |
2018-10-09 | gl_shader_decompiler: Remove unused variables in TMML's implementation | Lioncash | 1 | -7/+3 | |
Given "y" isn't always used, but "x" is, we can rearrange this to avoid unused variable warnings by changing the names of op_a and op_b | |||||
2018-10-09 | Implement Scissor Test | FernandoS27 | 1 | -4/+9 | |
2018-10-09 | Assert Scissor tests | FernandoS27 | 2 | -0/+15 | |
2018-10-07 | gl_shader_decompiler: Move position varying location from 15 to 0 and apply an offset | ReinUsesLisp | 1 | -6/+10 | |
2018-10-07 | gl_shader_decompiler: Implement geometry shaders | ReinUsesLisp | 9 | -107/+410 | |
2018-10-07 | gl_rasterizer: Fixup undefined behaviour in SetupDraw | ReinUsesLisp | 1 | -0/+1 | |
2018-10-06 | Implemented Depth Compare and Shadow Samplers | FernandoS27 | 5 | -64/+212 | |
2018-10-06 | gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies. | bunnei | 4 | -9/+56 | |
2018-10-06 | gl_rasterizer_cache: Implement a simpler surface copy using glCopyImageSubData. | bunnei | 1 | -0/+21 | |
2018-10-04 | gl_rasterizer: Implement quads topology | ReinUsesLisp | 6 | -46/+228 | |
2018-10-03 | Implemented Texture Processing Modes in TEXS and TLDS | FernandoS27 | 1 | -5/+42 | |
2018-10-01 | gl_rasterizer: Fixup unassigned point sizes | ReinUsesLisp | 1 | -1/+4 | |
2018-09-30 | gl_rasterizer_cache: Fixes to how we do render to cubemap. | bunnei | 2 | -32/+5 | |
- Fixes issues with Splatoon 2. | |||||
2018-09-30 | gl_rasterizer_cache: Add check for array rendering to cubemap texture. | bunnei | 1 | -0/+8 | |
2018-09-30 | gl_rasterizer_cache: Implement render to cubemap. | bunnei | 2 | -119/+216 | |
2018-09-30 | gl_shader_decompiler: TEXS: Implement TextureType::TextureCube. | bunnei | 1 | -0/+8 | |
2018-09-30 | gl_rasterizer_cache: Add support for SurfaceTarget::TextureCubemap. | bunnei | 2 | -1/+36 | |
2018-09-30 | gl_rasterizer_cache: Implement LoadGLBuffer for Texture2DArray. | bunnei | 1 | -0/+8 | |
2018-09-30 | gl_rasterizer_cache: Update BlitTextures to support non-Texture2D ColorTexture surfaces. | bunnei | 1 | -23/+88 | |
2018-09-30 | gl_rasterizer_cache: Track texture target and depth in the cache. | bunnei | 1 | -2/+3 | |
2018-09-30 | gl_rasterizer_cache: Workaround for Texture2D -> Texture2DArray scenario. | bunnei | 3 | -6/+21 | |
2018-09-30 | gl_rasterizer_cache: Keep track of surface 2D size separately from total size. | bunnei | 2 | -32/+46 | |
2018-09-30 | Fix trailing whitespace | raven02 | 1 | -1/+4 | |
2018-09-28 | video_core: Implement point_size and add point state sync | ReinUsesLisp | 4 | -0/+21 | |
2018-09-28 | gl_state: Pack sampler bindings into a single ARB_multi_bind | ReinUsesLisp | 4 | -8/+24 | |
2018-09-26 | video_core: Add asserts for CS, TFB and alpha testing | ReinUsesLisp | 2 | -0/+28 | |
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. | |||||
2018-09-23 | Added glObjectLabels for renderdoc for textures and shader programs (#1384) | David | 3 | -0/+26 | |
* Added glObjectLabels for renderdoc for textures and shader programs * Changed hardcoded "Texture" name to reflect the texture type instead * Removed string initialize | |||||
2018-09-23 | correct BC6H | greggameplayer | 1 | -2/+2 | |
2018-09-22 | gl_state: Remove unused type alias | Lioncash | 2 | -4/+1 | |
This isn't used anywhere within the header, so we can remove it, along with the include that was previously necessary. This also uncovers an indirect include in the cpp file for the assertion macros. | |||||
2018-09-21 | gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map() | Lioncash | 1 | -1/+1 | |
This was very likely intended to be a logical OR based off the conditioning and testing of inversion in one case. Even if this was intentional, this is the kind of non-obvious thing one should be clarifying with a comment. | |||||
2018-09-21 | RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register. | Subv | 1 | -1/+1 | |
Previously we were clearing the default backbuffer framebuffer. Found thanks to a Piglit test :) | |||||
2018-09-19 | gl_rasterizer: Fix StartAddress handling with indexed draw calls. | Markus Wick | 1 | -6/+7 | |
We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds. Let's just offset the upload instead. | |||||
2018-09-18 | Implemented Internal Flags | FernandoS27 | 1 | -13/+35 | |
2018-09-18 | gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code | Lioncash | 1 | -4/+4 | |
These are internally stored as u64 values, so using u32 here causes truncation warnings. Instead, we can just use u64 and preserve the bit width. | |||||
2018-09-17 | Implemented I2I.CC on the NEU control code, used by SMO | FernandoS27 | 1 | -13/+17 | |
2018-09-17 | Implemented CSETP | FernandoS27 | 1 | -14/+38 | |
2018-09-17 | Implemented Control Codes | FernandoS27 | 1 | -0/+15 | |
2018-09-17 | Added asserts for texture misc modes to texture instructions | FernandoS27 | 1 | -2/+45 | |
2018-09-17 | Add 1D sampler for TLDS - TexelFetch (Mario Rabbids) | raven02 | 1 | -7/+12 | |
2018-09-16 | Implement ASTC_2D_8X8 (Bayonetta 2) | raven02 | 2 | -6/+18 | |
2018-09-15 | Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX) | raven02 | 1 | -0/+3 | |
2018-09-15 | Shaders: Implemented multiple-word loads and stores to and from attribute memory. | Subv | 1 | -6/+49 | |
This seems to be an optimization performed by nouveau. | |||||
2018-09-15 | Port #4182 from Citra: "Prefix all size_t with std::" | fearlessTobi | 13 | -100/+104 | |
2018-09-14 | gl_shader_decompiler: Get rid of variable shadowing within LEA instructions | Lioncash | 1 | -2/+0 | |
These variables are already defined within an outer scope. | |||||
2018-09-13 | Use ARB_multi_bind for uniform buffers (#1287) | ReinUsesLisp | 2 | -3/+23 | |
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback | |||||
2018-09-13 | gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format. | bunnei | 1 | -1/+1 | |
- Fixes a regression with Sonic Mania with ARB_texture_storage. | |||||
2018-09-12 | Implemented Texture Processing Modes | FernandoS27 | 1 | -1/+33 | |
2018-09-12 | gl_rasterizer_cache: Always blit on recreate, regardless of format. | bunnei | 1 | -6/+10 | |
- Fixes several rendering issues with Super Mario Odyssey. | |||||
2018-09-12 | gl_shader_cache: Remove cache_width/cache_height. | bunnei | 2 | -12/+2 | |
- This was once an optimization, but we no longer need it with the cache reserve. - This is also inaccurate. | |||||
2018-09-11 | gl_rasterizer: Use ARB_texture_storage. | Markus Wick | 1 | -11/+8 | |
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way. | |||||
2018-09-11 | Implemented LEA and PSET | FernandoS27 | 1 | -0/+91 | |
2018-09-11 | Replace old FragmentHeader for the new Header | FernandoS27 | 1 | -22/+3 | |
2018-09-11 | Implemented (Partialy) Shader Header | FernandoS27 | 1 | -2/+4 | |
2018-09-11 | Fixed renderdoc input/output textures not working due to render targets | David Marcec | 2 | -2/+9 | |
2018-09-10 | rasterizer: Drop unused handler. | Markus Wick | 2 | -3/+0 | |
This virtual function is called in a very hot spot, and it does nothing. If this kind of feature is required, please be more specific and add callbacks in the switch statement within Maxwell3D::WriteReg. There is no point in having another switch statement within the rasterizer. | |||||
2018-09-10 | gl_rasterizer_cache: Only use depth for applicable texture formats. | bunnei | 1 | -6/+22 | |
- Fixes an issue with Octopath Traveler leaving stale data here. | |||||
2018-09-10 | gl_rasterizer: Implement clear for non-zero render targets. | bunnei | 2 | -50/+66 | |
- Several misc. changes to ConfigureFramebuffers in support of this. | |||||
2018-09-10 | gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB. | bunnei | 1 | -0/+2 | |
- Used by Octopath Traveler (with multiple render targets). | |||||
2018-09-10 | gl_rasterizer: Implement multiple color attachments. | bunnei | 4 | -131/+74 | |
2018-09-10 | Implemented TMML | FernandoS27 | 1 | -0/+48 | |
2018-09-09 | Implemented TXQ dimension query type, used by SMO. | FernandoS27 | 1 | -0/+20 | |
2018-09-09 | video_core: fixed arithmetic overflow warnings & improved code style | Patrick Elsässer | 5 | -89/+101 | |
- Fixed all warnings, for renderer_opengl items, which were indicating a possible incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. - Added constexpr where possible. | |||||
2018-09-09 | Port Citra #4047 & #4052: add change background color support | tech4me | 1 | -0/+6 | |
2018-09-08 | gl_rasterizer: Use baseInstance instead of moving the buffer points. | bunnei | 1 | -21/+25 | |
This hopefully helps our cache not to redundant upload the vertex buffer. # Conflicts: # src/video_core/renderer_opengl/gl_rasterizer.cpp | |||||
2018-09-08 | video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262) | Patrick Elsässer | 1 | -12/+14 | |
* video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour. | |||||
2018-09-08 | gl_rasterizer_cache: Improve accuracy of RecreateSurface for non-2D textures. | bunnei | 2 | -27/+45 | |
2018-09-08 | gl_rasterizer_cache: Partially implement several non-2D texture types. | bunnei | 1 | -30/+111 | |
2018-09-08 | gl_shader_decompiler: Partially implement several non-2D texture types (Subv). | bunnei | 2 | -32/+143 | |
2018-09-08 | gl_rasterizer: Implement texture wrap mode p. | bunnei | 2 | -2/+8 | |
2018-09-08 | gl_rasterizer_cache: Track texture depth. | bunnei | 2 | -2/+5 | |
2018-09-08 | gl_rasterizer_cache: Remove impl. of FlushGLBuffer. | bunnei | 1 | -34/+1 | |
- Will not work for non-2d textures, and was not used anyways. | |||||
2018-09-08 | gl_rasterizer_cache: Keep track of texture type per surface. | bunnei | 3 | -32/+84 | |
2018-09-08 | gl_rasterizer_cache: Remove unused DownloadGLTexture. | bunnei | 2 | -51/+0 | |
2018-09-08 | gl_state: Keep track of texture target. | bunnei | 5 | -26/+28 | |
2018-09-06 | gl_rasterizer: Call state.Apply only once on SetupShaders. | bunnei | 1 | -4/+2 | |
2018-09-06 | gl_shader_decompiler: Implement saturate mode for IPA. | bunnei | 1 | -1/+5 | |
2018-09-06 | gl_buffer_cache: Default initialize member variables | Lioncash | 1 | -3/+3 | |
Ensures that the cache always has a deterministic initial state. | |||||
2018-09-06 | gl_buffer_cache: Make GetHandle() a const member function | Lioncash | 2 | -2/+2 | |
GetHandle() internally calls GetHandle() on the stream_buffer instance, which is a const member function, so this can be made const as well. | |||||
2018-09-06 | gl_buffer_cache: Remove unnecessary includes | Lioncash | 2 | -2/+4 | |
2018-09-06 | gl_buffer_cache: Make constructor explicit | Lioncash | 1 | -1/+1 | |
Implicit conversions during construction isn't desirable here. | |||||
2018-09-06 | gl_shader_gen: Initialize position. | Markus Wick | 1 | -0/+1 | |
IMO the old code is fine, but nvidia raises shader compiler warnings. Trivial fix through... | |||||
2018-09-06 | Implemented IPA Properly | FernandoS27 | 1 | -47/+86 | |
2018-09-05 | gl_rasterizer: Skip TODO log. | Markus Wick | 1 | -1/+1 | |
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information. | |||||
2018-09-05 | gl_rasterizer: Implement a VAO cache. | Markus Wick | 2 | -51/+53 | |
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. | |||||
2018-09-05 | renderer_opengl: Implement a buffer cache. | Markus Wick | 4 | -86/+181 | |
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast. | |||||
2018-09-04 | gl_shader_cache: Use an u32 for the binding point cache. | Markus Wick | 4 | -15/+23 | |
The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter. | |||||
2018-09-04 | Update microprofile scopes. | Markus Wick | 1 | -3/+11 | |
Blame the subsystems which deserve the blame :) The updated list is not complete, just the ones I've spotted on random sampling the stack trace. | |||||
2018-09-02 | gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations() | Lioncash | 1 | -1/+1 | |
Using the getter function intended for external code here makes an unnecessary copy of the already-accessible used_shaders vector. | |||||
2018-09-01 | Removed saturate assert | David Marcec | 1 | -1/+0 | |
Unneeded as we already implement it | |||||
2018-09-01 | Removed saturate assert | David Marcec | 1 | -1/+0 | |
Saturate already implemented | |||||
2018-09-01 | Changed tab5980_0 default from 0 -> 1 | David Marcec | 1 | -2/+2 | |
2018-09-01 | Added FMUL asserts | David Marcec | 1 | -0/+10 | |
2018-09-01 | Added FFMA asserts | David Marcec | 1 | -0/+7 | |
2018-09-01 | Added assert for TEXS nodep | David Marcec | 1 | -0/+2 | |
2018-09-01 | Added better asserts to IPA, Renamed IPA modes to match mesa | David Marcec | 1 | -4/+8 | |
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 | |||||
2018-08-31 | core/core: Replace includes with forward declarations where applicable | Lioncash | 1 | -0/+2 | |
The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers. | |||||
2018-08-31 | gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies. | bunnei | 2 | -73/+54 | |
2018-08-31 | gl_rasterizer_cache: Also use reserve cache for RecreateSurface. | bunnei | 2 | -24/+18 | |
2018-08-31 | gl_renderer: Cache textures, framebuffers, and shaders based on CPU address. | bunnei | 6 | -93/+46 | |
2018-08-31 | gl_rasterizer: Fix issues with the rasterizer cache. | bunnei | 2 | -0/+46 | |
- Use a single cached page map. - Fix calculation of ending page. | |||||
2018-08-31 | Implement BC6H_UF16 & BC6H_SF16 (#1092) | greggameplayer | 2 | -31/+51 | |
* Implement BC6H_UF16 & BC6H_SF16 Require by ARMS * correct coding style * correct coding style part 2 | |||||
2018-08-31 | core: Make the main System class use the PImpl idiom | Lioncash | 1 | -3/+4 | |
core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion. | |||||
2018-08-31 | Report correct shader size. | Markus Wick | 1 | -1/+1 | |
Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924 It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong. | |||||
2018-08-31 | Added predicate comparison GreaterEqualWithNan | Hexagon12 | 1 | -3/+3 | |
2018-08-31 | gl_shader_decompiler: Implement POPC (#1203) | Laku | 1 | -0/+9 | |
* Implement POPC * implement invert | |||||
2018-08-29 | Shaders: Implemented IADD3 | tech4me | 1 | -0/+61 | |
2018-08-29 | gl_shader_decompiler: Improve IPA for Pass mode with Position attribute. | bunnei | 1 | -1/+33 | |
2018-08-28 | gl_shader_cache: Remove unused program_code vector in GetShaderAddress() | Lioncash | 1 | -2/+1 | |
Given std::vector is a type with a non-trivial destructor, this variable cannot be optimized away by the compiler, even if unused. Because of that, something that was intended to be fairly lightweight, was actually allocating 32KB and deallocating it at the end of the function. | |||||
2018-08-28 | gpu: Make memory_manager private | Lioncash | 2 | -10/+10 | |
Makes the class interface consistent and provides accessors for obtaining a reference to the memory manager instance. Given we also return references, this makes our more flimsy uses of const apparent, given const doesn't propagate through pointers in the way one would typically expect. This makes our mutable state more apparent in some places. | |||||
2018-08-28 | gl_rasterizer: Remove unused variables | Lioncash | 1 | -2/+0 | |
2018-08-28 | renderer_opengl: Implement a new shader cache. | bunnei | 8 | -285/+248 | |
2018-08-28 | gl_rasterizer_cache: Update to use RasterizerCache base class. | bunnei | 3 | -132/+20 | |
2018-08-24 | gl_rasterizer: Correct assertion condition in SyncLogicOpState() | Lioncash | 1 | -1/+2 | |
Previously the assert would always be hit, since it was the equivalent of: array == nullptr, which is never true. | |||||
2018-08-23 | gl_rasterizer_cache: Blit when possible on RecreateSurface. | bunnei | 1 | -5/+12 | |
2018-08-23 | gl_rasterizer_cache: Reserve surfaces that have already been created for later use. | bunnei | 2 | -3/+61 | |
2018-08-23 | gl_rasterizer_cache: Remove assert for RecreateSurface type. | bunnei | 1 | -1/+0 | |
2018-08-23 | gl_rasterizer_cache: Implement compressed texture copies. | bunnei | 1 | -8/+18 | |
2018-08-23 | gl_rasterizer: Implement stencil test. | bunnei | 3 | -4/+58 | |
- Used by Splatoon 2. | |||||
2018-08-23 | gl_rasterizer: Implement partial color clear and stencil clear. | bunnei | 1 | -12/+42 | |
2018-08-23 | gl_state: Update to handle stencil front/back face separately. | bunnei | 2 | -33/+38 | |
2018-08-22 | gl_shader_gen: Make ShaderSetup's constructor explicit | Lioncash | 1 | -1/+1 | |
Prevents implicit conversions. | |||||
2018-08-22 | gl_shader_gen: Use a std::vector to represent program code instead of std::array | Lioncash | 2 | -11/+16 | |
While convenient as a std::array, it's also quite a large set of data as well (32KB). It being an array also means data cannot be std::moved. Any situation where the code is being set or relocated means that a full copy of that 32KB data must be done. If we use a std::vector we do need to allocate on the heap, however, it does allow us to std::move the data we have within the std::vector into another std::vector instance, eliminating the need to always copy the program data (as std::move in this case would just transfer the pointers and bare necessities over to the new vector instance). | |||||
2018-08-22 | more fixes | Laku | 1 | -6/+7 | |
2018-08-22 | fixes | Laku | 1 | -6/+12 | |
2018-08-22 | renderer_opengl: Namespace OpenGL code | Lioncash | 20 | -22/+69 | |
Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future. | |||||
2018-08-22 | remove debug logging | Laku | 1 | -2/+0 | |
2018-08-22 | implement lop3 | Laku | 1 | -0/+36 | |
2018-08-22 | maxwell_to_gl: Implement PrimitiveTopology::Lines | OatmealDome | 1 | -0/+2 | |
Used by Splatoon 2's debug menu. | |||||
2018-08-22 | Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions." | bunnei | 2 | -153/+31 | |
- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8. - This commit had broken a lot of games. We really should do a full implementation of this in one change. | |||||
2018-08-21 | renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs | Lioncash | 1 | -1/+1 | |
LOG_TRACE is only enabled on debug builds which can be quite slow when trying to debug graphics issues. Instead we can log the messages to the debug log, which is available on both release and debug builds. | |||||
2018-08-21 | gl_stream_buffer: Add missing header guard | Lioncash | 1 | -0/+2 | |
Prevents potential compilation errors from occuring due to multiple inclusions | |||||
2018-08-21 | Shaders: Implement depth writing in fragment shaders. | Subv | 1 | -1/+6 | |
We'll write <last color output reg + 2> to gl_FragDepth. | |||||
2018-08-21 | gl_shader_decompiler: Implement Texture3D for TEXS. | bunnei | 1 | -0/+7 | |
2018-08-21 | gl_shader_decompiler: Implement TextureCube for TEX. | bunnei | 1 | -0/+8 | |
2018-08-21 | Shaders: Fixed the coords in TEX with Texture2D. | Subv | 1 | -1/+1 | |
The X and Y coordinates should be in gpr8 and gpr8+1, respectively. This fixes the cutscene rendering in Sonic Mania. | |||||
2018-08-21 | Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction. | Subv | 1 | -5/+14 | |
2018-08-21 | GPU: Implemented the logic op functionality of the GPU. | Subv | 3 | -0/+61 | |
This will ASSERT if blending is enabled at the same time as logic ops. | |||||
2018-08-21 | GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending. | Subv | 2 | -6/+19 | |
2018-08-21 | rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature | Lioncash | 4 | -14/+13 | |
This is an OpenGL renderer-specific data type. Given that, this type shouldn't be used within the base interface for the rasterizer. Instead, we can pass this information to the rasterizer via reference. | |||||
2018-08-21 | renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves | Lioncash | 2 | -3/+12 | |
Given we use a base-class type within the renderer for the rasterizer (RasterizerInterface), we want to allow renderers to perform more complex initialization if they need to do such a thing. This makes it important to reserve type information. Given the OpenGL renderer is quite simple settings-wise, this is just a simple shuffling of the initialization code. For something like Vulkan however this might involve doing something like: // Initialize and call rasterizer-specific function that requires // the full type of the instance created. auto raster = std::make_unique<VulkanRasterizer>(some, params); raster->CallSomeVulkanRasterizerSpecificFunction(); // Assign to base class variable rasterizer = std::move(raster) | |||||
2018-08-21 | Shaders: Write all the enabled color outputs when a fragment shader exits. | Subv | 2 | -6/+45 | |
We were only writing to the first render target before. Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer. Dual Source blending is not implemented and stuff that uses it might not work at all. | |||||
2018-08-20 | Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format. | Subv | 1 | -3/+49 | |
2018-08-20 | Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer. | Subv | 4 | -13/+21 | |
2018-08-20 | Implemented RGBA8_UINT | David Marcec | 2 | -45/+56 | |
Needed by kirby | |||||
2018-08-20 | Shaders/TEXS: Fixed the component mask in the TEXS instruction. | Subv | 1 | -18/+18 | |
Previously we could end up with a TEXS that didn't write any outputs, this was wrong. | |||||
2018-08-19 | Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather. | Subv | 1 | -0/+51 | |
It is unknown how TLD4S determines the sampler type, more research is needed. | |||||
2018-08-19 | Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions. | Subv | 2 | -29/+127 | |
Different sampler types have their parameters in different registers. | |||||
2018-08-19 | Shaders: Implemented the gl_FrontFacing input attribute (attr 63). | Subv | 1 | -0/+4 | |
2018-08-18 | Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions. | Subv | 1 | -2/+0 | |
2018-08-18 | GLRasterizer: Implemented instanced vertex arrays. | Subv | 1 | -3/+16 | |
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. | |||||
2018-08-18 | Shader: Implemented the predicate and mode arguments of LOP. | Subv | 1 | -10/+33 | |
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. | |||||
2018-08-18 | Added WrapMode MirrorOnceClampToEdge | David Marcec | 1 | -0/+2 | |
Used by splatoon 2 | |||||
2018-08-18 | Shaders: Implemented a stack for the SSY/SYNC instructions. | Subv | 1 | -3/+36 | |
The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not. | |||||
2018-08-18 | Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions. | Subv | 1 | -16/+34 | |
We should definitely audit our shader generator for more errors like this. | |||||
2018-08-18 | Added predcondition GreaterThanWithNan | David Marcec | 1 | -5/+7 | |
2018-08-17 | gl_rasterizer_cache: Remove asserts for supported blits. | bunnei | 1 | -2/+0 | |
2018-08-17 | renderer_opengl: Treat OpenGL errors as critical. | bunnei | 1 | -1/+1 | |
2018-08-16 | gl_rasterizer_cache: Treat Depth formats differently from DepthStencil. | bunnei | 2 | -16/+26 | |
2018-08-15 | Shader/Conversion: Implemented the negate bit in F2F and I2I instructions. | Subv | 1 | -4/+12 | |
2018-08-15 | Shader/I2F: Implemented the negate I2F_C instruction variant. | Subv | 1 | -7/+23 | |
2018-08-15 | Shader/F2I: Implemented the negate bit in the I2F instruction | Subv | 1 | -0/+4 | |
2018-08-15 | Shader/F2I: Implemented the F2I_C instruction variant. | Subv | 1 | -2/+10 | |
2018-08-15 | Shader/F2I: Implemented the negate bit in the F2I instruction. | Subv | 1 | -0/+4 | |
2018-08-15 | gl_rasterizer_cache: Cleanup some PixelFormat names and logging. | bunnei | 2 | -41/+71 | |
2018-08-15 | Rasterizer: Implemented instanced rendering. | Subv | 5 | -5/+13 | |
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are. Instanced vertex arrays are not yet implemented. | |||||
2018-08-15 | gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat. | bunnei | 1 | -1/+9 | |
- Used by Breath of the Wild. | |||||
2018-08-15 | Implement Z16_UNORM in PixelFormatFromTextureFormat function | greggameplayer | 1 | -0/+2 | |
Require by Zelda Breath Of The Wild | |||||
2018-08-15 | gl_shader_decompiler: Several fixes for indirect constant buffer loads. | bunnei | 1 | -13/+22 | |
2018-08-15 | gl_rasterizer: Fix upload size for constant buffers. | bunnei | 1 | -3/+3 | |
2018-08-15 | maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes. | bunnei | 1 | -5/+20 | |
2018-08-15 | gl_rasterizer_cache: Implement G8R8S format. | bunnei | 2 | -34/+49 | |
- Used by Super Mario Odyssey. | |||||
2018-08-14 | Fix BC7U | greggameplayer | 1 | -1/+1 | |
2018-08-14 | renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM. | bunnei | 2 | -37/+46 | |
- Used by Breath of the Wild. | |||||
2018-08-13 | Implement RG32UI and R32UI | David Marcec | 2 | -7/+41 | |
Needed for xenoblade | |||||
2018-08-13 | maxwell_to_gl: Implement VertexAttribute::Size::Size_8. | bunnei | 1 | -0/+1 | |
- Used by Breath of the Wild. | |||||
2018-08-13 | renderer_opengl: Implement RenderTargetFormat::RGBA16_UINT. | bunnei | 2 | -34/+43 | |
- Used by Breath of the Wild. | |||||
2018-08-13 | maxwell_to_gl: Implement PrimitiveTopology::LineStrip. | bunnei | 1 | -0/+2 | |
- Used by Breath of the Wild. | |||||
2018-08-13 | renderer_opengl: Implement RenderTargetFormat::RG8_UNORM. | bunnei | 2 | -26/+59 | |
- Used by Breath of the Wild. | |||||
2018-08-13 | gl_shader_decompiler: Implement XMAD instruction. | bunnei | 1 | -0/+95 | |
2018-08-12 | gl_rasterizer: Use a shared helper to upload from CPU memory. | Markus Wick | 2 | -28/+33 | |
2018-08-12 | gl_state: Don't track constant buffer mappings. | Markus Wick | 3 | -41/+3 | |
2018-08-12 | gl_rasterizer: Use the stream buffer for constant buffers. | Markus Wick | 4 | -29/+32 | |
2018-08-12 | gl_rasterizer: Use the streaming buffer itself for the constant buffer. | Markus Wick | 2 | -33/+15 | |
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead. | |||||
2018-08-12 | gl_rasterizer: Use a helper for aligning the buffer. | Markus Wick | 2 | -15/+22 | |
2018-08-12 | Update the stream_buffer helper from Citra. | Markus Wick | 4 | -184/+98 | |
Please see https://github.com/citra-emu/citra/pull/3666 for more details. | |||||
2018-08-12 | gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check. | bunnei | 1 | -2/+2 | |
2018-08-12 | gl_shader_decompiler: Fix GLSL compiler error with KIL instruction. | bunnei | 1 | -0/+8 | |
2018-08-12 | GPU/Maxwell3D: Implemented an alternative set of blend factors. | Subv | 1 | -0/+19 | |
These are used by nouveau and some games like SMO. | |||||
2018-08-12 | Implement R8_UINT RenderTargetFormat & PixelFormat (#1014) | greggameplayer | 2 | -55/+72 | |
- Used by Go Vacation | |||||
2018-08-12 | RasterizerGL: Ignore invalid/unset vertex attributes. | Subv | 1 | -1/+6 | |
This should make the es2gears example not crash anymore. | |||||
2018-08-12 | gl_rasterizer: Silence implicit truncation warning in SetupShaders() | Lioncash | 1 | -1/+1 | |
Previously this would warn of truncating a std::size_t to a u32. This is safe because we'll obviously never have more than UINT32_MAX amount of uniform buffers. | |||||
2018-08-12 | core: Namespace EmuWindow | Lioncash | 4 | -10/+17 | |
Gets the class out of the global namespace. | |||||
2018-08-12 | gl_shader_decompiler: Improve handling of unknown input/output attributes. | bunnei | 1 | -8/+10 | |
2018-08-12 | gl_rasterizer: Implement render target format RG8_SNORM. | bunnei | 2 | -8/+16 | |
- Used by Super Mario Odyssey. | |||||
2018-08-12 | gl_rasterizer: Implement render target format RGBA8_SNORM. | bunnei | 2 | -64/+81 | |
- Used by Super Mario Odyssey. | |||||
2018-08-11 | GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY). | Subv | 1 | -2/+6 | |
2018-08-11 | GPU/Shaders: Implemented SSY and SYNC as a way to modify control flow during shader execution. | Subv | 1 | -6/+25 | |
SSY sets the target label to jump to when the SYNC instruction is executed. | |||||
2018-08-11 | Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats and more (R16_UNORM needed by Fate Extella) (#848) | greggameplayer | 2 | -19/+53 | |
* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats Do a separate function in order to get Bytes Per Pixel of DepthFormat Apply the new function in gpu.h delete unneeded white space * correct merging error | |||||
2018-08-10 | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8. | bunnei | 1 | -0/+1 | |
- Used by Super Mario Odyssey. | |||||
2018-08-10 | maxwell_to_gl: Implement VertexAttribute::Size::Size_32_32_32. | bunnei | 1 | -0/+2 | |
- Used by Super Mario Odyssey. | |||||
2018-08-10 | Revert "gl_state: Temporarily disable culling and depth test." | bunnei | 1 | -3/+1 | |
2018-08-10 | gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces() | Lioncash | 3 | -8/+6 | |
2018-08-10 | textures: Refactor out for Texture/Depth FormatFromPixelFormat. | bunnei | 2 | -96/+21 | |
2018-08-10 | gl_rasterizer_cache: Add bounds checking for gl_buffer copies. | bunnei | 1 | -10/+12 | |
2018-08-10 | Implement SNORM for BC5/DXN2 (#998) | Khangaroo | 2 | -38/+55 | |
* Implement BC5/DXN2 (#996) - Used by Kirby Star Allies. * Implement BC5/DXN2 SNORM UNORM for Kirby Star Allies SNORM for Super Mario Odyssey | |||||
2018-08-09 | gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList() | Lioncash | 1 | -0/+2 | |
Avoids potentially perfoming multiple reallocations when we know the total amount of memory we need beforehand. | |||||
2018-08-09 | gl_rasterizer_cache: Avoid iterator invalidation issues within InvalidateRegion() | Lioncash | 1 | -2/+4 | |
A range-based for loop can't be used when the container being iterated is also being erased from. | |||||
2018-08-09 | Implement BC5/DXN2 (#996) | Khangaroo | 2 | -33/+42 | |
- Used by Kirby Star Allies. | |||||
2018-08-09 | gl_rasterizer_cache: Invert conditional in LoadGLBuffer() | Lioncash | 1 | -5/+5 | |
It's generally easier to follow code using conditionals that operate in terms of the true case followed by the false case (no chance of overlooking the exclamation mark). | |||||
2018-08-09 | gl_rasterizer_cache: Use std::vector::assign in LoadGLBuffer() for the non-tiled case | Lioncash | 1 | -4/+6 | |
resize() causes the vector to expand and zero out the added members to the vector, however we can avoid this zeroing by using assign(). Given we have the pointer to the data we want to copy, we can calculate the end pointer and directly copy the range of data without the need to perform the resize() beforehand. | |||||
2018-08-09 | maxwell_to_gl: Implement VertexAttribute::Size::Size_16_16_16_16. | bunnei | 1 | -0/+1 | |
- Used by Super Mario Odyssey (in game). | |||||
2018-08-09 | maxwell_to_gl: Implement PrimitiveTopology::Points. | bunnei | 1 | -0/+2 | |
- Used by Super Mario Odyssey (in game). | |||||
2018-08-09 | gl_shader_decompiler: Declare predicates on use. | bunnei | 1 | -4/+5 | |
- Used by Super Mario Odyssey (when going in game). | |||||
2018-08-09 | gl_rasterizer_cache: Make pointer const in LoadGLBuffer() | Lioncash | 1 | -1/+1 | |
This is only ever read from, so we can make the data it's pointing to const. | |||||
2018-08-09 | gl_rasterizer: Do not render when no render target is configured. | bunnei | 1 | -0/+5 | |
- Used by Super Mario Odyssey. | |||||
2018-08-08 | gl_shader_decompiler: Stub input attribute Unknown_63. | bunnei | 1 | -0/+7 | |
2018-08-08 | maxwell_3d: Use correct const buffer size and check bounds. | bunnei | 2 | -2/+9 | |
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX. | |||||
2018-08-08 | renderer_opengl: Use trace log in a few places. | bunnei | 2 | -2/+2 | |
2018-08-08 | maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8. | bunnei | 1 | -0/+1 | |
2018-08-08 | gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM. | bunnei | 1 | -0/+3 | |
- Used by Super Mario Odyssey. | |||||
2018-08-08 | gl_shader_decompiler: Let OpenGL interpret floats. | bunnei | 1 | -2/+2 | |
- Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey. | |||||
2018-08-08 | Fixed the sRGB pixel format (#963) | Hexagon12 | 1 | -1/+2 | |
* Changed the sRGB pixel format return * Add a message about SRGBA -> RGBA conversion | |||||
2018-08-06 | gl_rasterizer_cache: Avoid superfluous surface copies. | bunnei | 2 | -4/+21 | |
2018-08-05 | gl_shader_decompiler: Fix TEXS mask and dest. | bunnei | 1 | -2/+5 | |
2018-08-05 | added braces for conditions | David Marcec | 1 | -2/+3 | |
2018-08-05 | fix the attrib format for ints | David Marcec | 1 | -2/+7 | |
2018-08-04 | gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding() | Lioncash | 1 | -7/+9 | |
This lets us indent the majority of the code and places the error case first. | |||||
2018-08-04 | gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding() | Lioncash | 1 | -3/+2 | |
Ensures both operands have the same sign in the comparison. While we're at it, we can get rid of the redundant casting of ub_size to an int. This type will always be trivial and alias a built-in type (not doing so would break backwards compatibility at a standard level). | |||||
2018-08-04 | renderer_base: Make Rasterizer() return the rasterizer by reference | Lioncash | 1 | -2/+2 | |
All calling code assumes that the rasterizer will be in a valid state, which is a totally fine assumption. The only way the rasterizer wouldn't be is if initialization is done incorrectly or fails, which is checked against in System::Init(). | |||||
2018-08-04 | video_core: Eliminate the g_renderer global variable | Lioncash | 2 | -2/+2 | |
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency. | |||||
2018-08-03 | gl_shader_decompiler: Remove unused variable in GenerateDeclarations() | Lioncash | 1 | -2/+0 | |
This variable was being incremented, but we were never actually using it. | |||||
2018-08-03 | gl_shader_manager: Make ProgramManager's GetCurrentProgramStage() a const member function | Lioncash | 1 | -1/+1 | |
This function doesn't modify class state, so it can be made const. | |||||
2018-08-02 | Implement RGB32F PixelFormat (#886) (used by Go Vacation) | greggameplayer | 2 | -9/+19 | |
2018-08-02 | gl_state: Make texture_units a std::array | Lioncash | 1 | -2/+3 | |
Gets rid of the use of a raw C array. | |||||
2018-08-02 | gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader() | Lioncash | 1 | -2/+2 | |
Avoids performing unnecessary copies of 65560 byte sized ShaderSetup instances, considering it's only used as part of lookup and not modified. Given the parameters were already const, it's likely taking these parameters by reference was intended but the ampersand was forgotten. | |||||
2018-08-02 | video_core: Make global EmuWindow instance part of the base renderer class | Lioncash | 4 | -32/+21 | |
Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer. | |||||
2018-08-01 | Implement R32_FLOAT RenderTargetFormat | Unknown | 1 | -0/+3 | |
2018-07-26 | GPU: Allow using R16F as a render target format. | Subv | 1 | -1/+3 | |
2018-07-26 | Implement R16_G16 | Unknown | 2 | -19/+92 | |
correct trailing white spaces Delete tabs correct placement Add RG16F & RG16UI & RG16I & RG16S PixelFormats Return correct data according to changes done previously correct PixelFormat declaration correct coding style error correct coding style error part 2 correct RG16S Declaration error correct alignment | |||||
2018-07-25 | GPU: Use the right texture format for sRGBA framebuffers. | Subv | 2 | -9/+17 | |
2018-07-25 | GPU: Allow the use of Z24S8 as a texture format. | Subv | 1 | -0/+4 | |
2018-07-25 | GPU: Implemented the Z32_S8_X24 depth buffer format. | Subv | 2 | -1/+12 | |
2018-07-25 | GPU: Allow using Z32 as a texture format. | Subv | 1 | -0/+4 | |
2018-07-25 | GPU: Allow the usage of R8 as a render target format. | Subv | 1 | -0/+3 | |
2018-07-24 | GPU: Implemented the R16 and R16F texture formats. | Subv | 2 | -5/+29 | |
2018-07-24 | gl_rasterizer: Replace magic number with GL_INVALID_INDEX in SetupConstBuffers() | Lioncash | 1 | -3/+5 | |
This is just the named constant that OpenGL provides, so we can use that instead of using a literal -1 | |||||
2018-07-24 | gl_rasterizer: Use std::string_view instead of std::string when checking for extensions | Lioncash | 1 | -1/+3 | |
We can avoid heap allocations here by just using a std::string_view instead of performing unnecessary copying of the string data. | |||||
2018-07-24 | gl_rasterizer: Use in-class member initializers where applicable | Lioncash | 2 | -12/+5 | |
We can just assign to the members directly in these cases. | |||||
2018-07-24 | gl_rasterizer: Implement texture border color. | bunnei | 2 | -7/+7 | |
2018-07-24 | maxwell_to_gl: Implement Texture::WrapMode::Border. | bunnei | 1 | -0/+2 | |
2018-07-24 | GPU: Implement texture format R32F. | Subv | 2 | -6/+16 | |
2018-07-24 | maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt. | bunnei | 1 | -0/+3 | |
2018-07-24 | gl_shader_decompiler: Correct return value of WriteTexsInstruction() | Lioncash | 1 | -2/+2 | |
This should be returning void, not a std::string | |||||
2018-07-24 | gl_shader_decompiler: Implement shader instruction TLDS. | bunnei | 1 | -29/+43 | |
2018-07-24 | gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT. | bunnei | 2 | -7/+19 | |
2018-07-24 | gl_rasterizer_cache: Implement RenderTargetFormat RGBA32_FLOAT. | bunnei | 2 | -10/+34 | |
2018-07-24 | gl_rasterizer_cache: Implement RenderTargetFormat BGRA8_UNORM. | bunnei | 2 | -8/+20 | |
2018-07-24 | gl_rasterizer_cache: Add missing log statements. | bunnei | 1 | -0/+2 | |
2018-07-24 | gl_shader_decompiler: Print instruction value in shader comments. | bunnei | 1 | -1/+2 | |
2018-07-24 | gl_shader_decompiler: Check if SetRegister result is ZeroIndex. | bunnei | 1 | -0/+6 | |
2018-07-23 | gl_shader_decompiler: Simplify GetCommonDeclarations() | Lioncash | 1 | -5/+5 | |
2018-07-22 | gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine() | Lioncash | 1 | -4/+8 | |
We don't need to toss away the Subroutine instance after the find() call and reconstruct another instance with the same data right after it. Particularly give Subroutine contains a std::set. | |||||
2018-07-22 | gl_shader_decompiler: Remove unused state tracking and minor cleanup. | bunnei | 1 | -78/+15 | |
2018-07-22 | gl_shader_decompiler: Implement SEL instruction. | bunnei | 1 | -0/+9 | |
2018-07-22 | gl_rasterizer_cache: Blit surfaces on recreation instead of flush and load. | bunnei | 2 | -2/+86 | |
2018-07-22 | gl_rasterizer_cache: Use GPUVAddr as cache key, not parameter set. | bunnei | 3 | -57/+46 | |
2018-07-22 | gl_rasterizer_cache: Use zeta_width and zeta_height registers for depth buffer. | bunnei | 2 | -11/+11 | |
2018-07-22 | gl_rasterizer: Use zeta_enable register to enable depth buffer. | bunnei | 1 | -2/+2 | |
2018-07-21 | gl_shader_manager: Replace unimplemented function prototype | Lioncash | 2 | -3/+3 | |
This was just a linker error waiting to happen. | |||||
2018-07-21 | gpu: Rename Get3DEngine() to Maxwell3D() | Lioncash | 1 | -5/+5 | |
This makes it match its const qualified equivalent. | |||||
2018-07-21 | video_core: Use nested namespaces where applicable | Lioncash | 2 | -8/+4 | |
Compresses a few namespace specifiers to be more compact. | |||||
2018-07-20 | gl_state: Make references const where applicable in Apply() | Lioncash | 1 | -2/+3 | |
2018-07-20 | gl_state: Get rid of mismatched sign conversions | Lioncash | 1 | -14/+17 | |
While we're at it, amend the loop variable type to be the same width as that returned by the .size() call. | |||||
2018-07-20 | gl_shader_decompiler: Eliminate variable and declaration shadowing | Lioncash | 1 | -6/+4 | |
Ensures that no identifiers are being hidden, which also reduces compiler warnings. | |||||
2018-07-20 | gl_shader_decompiler: Remove unnecessary const from return values | Lioncash | 1 | -2/+2 | |
This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO | |||||
2018-07-19 | gl_state: Temporarily disable culling and depth test. | bunnei | 1 | -1/+3 | |
2018-07-19 | core: Don't construct instance of Core::System, just to access its live instance | Lioncash | 3 | -15/+15 | |
This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances. | |||||
2018-07-18 | vi: Partially implement buffer crop parameters. | bunnei | 2 | -4/+19 | |
2018-07-15 | gl_rasterizer_cache: Implement texture format G8R8. | bunnei | 2 | -9/+37 | |
2018-07-15 | gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8. | bunnei | 1 | -1/+2 | |
2018-07-15 | gl_rasterizer_cache: Implement depth format Z16_UNORM. | bunnei | 2 | -1/+12 | |
2018-07-14 | OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering. | bunnei | 3 | -1/+27 | |
2018-07-14 | GPU: Always enable the depth write when clearing the depth buffer. | Subv | 1 | -3/+8 | |
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call. | |||||
2018-07-13 | gl_rasterizer: Fix check for if a shader stage is enabled. | bunnei | 1 | -11/+3 | |
2018-07-13 | gl_shader_gen: Implement dual vertex shader mode. | bunnei | 5 | -55/+139 | |
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage. | |||||
2018-07-13 | gl_shader_decompiler: Implement PredCondition::LessThanWithNan. | bunnei | 1 | -5/+6 | |
2018-07-13 | gl_shader_decompiler: Use FlowCondition field in EXIT instruction. | bunnei | 1 | -8/+25 | |
2018-07-12 | GPU: Implement the FADD32I shader instruction. | Subv | 1 | -0/+23 | |
2018-07-08 | gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative. | bunnei | 1 | -1/+4 | |
- Fixes a regression with Binding of Isaac. | |||||
2018-07-07 | GPU: Implemented the BC7U texture format. | Subv | 2 | -7/+18 | |
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it. | |||||
2018-07-05 | GPU: Allow using the old NV04 values for the depth test function. | Subv | 1 | -0/+8 | |
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp This restores graphical output to Disgaea 5 | |||||
2018-07-04 | GPU: Implemented the IMNMX shader instruction. | Subv | 1 | -0/+14 | |
It's similar to the FMNMX instruction but it works on integers. | |||||
2018-07-04 | GPU: Implemented the F2F 'round' rounding mode. | Subv | 1 | -0/+3 | |
It's implemented via the GLSL 'roundEven()' function. | |||||
2018-07-04 | GPU: Stub the shader SYNC and DEPBAR instructions. | Subv | 1 | -0/+7 | |
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. | |||||
2018-07-04 | GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types. | Subv | 1 | -0/+8 | |
Both signed and unsigned variants. | |||||
2018-07-04 | GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders. | Subv | 1 | -1/+4 | |
2018-07-04 | GPU: Implemented the PSETP shader instruction. | Subv | 1 | -0/+30 | |
It's similar to the isetp and fsetp instructions but it works on predicates instead. | |||||
2018-07-04 | GPU: Implemented the 32 bit float depth buffer format. | Subv | 2 | -2/+13 | |
2018-07-04 | GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles. | Subv | 1 | -0/+10 | |
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen. | |||||
2018-07-04 | GPU: Only configure the used framebuffers during clear. | Subv | 4 | -17/+48 | |
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point. | |||||
2018-07-03 | GPU: Factor out the framebuffer configuration code for both Clear and Draw commands. | Subv | 2 | -72/+39 | |
2018-07-03 | GPU: Support clears that don't clear the color buffer. | Subv | 1 | -4/+14 | |
2018-07-03 | GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. | Subv | 2 | -0/+72 | |
2018-07-03 | gl_rasterizer_cache: Implement PixelFormat S8Z24. | bunnei | 2 | -11/+81 | |
2018-07-03 | gl_rasterizer: Only set cull mode and front face if enabled. | bunnei | 1 | -2/+5 | |
2018-07-03 | GPU: Don't try to parse the depth test function if the depth test is disabled. | Subv | 1 | -0/+4 | |
2018-07-03 | Update clang format | James Rowe | 4 | -15/+14 | |
2018-07-03 | Rename logging macro back to LOG_* | James Rowe | 8 | -61/+61 | |
2018-07-03 | GPU: Set up the culling configuration on each draw. | Subv | 1 | -6/+8 | |
2018-07-03 | GPU: Implemented MUFU suboperation 8, sqrt. | Subv | 1 | -0/+4 | |
2018-07-02 | GPU: Set up the depth test state on every draw. | Subv | 2 | -0/+14 | |
2018-07-02 | MaxwellToGL: Added conversion functions for depth test and cull mode. | Subv | 1 | -0/+50 | |
2018-07-02 | GPU: Implemented the Z24S8 depth format and load the depth framebuffer. | Subv | 3 | -23/+77 | |
2018-07-02 | GPU: Implement offsetted rendering when using non-indexed drawing. | Subv | 1 | -1/+1 | |
2018-07-02 | GPU: Fixed the index offset rendering, and implemented the base vertex functionality. | Subv | 1 | -6/+8 | |
This fixes Stardew Valley. | |||||
2018-07-02 | GPU: Ignore disabled textures and textures with an invalid address. | Subv | 2 | -1/+10 | |
2018-06-30 | GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation. | Subv | 1 | -4/+0 | |
2018-06-30 | GPU: Implemented the RGBA32_UINT rendertarget format. | Subv | 2 | -9/+23 | |
2018-06-30 | GLCache: Specify the component type along the texture type in the format tuple. | Subv | 1 | -17/+21 | |
2018-06-30 | gl_shader_decompiler: Implement predicate NotEqualWithNan. | bunnei | 1 | -17/+23 | |
2018-06-29 | gl_rasterizer_cache: Only dereference color_surface/depth_surface if valid. | bunnei | 1 | -2/+6 | |
2018-06-27 | gl_shader_decompiler: Add a return path for unknown instructions. | bunnei | 1 | -0/+1 | |
2018-06-27 | gl_rasterizer_cache: Implement caching for texture and framebuffer surfaces. | bunnei | 3 | -16/+168 | |
gl_rasterizer_cache: Improved cache management based on Citra's implementation. gl_surface_cache: Add some docstrings. | |||||
2018-06-27 | gl_rasterizer_cache: Various fixes for ASTC handling. | bunnei | 2 | -35/+39 | |
2018-06-27 | gl_rasterizer_cache: Use SurfaceParams as a key for surface caching. | bunnei | 2 | -43/+72 | |
2018-06-27 | gl_rasterizer: Implement AccelerateDisplay to forward textures to framebuffers. | bunnei | 5 | -5/+60 | |
2018-06-27 | gl_rasterizer_cache: Cache size_in_bytes as a const per surface. | bunnei | 2 | -9/+13 | |
2018-06-27 | gl_rasterizer_cache: Refactor to make SurfaceParams members const. | bunnei | 2 | -52/+37 | |
2018-06-27 | gl_rasterizer_cache: Remove Citra's rasterizer cache, always load/flush surfaces. | bunnei | 4 | -1494/+210 | |
2018-06-27 | gl_rasterizer: Workaround for when exceeding max UBO size. | bunnei | 2 | -1/+7 | |
2018-06-26 | gl_state: Fix state management for texture swizzle. | bunnei | 5 | -12/+20 | |
2018-06-26 | gl_state: Remove unused state management from 3DS. | bunnei | 2 | -94/+0 | |
2018-06-26 | gl_rasterizer_cache: Fix inverted B5G6R5 format. | bunnei | 1 | -1/+1 | |
2018-06-20 | Build: Fixed some MSVC warnings in various parts of the code. | Subv | 5 | -8/+8 | |
2018-06-19 | GPU: Perform negation after absolute value in the float shader instructions. | Subv | 1 | -7/+14 | |
2018-06-19 | GPU: Don't mark uniform buffers and registers as used for instructions which don't have them. | Subv | 1 | -12/+15 | |
Like the MOV32I and FMUL32I instructions. This fixes a potential crash when using these instructions. | |||||
2018-06-18 | gl_rasterizer: Get loose on independent blending. | Jules Blok | 1 | -1/+1 | |
2018-06-18 | gl_rasterizer: Implement texture format ASTC_2D_4X4. | bunnei | 2 | -1/+43 | |
2018-06-18 | gl_rasterizer_cache: Loosen things up a bit. | bunnei | 1 | -26/+8 | |
2018-06-17 | gl_shader_decompiler: Implement LOP instructions. | bunnei | 1 | -6/+28 | |
2018-06-17 | gl_shader_decompiler: Refactor LOP32I instruction a bit in support of LOP. | bunnei | 1 | -54/+40 | |
2018-06-16 | gl_shader_decompiler: Implement integer size conversions for I2I/I2F/F2I. | bunnei | 1 | -13/+41 | |
2018-06-16 | gl_shader_gen: Set position.w to 1. | bunnei | 1 | -0/+4 | |
2018-06-16 | gl_shader_decompiler: Implement LOP32I LogicOperation PassB. | bunnei | 1 | -6/+12 | |
2018-06-12 | GPU: Implemented the iadd32i shader instruction. | Subv | 1 | -0/+21 | |
2018-06-12 | gl_shader_decompiler: Implement saturate for float instructions. | bunnei | 1 | -37/+31 | |
2018-06-10 | GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them. | Subv | 1 | -1/+1 | |
This corrects the invalid position values in some games when doing attribute-less rendering. | |||||
2018-06-10 | Rasterizer: Use UBOs instead of SSBOs for uploading const buffers. | Subv | 4 | -18/+39 | |
This should help a bit with GPU performance once we're GPU-bound. | |||||
2018-06-09 | GPU: Implement the iset family of shader instructions. | Subv | 1 | -2/+37 | |
2018-06-09 | gl_shader_decompiler: Implement SHR instruction. | bunnei | 1 | -0/+13 | |
2018-06-09 | GPU: Stub the SSY shader instruction. | Subv | 1 | -0/+5 | |
This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code. | |||||
2018-06-09 | gl_shader_decompiler: Implement IADD instruction. | bunnei | 1 | -6/+26 | |
2018-06-09 | gl_shader_decompiler: Add missing asserts for saturate_a instructions. | bunnei | 1 | -7/+17 | |
2018-06-09 | GPU: Synchronize the blend state on every draw call. | Subv | 2 | -16/+20 | |
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen. | |||||
2018-06-09 | GPU: Added registers for normal and independent blending. | Subv | 1 | -26/+1 | |
2018-06-08 | GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures. | Subv | 1 | -2/+7 | |
This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache. | |||||
2018-06-08 | Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers. | Subv | 1 | -0/+3 | |
This fixes the flip_viewport uniform having invalid values when drawing. | |||||
2018-06-07 | GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU. | Subv | 1 | -3/+4 | |
This should fix the bug with the vs_config UBO being uninitialized during shader execution. | |||||
2018-06-07 | gl_shader_decompiler: Implement BFE_IMM instruction. | bunnei | 1 | -4/+29 | |
2018-06-07 | GLCache: Use the full uncompressed size when blitting from one texture to another. | Subv | 1 | -3/+6 | |
This avoids the problem of only copying a tiny piece of the textures when they are compressed. | |||||
2018-06-07 | GLCache: Simplify the logic to copy from one texture to another in BlitTextures. | Subv | 1 | -53/+3 | |
We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it. Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access. | |||||
2018-06-07 | gl_shader_decompiler: F2F: Implement rounding modes. | bunnei | 1 | -7/+23 | |
2018-06-07 | gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS. | bunnei | 1 | -8/+4 | |
2018-06-07 | gl_shader_decompiler: Implement ISETP_IMM instruction. | bunnei | 1 | -8/+9 | |
2018-06-07 | GPU: Support changing the texture swizzles for Maxwell textures. | Subv | 2 | -0/+29 | |
2018-06-07 | GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit. | Subv | 3 | -0/+20 | |
2018-06-07 | gl_shader_decompiler: Implement LD_C instruction. | bunnei | 1 | -0/+27 | |
2018-06-07 | gl_shader_gen: Add uniform handling for indirect const buffer access. | bunnei | 3 | -4/+40 | |
2018-06-06 | gl_shader_decompiler: Refactor uniform handling to allow different decodings. | bunnei | 1 | -20/+19 | |
2018-06-06 | GPU: Implement sampling multiple textures in the generated glsl shaders. | Subv | 7 | -69/+135 | |
All tested games that use a single texture show no regression. Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible. | |||||
2018-06-06 | gl_shader_decompiler: Fix un/signed mismatch with SHL. | bunnei | 1 | -1/+1 | |
2018-06-06 | maxwell_to_gl: Implement WrapMode Mirror. | bunnei | 1 | -0/+2 | |
2018-06-06 | GPU: Implemented the R11FG11FB10F texture and rendertarget formats. | Subv | 2 | -11/+26 | |
2018-06-06 | GPU: Fixed the compression factor for RGBA16F textures. | Subv | 1 | -1/+1 | |
They're not compressed. | |||||
2018-06-05 | GPU: Implemented the F2I_R shader instruction. | Subv | 1 | -3/+44 | |
2018-06-05 | gl_shader_decompiler: Fix typo with ISCADD instruction. | bunnei | 1 | -1/+1 | |
2018-06-05 | gl_shader_decompiler: Implement SHL instruction. | bunnei | 1 | -1/+30 | |
2018-06-05 | gl_shader_decompiler: Implement PredCondition::NotEqual. | bunnei | 1 | -3/+3 | |
2018-06-05 | GPU: Implement the ISCADD shader instructions. | Subv | 1 | -0/+24 | |
2018-06-05 | GPU: Implement predicated exit instructions in the shader programs. | Subv | 1 | -4/+6 | |
2018-06-05 | GPU: Take into account predicated exits when performing shader control flow analysis. | Subv | 1 | -1/+10 | |
2018-06-04 | GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f. | Subv | 1 | -1/+6 | |
2018-06-04 | GPU: Corrected the I2F_R implementation. | Subv | 1 | -2/+12 | |
2018-06-04 | GPU: Calculate the correct viewport dimensions based on the scale and translate registers. | Subv | 1 | -2/+2 | |
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? | |||||
2018-06-04 | GPU: Implemented the LOP32I instruction. | Subv | 1 | -0/+43 | |
2018-06-04 | GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface. | Subv | 1 | -1/+2 | |
2018-06-04 | GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register. | Subv | 1 | -9/+18 | |
2018-06-04 | GPU: Implemented the ISETP_R and ISETP_C shader instructions. | Subv | 1 | -0/+38 | |
2018-06-04 | GPU: Partially implemented the shader BRA instruction. | Subv | 1 | -1/+30 | |
2018-06-03 | gl_shader_decompiler: Implement TEXS component mask. | bunnei | 1 | -7/+10 | |
2018-06-03 | gl_shader_decompiler: Implement RRO as a register move. | bunnei | 1 | -6/+11 | |
2018-06-02 | GPU: Implemented the DXN1 (BC4) texture format. | Subv | 2 | -2/+11 | |
2018-06-01 | gl_shader_decompiler: Implement TEX instruction. | bunnei | 1 | -1/+26 | |
2018-06-01 | gl_shader_decompiler: Support multi-destination for TEXS. | bunnei | 1 | -2/+18 | |
2018-05-31 | gl_rasterizer_cache: Assert that component type is UNorm or format is RGBA16F. | bunnei | 1 | -1/+2 | |
2018-05-31 | gl_rasterizer_cache: Implement PixelFormat RGBA16F. | bunnei | 2 | -6/+19 | |
2018-05-30 | Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader. | Subv | 1 | -1/+7 | |
2018-05-30 | gl_shader_decompiler: F2F_R instruction: Implement abs. | bunnei | 1 | -1/+7 | |
2018-05-30 | gl_shader_decompiler: Partially implement F2F_R instruction. | bunnei | 1 | -1/+6 | |
2018-05-30 | GPU: Implemented the R8 texture format (0x1D) | Subv | 2 | -5/+14 | |
2018-05-30 | gl_rasterize_cache: Invert order of tex format RGB565. | bunnei | 1 | -1/+1 | |
2018-05-27 | GPU: Implemented the A1B5G5R5 texture format (0x14) | Subv | 2 | -5/+17 | |
2018-05-26 | gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual. | bunnei | 1 | -4/+3 | |
2018-05-26 | shader_bytecode: Implement other variants of FMNMX. | bunnei | 1 | -1/+3 | |
2018-05-25 | Shader: Implemented compound predicates in fset. | Subv | 1 | -28/+12 | |
You can specify a predicate in the fset instruction: Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0; | |||||
2018-05-25 | Shader: Implemented compound predicates in fsetp. | Subv | 1 | -19/+55 | |
You can specify three predicates in an fsetp instruction: P1 = (Value1 Comp Value2) OP P0; P2 = !(Value1 Comp Value2) OP P0; | |||||
2018-05-21 | Shaders: Implemented the FMNMX shader instruction. | Subv | 1 | -6/+21 | |
2018-05-19 | GLRenderer: Remove unused hw_vao_enabled_attributes variable. | Subv | 2 | -4/+0 | |
2018-05-19 | GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB. | Subv | 2 | -9/+3 | |
The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have. | |||||
2018-05-19 | GLRenderer: Log the shader source code when program linking fails. | Subv | 1 | -0/+27 | |
2018-05-02 | general: Make formatting of logged hex values more straightforward | Lioncash | 1 | -1/+1 | |
This makes the formatting expectations more obvious (e.g. any zero padding specified is padding that's entirely dedicated to the value being printed, not any pretty-printing that also gets tacked on). | |||||
2018-04-29 | gl_shader_decompiler: Implement MOV_R. | bunnei | 1 | -1/+2 | |
2018-04-29 | maxwell_to_gl: Implement type SignedNorm, Size_8_8_8_8. | bunnei | 1 | -0/+12 | |
2018-04-29 | Shaders: Implemented predicate condition 3 (LessEqual) in the fset and fsetp instructions. | Subv | 1 | -0/+7 | |
2018-04-29 | gl_shader_decompiler: Implement MOV_C. | bunnei | 1 | -0/+5 | |
2018-04-29 | gl_shader_decompiler: Partially implement I2I_R, and I2F_R. | bunnei | 1 | -0/+26 | |
2018-04-29 | gl_shader_decompiler: More cleanups, etc. with how we handle register types. | bunnei | 1 | -44/+120 | |
2018-04-29 | GLSLRegister: Simplify register declarations, etc. | bunnei | 1 | -63/+31 | |
2018-04-29 | gl_shader_decompiler: Implement MOV32_IMM instruction. | bunnei | 1 | -0/+5 | |
2018-04-27 | renderer_opengl: Replace usages of LOG_GENERIC with fmt-capable equivalents | Lioncash | 1 | -6/+7 | |
2018-04-27 | gl_shader_decompiler: Add GLSLRegisterManager class to track register state. | bunnei | 1 | -154/+262 | |
2018-04-27 | general: Convert assertion macros over to be fmt-compatible | Lioncash | 1 | -1/+1 | |
2018-04-26 | gl_shader_decompiler: Boilerplate for handling integer instructions. | bunnei | 1 | -5/+102 | |
2018-04-26 | gl_shader_decompiler: Move color output to EXIT instruction. | bunnei | 1 | -6/+12 | |
2018-04-25 | Shaders: Implemented the FSET instruction. | Subv | 1 | -0/+53 | |
This instruction is similar to the FSETP instruction, but it doesn't set a predicate, it sets the destination register to 1.0 if the condition holds, and 0 otherwise. | |||||
2018-04-25 | video-core: Move logging macros over to new fmt-capable ones | Lioncash | 2 | -8/+8 | |
2018-04-25 | Shaders: Added decodings for the FSET instructions. | Subv | 1 | -1/+1 | |
2018-04-25 | renderer_opengl: Use correct byte order for framebuffer pixel format ABGR8. | bunnei | 1 | -2/+1 | |
2018-04-25 | gl_rasterizer_cache: Use CHAR_BIT for bpp conversions instead of 8. | bunnei | 2 | -4/+4 | |
2018-04-25 | gl_rasterizer_cache: Use GPU PAGE_BITS/SIZE, not CPU. | bunnei | 1 | -5/+5 | |
2018-04-25 | gl_rasterizer_cache: Use new logger. | bunnei | 1 | -4/+4 | |
2018-04-25 | gl_rasterizer_cache: Add a function for finding framebuffer GPU address. | bunnei | 3 | -0/+31 | |
2018-04-25 | gl_rasterizer_cache: Handle compressed texture sizes. | bunnei | 2 | -24/+65 | |
2018-04-25 | gl_rasterizer_cache: Update to be based on GPU addresses, not CPU addresses. | bunnei | 5 | -46/+67 | |
2018-04-24 | memory_manager: Make GpuToCpuAddress return an optional. | bunnei | 2 | -9/+9 | |
2018-04-24 | memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses. | bunnei | 2 | -5/+5 | |
2018-04-24 | renderer_opengl: Silence a -Wdangling-else warning in DrawScreenTriangles() | Lioncash | 1 | -1/+2 | |
2018-04-23 | GPU: Support multiple enabled vertex arrays. | Subv | 2 | -43/+84 | |
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. | |||||
2018-04-23 | GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format. | Subv | 1 | -0/+2 | |
2018-04-22 | GPU: Implement the A2BGR10 texture format. | Subv | 2 | -6/+14 | |
2018-04-21 | gl_shader_decompiler: Skip RRO instruction. | bunnei | 1 | -0/+4 | |
2018-04-21 | gl_shader_decompiler: Cleanup error logging. | bunnei | 1 | -14/+6 | |
2018-04-21 | shader_bytecode: Decode instructions based on bit strings. | bunnei | 1 | -20/+29 | |
2018-04-21 | ShaderGen: Implemented the KIL instruction, which is equivalent to 'discard'. | Subv | 1 | -1/+7 | |
2018-04-21 | ShaderGen: Implemented predicated instruction execution. | Subv | 1 | -0/+35 | |
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. | |||||
2018-04-21 | ShaderGen: Implemented the fsetp instruction. | Subv | 1 | -0/+72 | |
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. | |||||
2018-04-21 | opengl: Remove unnecessary header inclusions | Lioncash | 4 | -11/+0 | |
2018-04-21 | gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operators | Lioncash | 1 | -20/+19 | |
Standard library containers may use std::move_if_noexcept to perform move operations. If a move cannot be performed under these circumstances, then a copy is attempted. Given we only intend for these types to be move-only this can be somewhat problematic. By defining these to be noexcept we prevent cases where copies may be attempted. | |||||
2018-04-21 | gl_rasterizer_cache: Make MatchFlags an enum class | Lioncash | 1 | -4/+9 | |
Prevents implicit conversions and scope pollution. | |||||
2018-04-20 | ShaderGen: Register id 255 is special and is hardcoded to return 0 (SR_ZERO). | Subv | 1 | -0/+2 | |
2018-04-20 | ShaderGen: Ignore the 'sched' instruction when generating shaders. | Subv | 1 | -0/+16 | |
The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions). | |||||
2018-04-20 | math_util: Remove the Clamp() function | Lioncash | 2 | -16/+17 | |
C++17 adds clamp() to the standard library, so we can remove ours in favor of it. | |||||
2018-04-20 | common_funcs: Remove ARRAY_SIZE macro | Lioncash | 1 | -2/+2 | |
C++17 has non-member size() which we can just call where necessary. | |||||
2018-04-20 | renderer_opengl: Add missing header guards | Lioncash | 2 | -0/+4 | |
2018-04-20 | glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine() | Lioncash | 1 | -1/+2 | |
This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending. | |||||
2018-04-20 | glsl_shader_decompiler: Add AddNewLine() function to ShaderWriter | Lioncash | 1 | -6/+12 | |
Avoids constructing a std::string just to append a newline character | |||||
2018-04-20 | glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine() | Lioncash | 1 | -4/+11 | |
Avoids constructing a std::string just to append a character. | |||||
2018-04-20 | glsl_shader_decompiler: Append indentation without constructing a separate std::string | Lioncash | 1 | -1/+5 | |
The interface of std::string already lets us append N copies of a character to an existing string. | |||||
2018-04-19 | ShaderGen: Implemented the fmul32i shader instruction. | Subv | 1 | -6/+16 | |
2018-04-19 | ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output. | Subv | 1 | -2/+9 | |
It will now save the coords before writing the outputs in a subscope. | |||||
2018-04-19 | GPU: Add support for the DXT23 and DXT45 compressed texture formats. | Subv | 2 | -27/+26 | |
2018-04-19 | GPU: Implemented the B5G6R5 format. | Subv | 2 | -8/+23 | |
2018-04-18 | gl_shader_gen: Support vertical/horizontal viewport flipping. (#347) | bunnei | 3 | -4/+19 | |
* gl_shader_gen: Support vertical/horizontal viewport flipping. * fixup! gl_shader_gen: Support vertical/horizontal viewport flipping. | |||||
2018-04-18 | GLCache: Added boilerplate code to make supporting configurable texture component types. | Subv | 3 | -9/+69 | |
For now only the UNORM type is supported. | |||||
2018-04-18 | GLCache: Unify texture and framebuffer formats when converting to OpenGL. | Subv | 2 | -26/+13 | |
2018-04-18 | GPU: Texture format 8 and framebuffer format 0xD5 are actually ABGR8. | Subv | 2 | -10/+10 | |
2018-04-18 | GLCache: Take into account the texture's block height when caching and unswizzling. | Subv | 3 | -43/+43 | |
2018-04-18 | GLCache: Added a function to convert cached PixelFormats back to texture formats. | Subv | 1 | -0/+12 | |
TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place. | |||||
2018-04-18 | GPU: Allow using a configurable block height when unswizzling textures. | Subv | 1 | -1/+10 | |
2018-04-18 | gl_rasterizer_cache: Add missing LOG statements. | bunnei | 1 | -0/+3 | |
2018-04-18 | renderer_opengl: Implement BlendEquation and BlendFunc. | bunnei | 3 | -2/+91 | |
2018-04-17 | gl_shader_decompiler: Fix warnings with MarkAsUsed. | bunnei | 1 | -1/+2 | |
2018-04-17 | gl_shader_decompiler: Cleanup logging, updating to NGLOG_*. | bunnei | 1 | -24/+22 | |
2018-04-17 | gl_shader_decompiler: Implement several MUFU subops and abs_d. | bunnei | 1 | -7/+21 | |
2018-04-17 | gl_shader_decompiler: Fix swizzle in GetRegister. | bunnei | 1 | -1/+1 | |
2018-04-17 | gl_shader_decompiler: Implement FMUL/FADD/FFMA immediate instructions. | bunnei | 1 | -12/+39 | |
2018-04-17 | gl_shader_decompiler: Allow vertex position to be used in fragment shader. | bunnei | 2 | -16/+18 | |
2018-04-17 | gl_shader_decompiler: Implement IPA instruction. | bunnei | 1 | -0/+11 | |
2018-04-17 | gl_shader_decompiler: Add support for TEXS instruction. | bunnei | 1 | -7/+29 | |
2018-04-17 | gl_shader_decompiler: Use fragment output color for GPR 0-3. | bunnei | 1 | -0/+5 | |
2018-04-17 | gl_shader_decompiler: Partially implement MUFU. | bunnei | 1 | -2/+11 | |
2018-04-17 | MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT). | Subv | 1 | -0/+2 | |
2018-04-17 | MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP). | Subv | 1 | -0/+5 | |
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader. | |||||
2018-04-17 | gl_rendering: Use NGLOG* for changed code. | bunnei | 2 | -10/+11 | |
2018-04-17 | gl_rasterizer: Implement indexed vertex mode. | bunnei | 3 | -21/+46 | |
2018-04-15 | GPU: Use the same buffer names in the generated GLSL and the buffer uploading code. | Subv | 4 | -17/+24 | |
2018-04-15 | GPU: Don't use explicit binding points when uploading the constbuffers to opengl. | Subv | 3 | -7/+47 | |
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage. | |||||
2018-04-15 | GPU: Don't use GetPointer when uploading the constbuffer data to the GPU. | Subv | 1 | -3/+4 | |
2018-04-15 | GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage. | Subv | 3 | -31/+41 | |
2018-04-15 | shaders: Expose hints about used const buffers. | bunnei | 5 | -31/+146 | |
2018-04-15 | GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs. | Subv | 4 | -14/+48 | |
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader. | |||||
2018-04-15 | GPU: Allow configuring ssbos in the opengl state manager. | Subv | 4 | -0/+30 | |
2018-04-15 | GPU: Added a function to determine whether a shader stage is enabled or not. | Subv | 1 | -3/+3 | |
2018-04-15 | shaders: Add NumTextureSamplers const, remove unused #pragma. | bunnei | 3 | -2/+5 | |
2018-04-14 | shaders: Address PR review feedback. | bunnei | 1 | -6/+8 | |
2018-04-14 | gl_shader_decompiler: Cleanup log statements. | bunnei | 1 | -15/+15 | |
2018-04-14 | shaders: Fix GCC and clang build issues. | bunnei | 2 | -2/+2 | |
2018-04-14 | gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup. | bunnei | 1 | -20/+57 | |
2018-04-14 | gl_shader_decompiler: Add shader stage hint. | bunnei | 2 | -5/+12 | |
2018-04-14 | renderer_opengl: Fix Morton copy byteswap, etc. | bunnei | 1 | -5/+5 | |
2018-04-14 | gl_shader_manager: Implement SetShaderSamplerBindings. | bunnei | 1 | -0/+8 | |
2018-04-14 | gl_rasterizer: Generate shaders and upload uniforms. | bunnei | 2 | -32/+77 | |
2018-04-14 | gl_shader_decompiler: Basic impl. for very simple vertex shaders. | bunnei | 2 | -16/+311 | |
- Tested with Puyo Puyo Tetris and Cave Story+ | |||||
2018-04-14 | gl_shader_manager: Cleanup and consolidate uniform handling. | bunnei | 2 | -26/+24 | |
2018-04-14 | gl_rasterizer: Use shader program manager, remove test shader. | bunnei | 2 | -196/+31 | |
2018-04-14 | renderer_opengl: Add gl_shader_manager class. | bunnei | 2 | -0/+207 | |
2018-04-14 | maxwell_to_gl: Add a few types, etc. | bunnei | 1 | -0/+10 | |
2018-04-14 | gl_shader_gen: Add hashable setup/config structs. | bunnei | 2 | -29/+50 | |
2018-04-14 | gl_shader_util: Add missing includes. | bunnei | 1 | -0/+2 | |
2018-04-14 | renderer_opengl: Use OGLProgram instead of OGLShader. | bunnei | 6 | -6/+6 | |
2018-04-14 | gl_shader_util: Grab latest upstream. | bunnei | 2 | -149/+74 | |
2018-04-14 | gl_resource_manager: Grab latest upstream. | bunnei | 1 | -30/+86 | |
2018-04-14 | gl_shader_decompiler: Add skeleton code from Citra for shader analysis. | bunnei | 2 | -44/+142 | |
2018-04-07 | Fix clang format issues | James Rowe | 1 | -1/+1 | |
2018-04-07 | GL: Set up the textures used for each draw call. | Subv | 2 | -2/+39 | |
Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program. This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses. | |||||
2018-04-07 | GL: Bind the textures to the shaders used for drawing. | Subv | 1 | -2/+11 | |
2018-04-07 | GLCache: Specialize the MortonCopy function for the DXT1 texture format. | Subv | 1 | -1/+15 | |
It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures. | |||||
2018-04-07 | GLCache: Implemented GetTextureSurface. | Subv | 1 | -3/+28 | |
2018-04-07 | GLCache: Support uploading compressed textures to the GPU. | Subv | 1 | -5/+17 | |
Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU. | |||||
2018-04-07 | GL: Remove remaining references to 3DS-specific pixel formats | Subv | 1 | -83/+22 | |
2018-04-07 | RasterizerCache: Remove 3DS-specific pixel formats. | Subv | 2 | -71/+32 | |
We're only left with RGB8 and DXT1 for now. More will be added as they are needed. | |||||
2018-04-07 | GL: Create the sampler objects when starting up the GL rasterizer. | Subv | 1 | -0/+6 | |
2018-04-07 | GL: Ported the SamplerInfo struct from citra. | Subv | 2 | -1/+59 | |
2018-04-07 | GL: Rename PicaTexture to MaxwellTexture. | Subv | 2 | -2/+2 | |
2018-04-07 | GL: Added functions to convert Maxwell tex filters and wrap modes to OpenGL. | Subv | 1 | -0/+23 | |
2018-04-04 | gl_rasterizer_cache.cpp: Update from citra to yuzu | N00byKing | 1 | -1/+1 | |
2018-04-04 | gl_rasterizer_cache.h: Update from citra to yuzu | N00byKing | 1 | -3/+3 | |
2018-04-04 | renderer_opengl.h: Update from citra to yuzu | N00byKing | 1 | -2/+2 | |
2018-03-27 | renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen. | bunnei | 2 | -8/+8 | |
2018-03-27 | gl_rasterizer: Move code to bind framebuffer surfaces before draw to its own function. | bunnei | 2 | -22/+31 | |
2018-03-27 | gl_rasterizer: Add a SyncViewport method. | bunnei | 2 | -18/+20 | |
2018-03-27 | gl_rasterizer: Move PrimitiveTopology check to MaxwellToGL. | bunnei | 2 | -11/+12 | |
2018-03-27 | gl_rasterizer: Use ReadBlock instead of GetPointer for SetupVertexArray. | bunnei | 1 | -1/+1 | |
2018-03-27 | gl_rasterizer: Normalize vertex array data as appropriate. | bunnei | 1 | -1/+1 | |
2018-03-27 | maxwel_to_gl: Fix string formatting in log statements. | bunnei | 1 | -2/+2 | |
2018-03-27 | rasterizer: Rename DrawTriangles to DrawArrays. | bunnei | 2 | -3/+3 | |
2018-03-27 | gl_rasterizer: Use passthrough shader for SetupVertexShader. | bunnei | 1 | -1/+2 | |
2018-03-27 | renderer_opengl: Logging, etc. cleanup. | bunnei | 5 | -32/+33 | |
2018-03-27 | renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack. | bunnei | 1 | -5/+0 | |
2018-03-27 | gl_rasterizer_cache: Implement UpdatePagesCachedCount. | bunnei | 2 | -8/+37 | |
2018-03-27 | gl_rasterizer: Implement SetupVertexArray. | bunnei | 1 | -20/+38 | |
2018-03-27 | gl_rasterizer_cache: Fix an ASSERT_MSG. | bunnei | 1 | -1/+1 | |
2018-03-27 | maxwell_to_gl: Add module and function for decoding VertexType. | bunnei | 1 | -0/+40 | |
2018-03-27 | gl_rasterizer: Use 32 texture units instead of 3. | bunnei | 3 | -2/+3 | |
2018-03-27 | gl_rasterizer: Implement DrawTriangles. | bunnei | 1 | -1/+194 | |
2018-03-27 | gl_rasterizer: Implement AnalyzeVertexArray. | bunnei | 1 | -1/+21 | |
2018-03-27 | gl_rasterizer_cache: MortonCopy Switch-style. | bunnei | 1 | -72/+32 | |
2018-03-27 | gl_rasterizer_cache: Implement GetFramebufferSurfaces. | bunnei | 2 | -4/+104 | |
2018-03-27 | renderer_opengl: Only draw the screen if a framebuffer is specified. | bunnei | 1 | -6/+7 | |
2018-03-24 | gl_rasterizer: Fake render in green, because it's cooler. | bunnei | 1 | -1/+1 | |
2018-03-24 | gl_rasterizer: Log warning instead of sync'ing unimplemented funcs. | bunnei | 1 | -7/+1 | |
2018-03-23 | gl_rasterizer_cache: Add missing include for vm_manager. | bunnei | 1 | -0/+1 | |
2018-03-23 | renderer_opengl: Only invalidate the framebuffer region, not flush. | bunnei | 1 | -4/+3 | |
2018-03-23 | renderer_opengl: Fixes for properly flushing & rendering the framebuffer. | bunnei | 1 | -6/+12 | |
2018-03-23 | RasterizerCacheOpenGL: FlushAll should flush full memory region. | bunnei | 1 | -1/+1 | |
2018-03-23 | rasterizer: Flush and invalidate regions should be 64-bit. | bunnei | 2 | -6/+6 | |
2018-03-23 | renderer_opengl: Add framebuffer_transform_flags member variable. | bunnei | 1 | -2/+2 | |
2018-03-23 | renderer_opengl: Better handling of framebuffer transform flags. | bunnei | 1 | -2/+16 | |
2018-03-23 | renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo. | bunnei | 1 | -31/+25 | |
2018-03-23 | gl_rasterizer: Implement AccelerateDisplay method from Citra. | bunnei | 2 | -2/+44 | |
2018-03-23 | LoadGLBuffer: Use bytes_per_pixel, not bits. | bunnei | 1 | -1/+2 | |
2018-03-23 | gl_rasterizer_cache: LoadGLBuffer should do a morton copy. | bunnei | 1 | -16/+5 | |
2018-03-23 | video_core: Move MortonCopyPixels128 to utils header. | bunnei | 1 | -111/+1 | |
2018-03-23 | video_core: Remove usage of PAddr and replace with VAddr. | bunnei | 4 | -35/+35 | |
2018-03-23 | video_core: Move FramebufferInfo to FramebufferConfig in GPU. | bunnei | 4 | -34/+40 | |
2018-03-23 | gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT. | bunnei | 2 | -20/+20 | |
2018-03-23 | gl_rasterizer: Add a simple passthrough shader in lieu of shader generation. | bunnei | 2 | -5/+68 | |
2018-03-23 | renderer: Create rasterizer and cleanup. | bunnei | 1 | -2/+2 | |
2018-03-20 | renderer_gl: Port boilerplate rasterizer code over from Citra. | bunnei | 3 | -1/+431 | |
2018-03-20 | gl_shader_util: Sync latest version with Citra. | bunnei | 3 | -46/+116 | |
2018-03-20 | renderer_gl: Port over gl_shader_gen module from Citra. | bunnei | 2 | -0/+86 | |
2018-03-20 | renderer_gl: Port over gl_shader_decompiler module from Citra. | bunnei | 2 | -0/+85 | |
2018-03-20 | renderer_gl: Port over gl_rasterizer_cache module from Citra. | bunnei | 2 | -0/+1712 | |
2018-03-20 | gl_resource_manager: Sync latest version with Citra. | bunnei | 1 | -8/+77 | |
2018-03-20 | renderer_gl: Port over gl_stream_buffer module from Citra. | bunnei | 2 | -0/+216 | |
2018-03-20 | gl_state: Sync latest version with Citra. | bunnei | 2 | -47/+111 | |
2018-02-12 | renderer_opengl: Support framebuffer flip vertical. | bunnei | 2 | -5/+12 | |
2018-01-27 | memory: Replace all memory hooking with Special regions | MerryMage | 1 | -1/+1 | |
2018-01-21 | Format: Run the new clang format on everything | James Rowe | 1 | -1/+1 | |
2018-01-16 | clang-format | MerryMage | 1 | -1/+2 | |
2018-01-15 | renderer_gl: Clear screen to black before rendering framebuffer. | bunnei | 2 | -5/+8 | |
2018-01-15 | renderer: Render previous frame when no new one is available. | bunnei | 2 | -15/+16 | |
2018-01-13 | Fix build on macOS and linux | MerryMage | 1 | -0/+1 | |
2018-01-13 | Remove references to PICA and rasterizers in video_core | James Rowe | 9 | -4676/+0 | |
2018-01-12 | renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo. | bunnei | 1 | -1/+1 | |
2018-01-11 | renderer_opengl: Support rendering Switch framebuffer. | bunnei | 2 | -136/+78 | |
2018-01-11 | renderer_opengl: Add MortonCopyPixels function for Switch framebuffer. | bunnei | 1 | -0/+111 | |
2018-01-11 | renderer_opengl: Update DrawScreens for Switch. | bunnei | 2 | -23/+11 | |
2018-01-01 | core/video_core: Fix a bunch of u64 -> u32 warnings. | bunnei | 2 | -4/+4 | |
2017-09-30 | Fixed type conversion ambiguity | Huw Pascoe | 1 | -2/+2 | |
2017-09-17 | Fixed framebuffer warning | Huw Pascoe | 1 | -7/+18 | |
2017-09-03 | pica/lighting: only apply Fresnel factor for the last light | wwylele | 1 | -4/+5 | |
2017-08-31 | video_core: report telemetry for gas mode | wwylele | 1 | -0/+6 | |
2017-08-25 | gl_rasterizer: implement custom clip plane | wwylele | 3 | -34/+83 | |
2017-08-22 | gl_rasterizer/lighting: more accurate CP formula | wwylele | 1 | -2/+2 | |
2017-08-21 | gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader | wwylele | 1 | -2/+5 | |
2017-08-21 | gl_rasterizer: add clipping plane z<=0 defined in PICA | wwylele | 4 | -0/+21 | |
2017-08-11 | gl_shader_gen: don't call SampleTexture when bump map is not used | wwylele | 1 | -4/+5 | |
2017-07-18 | telemetry: Log performance, configuration, and system data. | bunnei | 2 | -6/+16 | |
2017-07-01 | gl_rasterizer: use texture buffer for proctex LUT | wwylele | 5 | -70/+80 | |
2017-06-22 | gl_rasterizer: use texture buffer for fog LUT | wwylele | 5 | -27/+23 | |
2017-06-22 | gl_rasterizer: create the texture before applying the state | wwylele | 1 | -2/+2 | |
this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it | |||||
2017-06-21 | gl_state: reset 1d textures | wwylele | 1 | -0/+14 | |
2017-06-21 | gl_rasterizer: fix glGetUniformLocation type | wwylele | 1 | -8/+8 | |
2017-06-21 | gl_rasterizer: manage texture ids in one place | wwylele | 3 | -31/+55 | |
2017-06-21 | gl_rasterizer/lighting: fix LUT interpolation | wwylele | 5 | -113/+91 | |
2017-06-18 | gl_rasterizer/lighting: use the formula from the paper for germetic factor | wwylele | 1 | -8/+8 | |
2017-06-15 | gl_rasterizer/lighting: implement geometric factor | wwylele | 2 | -1/+18 | |
2017-06-11 | gl_rasterizer/lighting: Implement tangent mapping | wwylele | 1 | -7/+12 | |
2017-06-11 | gl_rasterizer/lighting: implement lut input 5 (CP) | wwylele | 1 | -2/+25 | |
2017-06-10 | gl_rasterizer_cache: depth write is disabled if allow_depth_stencil_write is false | wwylele | 1 | -4/+5 | |
2017-06-10 | OpenGL: Update comment on AreQuaternionsOpposite with new information | Yuri Kunde Schlesner | 1 | -8/+11 | |
While debugging the software renderer implementation, it was noticed that this is actually exactly what the hardware does, upgrading the status of this "hack" to being a proper implementation. And there was much rejoicing. | |||||
2017-06-04 | pica/rasterizer: implement/stub texture wrap mode 4-7 | wwylele | 1 | -0/+13 | |
2017-05-30 | gl_rasterizer: implement spot light | wwylele | 1 | -6/+24 | |
2017-05-30 | gl_rasterizer: sync spot light status | wwylele | 4 | -2/+61 | |
2017-05-28 | Move screen size constants from video_core to core | Yuri Kunde Schlesner | 1 | -12/+8 | |
video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core. | |||||
2017-05-28 | OpenGL: Remove unused RendererOpenGL fields | Yuri Kunde Schlesner | 2 | -11/+2 | |
2017-05-27 | OpenGL: Improve accuracy of quaternion interpolation | Yuri Kunde Schlesner | 1 | -3/+5 | |
Current order of operations (rotate then normalize) seems to produce a lot more distortion than normalizing and then rotating. This makes Citra results match pretty closesly with hardware, and indicates that hardware may also be using lerp instead of slerp to interpolate the quaternions. | |||||
2017-05-27 | gl_shader: refactor texture sampler into its own function | wwylele | 1 | -40/+39 | |
2017-05-20 | gl_rasterizer: implement procedural texture | wwylele | 6 | -7/+600 | |
2017-05-05 | pica: shader_dirty if texture2 coord changed | wwylele | 2 | -1/+5 | |
2017-05-03 | pica: use correct coordinates for texture 2 | wwylele | 2 | -3/+15 | |
2017-04-20 | gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardware | wwylele | 1 | -2/+0 | |
2017-04-19 | rasterizer: implement combiner operation 7 (Dot3_RGBA) | wwylele | 1 | -11/+20 | |
2017-04-17 | OpenGL: Pass Pica regs via parameter | Yuri Kunde Schlesner | 3 | -7/+5 | |
2017-04-17 | OpenGL: Move PicaShaderConfig to gl_shader_gen.h | Yuri Kunde Schlesner | 4 | -202/+206 | |
Also move the implementation of CurrentConfig to the cpp file. | |||||
2017-04-17 | OpenGL: Move Attributes enum to a more appropriate file | Yuri Kunde Schlesner | 3 | -12/+11 | |
2017-03-01 | Input: remove unused stuff & clean up | wwylele | 1 | -0/+1 | |
1. removed zl, zr and c-stick from HID::PadState. They are handled by IR, not HID 2. removed button handling in EmuWindow 3. removed key_map 4. cleanup #include | |||||
2017-02-27 | Core: Re-write frame limiter | Yuri Kunde Schlesner | 1 | -3/+3 | |
Now based on std::chrono, and also works in terms of emulated time instead of frames, so we can in the future frame-limit even when the display is disabled, etc. The frame limiter can also be enabled along with v-sync now, which should be useful for those with displays running at more than 60 Hz. | |||||
2017-02-27 | Core: Make PerfStats internally locked | Yuri Kunde Schlesner | 1 | -8/+2 | |
More ergonomic to use and will be required for upcoming changes. | |||||
2017-02-27 | Remove built-in (non-Microprofile) profiler | Yuri Kunde Schlesner | 1 | -8/+0 | |
2017-02-27 | Add performance statistics to status bar | Yuri Kunde Schlesner | 1 | -0/+9 | |
2017-02-18 | OpenGL: Check if uniform block exists before updating it (#2581) | Jannik Vogel | 1 | -29/+30 | |
2017-02-09 | OpenGL: Remove unused duplicate of IsPassThroughTevStage | Yuri Kunde Schlesner | 1 | -12/+0 | |
This copy was left behind when the shader generation code was moved to a separate file. | |||||
2017-02-09 | VideoCore: Split regs.h inclusions | Yuri Kunde Schlesner | 5 | -17/+29 | |
2017-02-04 | VideoCore: Move Regs to its own file | Yuri Kunde Schlesner | 5 | -5/+5 | |
2017-02-04 | VideoCore: Split lighting regs from Regs struct | Yuri Kunde Schlesner | 3 | -37/+45 | |
2017-02-04 | VideoCore: Split framebuffer regs from Regs struct | Yuri Kunde Schlesner | 6 | -70/+84 | |
2017-02-04 | VideoCore: Split texturing regs from Regs struct | Yuri Kunde Schlesner | 6 | -85/+91 | |
2017-02-04 | VideoCore: Split rasterizer regs from Regs struct | Yuri Kunde Schlesner | 3 | -32/+37 | |
2017-02-04 | Pica/Texture: Simplify/cleanup texture tile addressing | Yuri Kunde Schlesner | 1 | -2/+1 | |
2017-02-04 | VideoCore: Move LookupTexture out of debug_utils.h | Yuri Kunde Schlesner | 1 | -5/+6 | |
2017-01-30 | VideoCore: Change misleading register names | Yuri Kunde Schlesner | 2 | -2/+2 | |
A few registers had names such as "count" or "number" when they actually contained the maximum (that is, count - 1). This can easily lead to hard to notice off by one errors. | |||||
2017-01-30 | video_core: gl_rasterizer_cache.cpp removed unused type alias | Kloen | 1 | -1/+0 | |
2017-01-30 | video_core: gl_rasterizer.cpp removed unused type alias | Kloen | 1 | -2/+0 | |
2017-01-29 | video_core: silence unused-local-typedef boost related warning on GCC | Kloen | 1 | -0/+7 | |
2017-01-23 | video_core: gl_rasterizer float to int warning | Kloen | 1 | -1/+2 | |
2017-01-23 | video_core: fix gl_rasterizer warning on MSVC | Kloen | 1 | -1/+1 | |
2017-01-07 | config: Add option for specifying screen resolution scale factor. | bunnei | 1 | -3/+10 | |
2016-12-25 | Minor cleanup in GLSL code | Jannik Vogel | 1 | -3/+2 | |
2016-12-25 | Offset lighting LUT samples correctly | Jannik Vogel | 1 | -7/+7 | |
2016-12-23 | core: Move emu_window and key_map into core | MerryMage | 2 | -2/+2 | |
* Removes circular dependences (common should not depend on core) | |||||
2016-12-19 | Use GL_TRUE when setting color_mask | Albin Bernhardsson | 1 | -4/+4 | |
2016-12-15 | VideoCore: Make profiling scope more representative | Yuri Kunde Schlesner | 1 | -0/+12 | |
2016-12-07 | OpenGL: Drop framebuffer completeness check. | Markus Wick | 5 | -47/+8 | |
This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148 | |||||
2016-12-05 | ASSERT that shader was linked successfully | Jannik Vogel | 1 | -0/+2 | |
2016-12-05 | Report shader uniform block size in case of mismatch | Jannik Vogel | 1 | -1/+3 | |
2016-12-05 | Print broken shader code to log | Jannik Vogel | 1 | -3/+9 | |
2016-12-04 | OpenGL: Non-zero stride only makes sense for linear buffers | Yuri Kunde Schlesner | 3 | -7/+11 | |
2016-12-04 | OpenGL: Ensure framebuffer binding is restored if completion check fails | Yuri Kunde Schlesner | 1 | -10/+7 | |
2016-12-04 | OpenGL: Fix DisplayTransfer accel when input width != output width | Yuri Kunde Schlesner | 1 | -1/+10 | |
Fixes #2246, #2261 | |||||
2016-11-30 | ClangFormat: Fixed the clang-format errors | Subv | 1 | -4/+8 | |
2016-11-29 | Build: Fixed a few warnings. | Subv | 1 | -4/+4 | |
2016-11-27 | RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1 | Subv | 2 | -4/+4 | |
2016-11-27 | Rasterizer/Memfill: Set the correct stencil write mask when clearing the stencil buffer. | Subv | 1 | -1/+1 | |
2016-11-05 | Add default hotkey to swap primary screens. | James Rowe | 1 | -3/+2 | |
Also minor style changes | |||||
2016-11-05 | Support additional screen layouts. | James Rowe | 1 | -6/+12 | |
Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen. | |||||
2016-09-30 | OpenGL: Take cached viewport sub-rect into account for scissor | Yuri Kunde Schlesner | 3 | -29/+25 | |
Fixes #1938 | |||||
2016-09-29 | rasterizer: separate TextureCopy from DisplayTransfer | wwylele | 2 | -5/+6 | |
2016-09-21 | Use negative priorities to avoid special-casing the self-include | Yuri Kunde Schlesner | 6 | -6/+6 | |
2016-09-21 | Remove empty newlines in #include blocks. | Emmanuel Gil Peyrot | 11 | -42/+6 | |
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation. | |||||
2016-09-19 | Manually tweak source formatting and then re-run clang-format | Yuri Kunde Schlesner | 8 | -46/+40 | |
2016-09-18 | Sources: Run clang-format on everything. | Emmanuel Gil Peyrot | 12 | -486/+789 | |
2016-08-30 | OpenGL: Avoid error on unsupported lighting LUT | Jannik Vogel | 1 | -0/+1 | |
2016-06-28 | OpenGL: Add scaled resolution support to scissor | Yuri Kunde Schlesner | 4 | -3/+16 | |
2016-06-28 | PICA: Scissor fixes and cleanups | Yuri Kunde Schlesner | 3 | -21/+22 | |
2016-06-28 | PICA: Implement scissor test | Subv | 3 | -1/+53 | |
2016-06-07 | OpenGL: Implement fog | Jannik Vogel | 5 | -7/+124 | |
2016-06-07 | OpenGL: Avoid undefined behaviour for UNIFORM_BLOCK_DATA_SIZE | Jannik Vogel | 2 | -6/+8 | |
2016-06-01 | gsp::gpu: Reset g_thread_id in UnregisterInterruptRelayQueue | mailwl | 1 | -1/+1 | |
2016-05-23 | OpenGL: Set shader_dirty on lighting changes | Jannik Vogel | 1 | -0/+23 | |
2016-05-23 | Pica: Name LightSrc.config register | Jannik Vogel | 1 | -2/+2 | |
2016-05-23 | Pica: Name lighting.config0 and .config1 registers | Jannik Vogel | 1 | -12/+12 | |
2016-05-23 | OpenGL: Use uniforms for dist_atten_bias and dist_atten_scale | Jannik Vogel | 3 | -8/+84 | |
2016-05-14 | OpenGL: Only update depth uniforms if the depth changed | Jannik Vogel | 2 | -9/+22 | |
2016-05-14 | OpenGL: value-initialize variables which cause uninitialised access otherwise | Jannik Vogel | 1 | -2/+2 | |
2016-05-12 | OpenGL: Support blend equation | Jannik Vogel | 4 | -0/+31 | |
2016-05-11 | OpenGL: Implement texture type 3 | Jannik Vogel | 4 | -35/+67 | |
2016-05-10 | gl_rasterizer: Fix compilation for debug builds | Lioncash | 1 | -1/+1 | |
2016-05-10 | OpenGL: Implement W-Buffers and fix depth-mapping | Jannik Vogel | 3 | -4/+23 | |
2016-05-10 | Pica: Implement W-Buffer in SW rasterizer | Jannik Vogel | 1 | -2/+2 | |
2016-05-07 | fixup simple type conversions where possible | Alexander Laties | 2 | -2/+2 | |
2016-05-06 | Frontends, VideoCore: Move glad initialisation to the frontend | Emmanuel Gil Peyrot | 1 | -6/+0 | |
On SDL2 this allows it to use SDL_GL_GetProcAddress() instead of the default function loader, and fixes a crash when using apitrace with an EGL context. On Qt we will need to migrate from QGLWidget to QOpenGLWidget and QOpenGLContext before we can use gladLoadGLLoader() instead of gladLoadGL(), since the former doesn’t expose a function loader. | |||||
2016-05-03 | Pica: Use a union for PicaShaderConfig | Jannik Vogel | 3 | -125/+139 | |
2016-05-03 | Pica: Add TevStageConfigRaw to PicaShaderConfig (MSVC workaround) | Jannik Vogel | 2 | -2/+23 | |
2016-05-03 | Pica: Make PicaShaderConfig trivially_copyable and clear it before use | Jannik Vogel | 1 | -21/+28 | |
2016-05-03 | OpenGL: Don't copy const_color (Reverts #1745) | Jannik Vogel | 1 | -2/+3 | |
2016-05-01 | OpenGL: Copy TevStageConfig using a loop. Fixes bug: const_color not copied | Jannik Vogel | 1 | -30/+11 | |
2016-04-30 | OpenGL: border_color was never set. Fixed. (#1740) | Jannik Vogel | 1 | -0/+1 | |
2016-04-30 | VideoCore: Run include-what-you-use and fix most includes. | Emmanuel Gil Peyrot | 12 | -24/+76 | |
2016-04-29 | Common: Remove section measurement from profiler (#1731) | Yuri Kunde Schlesner | 1 | -1/+0 | |
This has been entirely superseded by MicroProfile. The rest of the code can go when a simpler frametime/FPS meter is added to the GUI. | |||||
2016-04-22 | HWRasterizer: reorder declarations to match defs | tfarley | 1 | -9/+9 | |
2016-04-22 | HWRasterizer: sync specular uniform for new shaders | tfarley | 1 | -0/+2 | |
2016-04-21 | HWRasterizer: Texture forwarding | tfarley | 8 | -738/+1347 | |
2016-04-10 | OpenGL: Implement color combiner Operation::Dot3_RGB | Jannik Vogel | 1 | -0/+3 | |
2016-04-08 | OpenGL: Respect buffer-write allow registers | Jannik Vogel | 1 | -6/+28 | |
2016-04-08 | OpenGL: Split buffer-write mask sync into seperate functions | Jannik Vogel | 2 | -8/+39 | |
2016-04-08 | OpenGL: Keep stencil-test and framebuffer.depth_format in sync | Jannik Vogel | 1 | -0/+1 | |
2016-04-05 | Common: Remove Common::make_unique, use std::make_unique | MerryMage | 2 | -4/+4 | |
2016-04-03 | OpenGL: Fix a double framebuffer completeness checks. | Emmanuel Gil Peyrot | 1 | -4/+6 | |
2016-04-03 | OpenGL: Check for framebuffer completeness | Jannik Vogel | 1 | -0/+3 | |
2016-04-01 | Avoid warnings by casting to size_t for ARRAY_SIZE() comparisons | Jannik Vogel | 1 | -6/+6 | |
2016-03-24 | OpenGL: Don't attempt to draw empty triangle batches | Yuri Kunde Schlesner | 1 | -0/+3 | |
Our code did not handle this well, causing random crashes in some situations. | |||||
2016-03-08 | Improve error report from Init() functions | LittleWhite | 2 | -2/+8 | |
Add error popup when citra initialization failed | |||||
2016-03-06 | Pica: Write depth value even when depth test is disabled | Yuri Kunde Schlesner | 1 | -2/+4 | |
This has been confirmed on hardware. Fixes Etrian Odyssey IV. | |||||
2016-03-03 | Add immediate mode vertex submission | Dwayne Slater | 2 | -0/+2 | |
2016-02-26 | renderer_opengl: Initalise fragment shader LUT textures | MerryMage | 1 | -0/+4 | |
2016-02-05 | pica: Cleanup lighting register definitions and documentation. | bunnei | 1 | -15/+15 | |
2016-02-05 | gl_rasterizer: Use alignas(16) instead of explicit padding. | bunnei | 1 | -13/+6 | |
2016-02-05 | renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types. | bunnei | 4 | -14/+18 | |
2016-02-05 | gl_rasterizer: Fix issue with interpolation of opposite quaternions. | bunnei | 2 | -4/+32 | |
2016-02-05 | pica_types: Replace float24/20/16 with a template class. | bunnei | 2 | -9/+9 | |
2016-02-05 | gl_rasterizer: Remove unnecessary casts. | bunnei | 1 | -6/+6 | |
2016-02-05 | gl_rasterizer: Fix PicaShaderConfig on GCC. | bunnei | 1 | -29/+27 | |
2016-02-05 | gl_rasterizer: Initial implementation of bump mapping. | bunnei | 2 | -5/+33 | |
2016-02-05 | gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]). | bunnei | 1 | -3/+3 | |
2016-02-05 | gl_shader_gen: Implement lighting red, green, and blue reflection. | bunnei | 2 | -18/+62 | |
2016-02-05 | gl_shader_gen: View should be normalized. | bunnei | 1 | -2/+2 | |
2016-02-05 | gl_shader_gen: Implement fragment lighting fresnel effect. | bunnei | 2 | -9/+33 | |
2016-02-05 | gl_shader_gen: Implement fragment lighting specular 1 component. | bunnei | 2 | -3/+22 | |
2016-02-05 | gl_shader_gen: Add support for D0 LUT scaling. | bunnei | 2 | -2/+4 | |
2016-02-05 | gl_shader_gen: Refactor lighting config to match Pica register naming. | bunnei | 2 | -42/+48 | |
- Also implement D0 LUT enable. | |||||
2016-02-05 | pica: Cleanup and add some comments to lighting registers. | bunnei | 1 | -1/+1 | |
2016-02-05 | gl_rasterizer: Minor naming refactor on Pica register naming. | bunnei | 1 | -5/+5 | |
2016-02-05 | gl_shader_gen: Reorganize and cleanup lighting code. | bunnei | 1 | -100/+107 | |
- No functional difference. | |||||
2016-02-05 | gl_shader_gen: Fix directional lights. | bunnei | 1 | -1/+1 | |
2016-02-05 | gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light. | bunnei | 1 | -6/+6 | |
2016-02-05 | gl_shader_gen: View vector needs to be normalized when computing half angle vector. | bunnei | 1 | -3/+4 | |
2016-02-05 | renderer_opengl: Use textures for fragment shader LUTs instead of UBOs. | bunnei | 5 | -27/+64 | |
- Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs. | |||||
2016-02-05 | renderer_opengl: Initial implementation of basic specular lighting. | bunnei | 3 | -12/+158 | |
2016-02-05 | renderer_opengl: Implement HW fragment lighting distance attenuation. | bunnei | 2 | -17/+38 | |
2016-02-05 | renderer_opengl: Implement HW fragment lighting LUTs within our default UBO. | bunnei | 3 | -15/+66 | |
2016-02-05 | renderer_opengl: Implement diffuse component of HW fragment lighting. | bunnei | 5 | -5/+259 | |
2016-02-03 | hwrasterizer: Use proper cached fb addr/size | tfarley | 2 | -42/+34 | |
2016-02-03 | OpenGL: Downgrade GL_DEBUG_SEVERITY_NOTIFICATION to Debug logging level | Yuri Kunde Schlesner | 1 | -2/+0 | |
The nVidia driver is *extremely* spammy on this category, sending a message on every buffer or texture upload, slowing down the emulator and making the log useless. | |||||
2016-01-21 | hwrasterizer: Use depth offset | tfarley | 3 | -2/+24 | |
2015-12-08 | VideoCore: Unify interface to OpenGL and SW rasterizers | Yuri Kunde Schlesner | 3 | -38/+5 | |
This removes explicit checks sprinkled all over the codebase to instead just have the SW rasterizer expose an implementation with no-ops for most operations. | |||||
2015-12-07 | VideoCore: Rename HWRasterizer methods to be less confusing | Yuri Kunde Schlesner | 2 | -6/+6 | |
2015-12-07 | OpenGL: Rename cache functions to better match what they actually do | Yuri Kunde Schlesner | 3 | -12/+11 | |
2015-12-05 | OpenGL: Flip framebuffers during transfer rather than when rendering | Yuri Kunde Schlesner | 2 | -12/+11 | |
2015-12-05 | OpenGL: Add support for glFrontFace in the state tracker | Yuri Kunde Schlesner | 2 | -0/+6 | |
2015-12-01 | PICA: Properly emulate 1-stage delay in the combiner buffer | Yuri Kunde Schlesner | 1 | -7/+11 | |
This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140. | |||||
2015-11-26 | renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location. | bunnei | 2 | -6/+8 | |
2015-11-25 | Use regular uniform location | Pierre de La Morinerie | 3 | -15/+5 | |
The support for GL_ARB_explicit_uniform_location is not that good (53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location). This fix the shader compilation on Intel HD 4000 (#1222). | |||||
2015-11-19 | FragShader: Use an UBO instead of several individual uniforms | Subv | 6 | -13/+67 | |
2015-10-24 | OpenGL: Log GL_KHR_debug messages we receive | Emmanuel Gil Peyrot | 1 | -0/+57 | |
This allows the driver to communicate errors, warnings and improvement suggestions about our usage of the API. | |||||
2015-10-22 | gl_shader_gen: Use explicit locations for vertex shader attributes. | bunnei | 2 | -15/+9 | |
2015-10-22 | gl_shader_gen: Optimize code for AppendAlphaTestCondition. | bunnei | 1 | -16/+11 | |
- Also add a comment to AppendColorCombiner. | |||||
2015-10-22 | gl_rasterizer: Define enum types for each vertex texcoord attribute. | bunnei | 3 | -12/+14 | |
2015-10-22 | gl_shader_gen: Various cleanups to shader generation. | bunnei | 3 | -48/+52 | |
2015-10-22 | gl_rasterizer: Use MMH3 hash for shader cache hey. | bunnei | 4 | -83/+63 | |
- Includes a check to confirm no hash collisions. | |||||
2015-10-22 | gl_shader_gen: Require explicit uniform locations. | bunnei | 3 | -56/+34 | |
- Fixes uniform issue on AMD. | |||||
2015-10-22 | gl_shader_gen: Rename 'o' to 'attr' in vertex/fragment shaders. | bunnei | 1 | -11/+11 | |
2015-10-22 | gl_shader_gen: AppendAlphaModifier default should be 0.0, not vec4(0.0). | bunnei | 1 | -1/+1 | |
2015-10-22 | gl_shader_gen: Fix bug where TEV stage outputs should be clamped. | bunnei | 1 | -3/+3 | |
2015-10-22 | gl_rasterizer: Add documentation to ShaderCacheKey. | bunnei | 1 | -0/+16 | |
2015-10-22 | gl_shader_gen: Add additional function documentation. | bunnei | 2 | -0/+18 | |
2015-10-22 | gl_shader_util: Cleanup header file + add docstring. | bunnei | 1 | -1/+7 | |
2015-10-22 | gl_shader_gen: Various cleanups + moved TEV stage generation to its own function. | bunnei | 1 | -161/+170 | |
2015-10-22 | renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups. | bunnei | 9 | -787/+507 | |
2015-10-22 | gl_rasterizer: Move logic for creating ShaderCacheKey to a static function. | bunnei | 2 | -18/+46 | |
2015-10-22 | gl_shader_util: Use vec3 constants for AppendColorCombiner. | bunnei | 1 | -6/+6 | |
2015-10-22 | gl_rasterizer: Fix typo in uploading TEV const color uniforms. | bunnei | 1 | -5/+5 | |
2015-10-22 | gl_shader_util: Fix precision bug with alpha testing. | bunnei | 2 | -9/+9 | |
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer. | |||||
2015-10-22 | Initial implementation of fragment shader generation with caching. | Subv | 6 | -261/+564 | |
2015-10-07 | Silence -Wsign-compare warnings. | Rohit Nirmal | 1 | -3/+3 | |
2015-09-29 | fix some xcode 7.0 warnings | Martin Lindhe | 1 | -1/+0 | |
2015-09-16 | general: Silence some warnings when using clang | Lioncash | 1 | -2/+2 | |
2015-09-11 | video_core: Reorganize headers | Lioncash | 7 | -18/+17 | |
2015-09-11 | video_core: Remove unnecessary includes from headers | Lioncash | 2 | -6/+3 | |
2015-09-10 | renderer_opengl: Remove unimplemented function declaration | Lioncash | 1 | -3/+0 | |
2015-09-10 | gl_rasterizer: Replace push_back calls with emplace_back in AddTriangle | Lioncash | 1 | -3/+3 | |
2015-09-03 | OpenGL: Use Sampler Objects to decouple sampler config from textures | Yuri Kunde Schlesner | 4 | -21/+76 | |
Fixes #978 | |||||
2015-09-03 | OpenGL: Remove ugly and endian-unsafe color pointer casts | Yuri Kunde Schlesner | 3 | -9/+9 | |
2015-09-03 | OpenGL: Add support for Sampler Objects to state tracker | Yuri Kunde Schlesner | 3 | -4/+42 | |
2015-08-30 | Replace the previous OpenGL loader with a glad-generated 3.3 one | Yuri Kunde Schlesner | 10 | -2810/+11 | |
The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES. | |||||
2015-08-28 | gl_rasterizer_cache: Detect and ignore unnecessary texture flushes. | bunnei | 3 | -8/+18 | |
2015-08-25 | Integrate the MicroProfile profiling library | Yuri Kunde Schlesner | 2 | -0/+15 | |
This brings goodies such as a configurable user interface and multi-threaded timeline view. | |||||
2015-08-24 | HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer. | Subv | 1 | -2/+9 | |
Reported here https://communities.intel.com/message/324464 | |||||
2015-08-21 | HWRasterizer: Implemented stencil ops 6 and 7. | Subv | 1 | -1/+3 | |
2015-08-21 | HWRasterizer: Implemented stencil op 1 (GL_ZERO) | Subv | 1 | -1/+1 | |
2015-08-20 | GLRasterizer: Implemented stencil testing in the hw renderer. | Subv | 4 | -2/+44 | |
2015-08-15 | Shader: Move shader code to its own subdirectory, "shader". | bunnei | 1 | -1/+1 | |
2015-08-15 | GPU: Refactor "VertexShader" namespace to "Shader". | bunnei | 2 | -8/+8 | |
- Also renames "vertex_shader.*" to "shader_interpreter.*" | |||||
2015-08-06 | OpenGL: Fix state tracking in situations with reused object handles | Yuri Kunde Schlesner | 4 | -0/+45 | |
If an OpenGL object is created, bound to a binding using the state tracker, and then destroyed, a newly created object can be assigned the same numeric handle by OpenGL. However, even though it is a new object, and thus needs to be bound to the binding again, the state tracker compared the current and previous handles and concluded that no change needed to be made, leading to failure to bind objects in certain cases. This manifested as broken text in VVVVVV, which this commit fixes along with similar texturing problems in other games. | |||||
2015-08-06 | OpenGL: Remove redundant texture.enable_2d field from OpenGLState | Yuri Kunde Schlesner | 4 | -26/+3 | |
All uses of this field where it's false can just set the texture id to 0 instead. | |||||
2015-07-28 | OpenGL: Add a profiler category measuring framebuffer readback | Yuri Kunde Schlesner | 1 | -0/+7 | |
2015-07-26 | OpenGL: Make OpenGL object resource wrappers fully inline | Yuri Kunde Schlesner | 2 | -142/+79 | |
The functions are so simple that having them separate only bloats the code and hinders optimization. | |||||
2015-07-23 | Rasterizer/GL: Set the border color when binding a texture. | Subv | 1 | -2/+9 | |
2015-07-22 | GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls | Yuri Kunde Schlesner | 1 | -8/+5 | |
In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit. | |||||
2015-07-21 | GPU: Added registers for min and mag texture filters and implemented them in the hw renderer. | Subv | 2 | -3/+29 | |
2015-07-19 | GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist. | Subv | 1 | -3/+7 | |
2015-07-13 | Add CiTrace recording support. | Tony Wasserka | 1 | -0/+6 | |
This is exposed in the GUI as a new "CiTrace Recording" widget. Playback is implemented by a standalone 3DS homebrew application (which only runs reliably within Citra currently; on an actual 3DS it will often crash still). | |||||
2015-07-09 | Added GL_CLAMP_TO_BORDER support | Lectem | 1 | -1/+1 | |
2015-06-28 | Core: Cleanup hw includes. | Emmanuel Gil Peyrot | 2 | -0/+2 | |
2015-06-28 | Core, VideoCore: Replace or fix exit() calls. | Emmanuel Gil Peyrot | 1 | -6/+9 | |
2015-06-28 | Common: Cleanup key_map includes. | Emmanuel Gil Peyrot | 2 | -3/+9 | |
2015-06-16 | VideoCore: Log the GL driver’s vendor and renderer. | Emmanuel Gil Peyrot | 1 | -0/+2 | |
2015-06-09 | Renderer formatting edits | tfarley | 2 | -26/+29 | |
2015-06-09 | Render-to-texture flush, interval math fix | tfarley | 1 | -1/+13 | |
2015-06-09 | Liberal texture unbind (clout menu) | tfarley | 2 | -4/+40 | |
2015-06-09 | Depth format fix (crush3d intro/black screens) | tfarley | 1 | -46/+46 | |
2015-06-09 | Implemented glColorMask | tfarley | 3 | -0/+24 | |
2015-05-31 | Pica: Use zero for the SecondaryFragmentColor source. | bunnei | 1 | -10/+14 | |
- This is a workaround until we support fragment lighting. | |||||
2015-05-31 | Pica: Implement LogicOp function. | bunnei | 5 | -0/+57 | |
2015-05-30 | Move video_core/color.h to common/color.h | archshift | 1 | -1/+2 | |
2015-05-30 | Move video_core/math.h to common/vector_math.h | archshift | 1 | -1/+1 | |
The file only contained vector manipulation code, and such widely-useable code doesn't belong in video_core. | |||||
2015-05-29 | Remove every trailing whitespace from the project (but externals). | Emmanuel Gil Peyrot | 5 | -12/+12 | |
2015-05-23 | gl_state: Remove unnecessary const specifier on Apply | Lioncash | 2 | -2/+2 | |
2015-05-23 | Pica: Create 'State' structure and move state memory there. | bunnei | 2 | -114/+132 | |
2015-05-23 | gl_state: Fix a condition typo in Apply | Lioncash | 1 | -1/+1 | |
2015-05-23 | OpenGL renderer | tfarley | 12 | -20/+2069 | |
2015-05-15 | Memmap: Re-organize memory function in two files | Yuri Kunde Schlesner | 1 | -1/+1 | |
memory.cpp/h contains definitions related to acessing memory and configuring the address space mem_map.cpp/h contains higher-level definitions related to configuring the address space accoording to the kernel and allocating memory. | |||||
2015-05-09 | Memory: Add GetPhysicalPointer helper function | Yuri Kunde Schlesner | 1 | -4/+4 | |
2015-05-07 | Common: Remove common.h | Yuri Kunde Schlesner | 1 | -0/+1 | |
2015-04-04 | Allow the user to set the background clear color during emulation | archshift | 1 | -1/+2 | |
The background color can be seen at the sides of the bottom screen or when the window is wider than normal. | |||||
2015-03-09 | Added LCD registers, and implementation for color filling in OGL code. | archshift | 2 | -11/+48 | |
2015-03-07 | Set framebuffer layout from EmuWindow. | bunnei | 1 | -39/+9 | |
2015-03-02 | Add profiling infrastructure and widget | Yuri Kunde Schlesner | 1 | -0/+12 | |
2015-02-15 | video_core: Implement the remaining framebuffer formats in the OpenGL renderer. | Emmanuel Gil Peyrot | 2 | -12/+67 | |
2015-02-11 | Asserts: break/crash program, fit to style guide; log.h->assert.h | archshift | 2 | -4/+4 | |
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft. | |||||
2015-01-14 | GSP: Update framebuffer info on all interrupts | Yuri Kunde Schlesner | 1 | -3/+1 | |
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games. | |||||
2015-01-08 | GSP: Toggle active framebuffer each frame | bunnei | 1 | -1/+4 | |
2014-12-21 | License change | purpasmart96 | 5 | -5/+5 | |
2014-12-20 | Clean up some warnings | Chin | 1 | -2/+2 | |
2014-12-13 | Convert old logging calls to new logging macros | Yuri Kunde Schlesner | 2 | -12/+24 | |
2014-12-03 | Change NULLs to nullptrs. | Rohit Nirmal | 1 | -5/+5 | |
2014-12-01 | Silence a few -Wsign-compare warnings. | Rohit Nirmal | 1 | -1/+1 | |
2014-11-30 | Fixed viewport error caused by rounding | vaguilar | 1 | -2/+2 | |
2014-11-19 | Remove tabs in all files except in skyeye imports and in generated GL code | Emmanuel Gil Peyrot | 1 | -1/+1 | |
2014-11-18 | OpenGL Renderer: Cleanup viewport extent calculation. | Tony Wasserka | 2 | -44/+29 | |
2014-11-18 | Fixup EmuWindow interface and implementations thereof. | Tony Wasserka | 1 | -3/+3 | |
2014-11-18 | Viewport scaling and display density independence | Kevin Hartman | 2 | -1/+50 | |
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly. | |||||
2014-10-26 | Add `override` keyword through the code. | Yuri Kunde Schlesner | 1 | -4/+4 | |
This was automated using `clang-modernize`. | |||||
2014-10-21 | Only check OpenGL shader log if size is >1. | Yuri Kunde Schlesner | 1 | -9/+6 | |
This prevents a crash when the buffer size returned by the driver is 0, in which case no space is allocated to store even the NULL byte and glGetShaderInfoLog errors out. Thanks to @Relys for the bug report. | |||||
2014-10-12 | Rework OpenGL renderer. | Yuri Kunde Schlesner | 3 | -233/+189 | |
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore. | |||||
2014-10-12 | OpenGL renderer: Shuffle initialization code around and rename functions. | Yuri Kunde Schlesner | 2 | -25/+18 | |
2014-10-12 | Remove virtual inheritance from RendererOpenGL | Yuri Kunde Schlesner | 1 | -2/+2 | |
Also make destructor virtual so that instances are properly destructed. | |||||
2014-09-09 | Moved common_types::Rect from common to Common namespace | archshift | 2 | -3/+3 | |
2014-09-07 | renderer_opengl.cpp: improved alignment for readability | archshift | 1 | -16/+16 | |
2014-09-01 | Replace GLEW with a glLoadGen loader. | Yuri Kunde Schlesner | 6 | -7/+2805 | |
This should fix the GL loading errors that occur in some drivers due to the use of deprecated functions by GLEW. Side benefits are more accurate auto-completion (deprecated function and symbols don't exist) and faster pointer loading (less entrypoints to load). In addition it removes an external library depency, simplifying the build system a bit and eliminating one set of binary libraries for Windows. | |||||
2014-08-28 | Downgrade GLSL version to 1.50 (compatible with GL 3.2) | Yuri Kunde Schlesner | 3 | -10/+15 | |
2014-08-26 | VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size. | bunnei | 2 | -4/+11 | |
2014-08-26 | Rewrite of OpenGL renderer, including OS X support | Kevin Hartman | 5 | -203/+315 | |
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads. Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk. | |||||
2014-08-12 | Pica/GPU: Change hardware registers to use physical addresses rather than virtual ones. | Tony Wasserka | 1 | -7/+7 | |
This cleans up the mess that address reading/writing had become and makes the code a *lot* more sensible. This adds a physical<->virtual address converter to mem_map.h. For further accuracy, we will want to properly extend this to support a wider range of address regions. For now, this makes simply homebrew applications work in a good manner though. | |||||
2014-08-12 | Remove the fancy RegisterSet class introduced in 4c2bff61e. | Tony Wasserka | 1 | -2/+2 | |
While it was some nice and fancy template usage, it ultimately had many practical issues regarding length of involved expressions under regular usage as well as common code completion tools not being able to handle the structures. Instead, we now use a more conventional approach which is a lot more clean to use. | |||||
2014-07-23 | Use uniform formatting when printing hexadecimal numbers. | Tony Wasserka | 1 | -1/+1 | |
2014-07-23 | RegisterSet: Simplify code by using structs for register definition instead of unions. | Tony Wasserka | 1 | -9/+9 | |
2014-07-23 | GPU: Make use of RegisterSet. | Tony Wasserka | 1 | -26/+28 | |
2014-07-23 | Renderer: Fix component order in bottom framebuffer. | Tony Wasserka | 2 | -5/+4 | |
2014-07-23 | Renderer: Respect the active_fb GPU register. | Tony Wasserka | 1 | -2/+9 | |
2014-07-23 | Renderer: Add a few TODOs. | Tony Wasserka | 1 | -3/+10 | |
2014-06-12 | Rename LCD to GPU. | Tony Wasserka | 1 | -3/+3 | |
2014-05-20 | common_types: Changed BasicRect back to Rect, in the common namespace | archshift | 2 | -3/+3 | |
Only Rect is in the namespace for now; the rest of common should be added in the future | |||||
2014-05-08 | Update FlipFramebuffer | Sethpaien | 1 | -7/+6 | |
Less calculations + fix | |||||
2014-05-01 | Reverse debugging changes | archshift | 1 | -2/+0 | |
2014-05-01 | TGA dumps work, courtesy of @bunnei | archshift | 1 | -0/+2 | |
2014-04-28 | Xcode complains that the class name is redundant. | archshift | 1 | -1/+1 | |
2014-04-28 | Rect to BasicRect | archshift | 2 | -3/+3 | |
Somewhere along the line an OSX header had already taken the name Rect. | |||||
2014-04-28 | removed DISALLOW_COPY_AND_ASSIGN in favor of NonCopyable class | bunnei | 1 | -1/+0 | |
2014-04-27 | fixed renderer to use correct framebuffer location | bunnei | 2 | -8/+7 | |
2014-04-22 | fixed GL context acquire (applies to Qt GUI only) | bunnei | 1 | -0/+2 | |
2014-04-18 | renamed hw_lcd module to just lcd | bunnei | 1 | -1/+1 | |
2014-04-17 | fixed framebuffer color order | bunnei | 1 | -1/+1 | |
2014-04-17 | removed hard-coded framebuffer addresses from renderer_opengl.cpp | bunnei | 1 | -2/+4 | |
2014-04-09 | fixed project includes to use new directory structure | bunnei | 2 | -6/+7 | |
2014-04-09 | got rid of 'src' folders in each sub-project | bunnei | 2 | -0/+370 | |