Commit graph

3498 commits

Author SHA1 Message Date
ReinUsesLisp
36651f215a
maxwell_3d: Add tessellation tess level registers 2019-12-06 22:08:22 -03:00
ReinUsesLisp
707bf41c6f
maxwell_3d: Add tessellation mode register 2019-12-06 22:07:31 -03:00
ReinUsesLisp
d2b50c5ebd
maxwell_3d: Add patch vertices register 2019-12-06 22:06:53 -03:00
ReinUsesLisp
74f515e8b6
shader_bytecode: Remove corrupted character 2019-12-06 20:31:56 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
bunnei
3c1b6b5723
Merge pull request #2987 from FernandoS27/texture-invalid
Texture_Cache: Redo invalid Surfaces handling.
2019-12-02 12:07:05 -05:00
bunnei
930b7c18a6
Merge pull request #3184 from ReinUsesLisp/framebuffer-cache
gl_framebuffer_cache: Optimize framebuffer cache management
2019-11-30 18:46:40 -05:00
ReinUsesLisp
ff64c3951a
texture_cache/surface_base: Fix out of bounds texture views
Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.

Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
2019-11-29 16:51:14 -03:00
ReinUsesLisp
fb6cf12a17
gl_framebuffer_cache: Optimize framebuffer key
Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
2019-11-28 23:02:20 -03:00
ReinUsesLisp
c34da106ed
gl_rasterizer: Re-enable framebuffer cache for clear buffers 2019-11-28 23:02:20 -03:00
bunnei
e3ee017e91
Merge pull request #3169 from lioncash/memory
core/memory: Deglobalize memory management code
2019-11-28 11:43:17 -05:00
Rodrigo Locatti
913d0bb269
Merge pull request #3174 from lioncash/optional
video_core/gpu_thread: Tidy up SwapBuffers()
2019-11-27 20:35:31 -03:00
Lioncash
aed6d8bef5 video_core/gpu_thread: Tidy up SwapBuffers()
We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
2019-11-27 17:46:11 -05:00
Lioncash
9403979c22 video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash
930e311526 video_core/const_buffer_locker: Remove unused includes 2019-11-27 05:51:13 -05:00
Lioncash
9341ca7979 video_core/const_buffer_locker: Remove #pragma once from cpp file
Silences a compiler warning.
2019-11-27 05:50:51 -05:00
Lioncash
849581075a core/memory: Migrate over RasterizerMarkRegionCached() to the Memory class
This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
2019-11-26 21:55:38 -05:00
Lioncash
3f08e8d8d4 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
536fc7f0ea core: Prepare various classes for memory read/write migration
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.

Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
2019-11-26 21:55:37 -05:00
bunnei
6df6caaf5f
Merge pull request #3143 from ReinUsesLisp/indexing-bug
gl_device: Deduce indexing bug from device instead of heuristic
2019-11-26 21:53:12 -05:00
ReinUsesLisp
ef4446cb11
gl_shader_decompiler: Fix casts from fp32 to f16
Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25 22:22:33 -03:00
ReinUsesLisp
410d44ce05
gl_device: Deduce indexing bug from device instead of heuristic
The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
2019-11-25 16:15:22 -03:00
bunnei
2899c93818
Merge pull request #3158 from ReinUsesLisp/srgb-blit
gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei
33a6b45a6c
Merge pull request #3155 from bunnei/fix-asynch-gpu-wait
gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-24 20:19:25 -05:00
bunnei
b03242067d
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
74fff717aa
gl_texture_cache: Apply sRGB on blits
glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
2019-11-24 18:13:33 -03:00
bunnei
b7031b2b9d
Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg
maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24 13:53:23 -05:00
bunnei
e81e0036b4
Merge pull request #3145 from ReinUsesLisp/buffer-cache-init
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-24 02:55:02 -05:00
bunnei
9ec84fc592 gpu_thread: Don't spin wait if there are no GPU commands. 2019-11-23 15:17:28 -05:00
bunnei
4ed183ee42
Merge pull request #3141 from ReinUsesLisp/gl-position
gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
ReinUsesLisp
dc2e83fa31
gl_device: Reserve base bindings on limited devices
SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
e3d7334be9
gl_state: Skip null texture binds
glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
919ac2c4d3
gl_rasterizer: Disable compute shaders on Intel
Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
894ad74b87
gl_shader_cache: Hack shared memory size
The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
e35b9597ef
gl_shader_decompiler: Normalize image bindings 2019-11-22 21:28:49 -03:00
ReinUsesLisp
36d9b409fc
gl_shader_decompiler: Normalize cbuf bindings
Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
f936b86c7c
gl_rasterizer: Add missing cbuf counter reset on compute 2019-11-22 21:28:49 -03:00
ReinUsesLisp
180417c514
gl_shader_cache: Remove dynamic BaseBinding specialization 2019-11-22 21:28:49 -03:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
0f23359a44
gl_rasterizer: Bind graphics images to draw commands
Images were not being bound to draw invocations because these would
require a cache invalidation.
2019-11-22 21:28:48 -03:00
ReinUsesLisp
287ae2b9e8
gl_shader_cache: Specialize local memory size for compute shaders
Local memory size in compute shaders was stubbed with an arbitary size.
This commit specializes local memory size from guest GPU parameters.
2019-11-22 21:28:48 -03:00
ReinUsesLisp
dbeb523879
gl_shader_cache: Specialize shared memory size
Shared memory was being declared with an undefined size. Specialize from
guest GPU parameters the compute shader's shared memory size.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
4f5d8e4342
gl_shader_cache: Specialize shader workgroup
Drop the usage of ARB_compute_variable_group_size and specialize compute
shaders instead. This permits compute to run on AMD and Intel
proprietary drivers.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp
32c1bc6a67
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
73aaf365e7
buffer_cache: Remove brace initialized for objects with default constructor 2019-11-20 16:00:40 -03:00
Fernando Sahmkow
cc81c0ce64 Texture_Cache: Redo invalid Surfaces handling.
This commit aims to redo the full setup of invalid textures and
guarantee correct behavior across backends in the case of finding one by
using black dummy textures that match the target of the expected
texture.
2019-11-20 14:59:35 -04:00
ReinUsesLisp
24f4198cee
shader/other: Reduce DEPBAR log severity
While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
ReinUsesLisp
bc10714dcf
gl_shader_gen: Apply default value to gl_Position
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.
2019-11-19 20:32:01 -03:00
bunnei
b0819e2ffb
Merge pull request #3086 from ReinUsesLisp/format-lookups
texture_cache: Use a flat table instead of switch for texture format lookups
2019-11-19 18:29:17 -05:00