Commit graph

4555 commits

Author SHA1 Message Date
Fernando Sahmkow
b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow
96bb961a64 BufferCache: Refactor async managing. 2020-04-22 11:36:15 -04:00
Fernando Sahmkow
b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow
4adfc9bb08 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
Fernando Sahmkow
a081a7c855 GPU: Fix rebase errors. 2020-04-22 11:36:13 -04:00
Fernando Sahmkow
e84eb64e51 Rasterizer: Disable fence managing in synchronous gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
165ae823f5 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
57fdbd9b89 FenceManager: Implement should wait. 2020-04-22 11:36:11 -04:00
Fernando Sahmkow
1f345ebe3a GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
ed7e965712 TextureCache: Flush linear textures after finishing rendering. 2020-04-22 11:36:09 -04:00
Fernando Sahmkow
339d0d9d6c GPU: Delay Fences. 2020-04-22 11:36:08 -04:00
Fernando Sahmkow
8b1eb44b3e BufferCache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:07 -04:00
Fernando Sahmkow
da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow
a60a22d9c2 Texture Cache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:05 -04:00
Fernando Sahmkow
084ceb925a UI: Replasce accurate GPU option for GPU Accuracy Level 2020-04-22 11:36:04 -04:00
ReinUsesLisp
6f47bd9641 vk_memory_manager: Remove unified memory model flag
All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.

This fixes a crash when trying to map to host device local memory on
integrated devices.
2020-04-21 22:06:38 -03:00
bunnei
d64290884a
Merge pull request #3714 from lioncash/copies
gl_shader_decompiler: Avoid copies where applicable
2020-04-21 20:16:02 -04:00
ReinUsesLisp
488ed8bd02 vk_rasterizer: Add lazy default buffer maker and use it for empty buffers
Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.

Use this for disabled vertex and uniform buffers.

While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
2020-04-21 19:55:52 -03:00
ReinUsesLisp
0bbae63300 gl_rasterizer: Fix buffers without size
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.

1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
2020-04-21 19:55:44 -03:00
Rodrigo Locatti
f293b15611
Merge pull request #3718 from ReinUsesLisp/better-pipeline-state
fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
2020-04-21 18:17:58 -03:00
bunnei
9bf3abcb63
Merge pull request #3698 from lioncash/warning
General: Resolve minor assorted warnings
2020-04-21 14:11:18 -04:00
bunnei
d3e0cefa60
Merge pull request #3695 from ReinUsesLisp/default-attributes
maxwell_3d: Initialize format attributes constant as one
2020-04-20 21:40:18 -04:00
ReinUsesLisp
8734ccb0cb shader/arithmetic_integer: Fix LEA_IMM encoding
The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that
using nxas as reference:

8dbc389957/table.h (L122)
2020-04-20 21:54:59 -03:00
Mat M
cb5b8ca886
Merge pull request #3733 from ambasta/patch-2
Initialize quad_indexed_pass before uint8_pass
2020-04-20 20:36:46 -04:00
Fernando Sahmkow
ec2f8f4272
Merge pull request #3700 from ReinUsesLisp/stream-buffer-sizes
vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
2020-04-20 09:37:42 -04:00
Amit Prakash Ambasta
5324b1d01e
Initialize quad_indexed_pass before uint8_pass
Fixes Werror=reorder in gcc
2020-04-20 04:53:52 +05:30
Rodrigo Locatti
4932010c6f
Merge pull request #3729 from lioncash/globals
dma_pusher: Remove reliance on the global system instance
2020-04-19 19:12:40 -03:00
bunnei
85c17a2c35
Merge pull request #3694 from ReinUsesLisp/indexed-quads
vk_compute_pass: Implement indexed quads
2020-04-19 16:52:40 -04:00
Lioncash
44e959157b dma_pusher: Remove reliance on the global system instance
With this, the video core is now has no calls to the global system
instance at all.
2020-04-19 16:12:08 -04:00
bunnei
2ea7a70da0
Merge pull request #3686 from lioncash/table
texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
2020-04-19 15:33:33 -04:00
bunnei
73db83c0ab
Merge pull request #3679 from lioncash/track
track: Eliminate redundant copies
2020-04-19 01:22:47 -04:00
Jan Beich
afcc84a172 renderer_vulkan: assume X11 if not Windows/macOS after bf1d66b7c0
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform
Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
2020-04-19 00:32:23 +00:00
ReinUsesLisp
c81bf06d03 vulkan/wrapper: Sort physical devices
Sort discrete GPUs over the rest, Nvidia over AMD, AMD over Intel, Intel
over the rest. This gives us a somewhat consistent order when Optimus
is removed (renderdoc does this when it's attached).

This can break the configuration of users with an Intel GPU that
manually remove Optimus on yuzu. That said, it's a very unlikely to
happen.
2020-04-18 21:31:15 -03:00
ReinUsesLisp
d62f57cf5a fixed_pipeline_state: Hash and compare the whole structure
Pad FixedPipelineState's size to 384 bytes to be a multiple of 16.

Compare the whole struct with std::memcmp and hash with CityHash. Using
CityHash instead of a naive hash should reduce the number of collisions.
Improve used type traits to ensure this operation is safe.

With these changes the improvements to the hashable pipeline state are:

Optimized structure
Hash:            89 ns
Comparison:     103 ns
Construction*:  164 ns
Struct size:    384 bytes

Original structure
Hash:           148 ns
Equal:          174 ns
Construction*:  281 ns
Size:          1384 bytes

* Attribute state initialization is not measured

These measures are averages taken with std::chrono::high_accuracy_clock
on MSVC shipped on Visual Studio 16.6.0 Preview 2.1.
2020-04-18 19:57:26 -03:00
ReinUsesLisp
b571c92dfd fixed_pipeline_state: Pack blending state
Reduce FixedPipelineState's size to 364 bytes.
2020-04-18 19:23:35 -03:00
ReinUsesLisp
548dd27f45 fixed_pipeline_state: Pack rasterizer state
Reduce FixedPipelineState's size to 600 bytes.
2020-04-18 19:22:57 -03:00
ReinUsesLisp
7790144a55 fixed_pipeline_state: Pack depth stencil state
Reduce FixedPipelineState's size to 632 bytes.
2020-04-18 19:22:11 -03:00
ReinUsesLisp
ab6704f20c fixed_pipeline_state: Pack attribute state
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -03:00
Mat M
5305806071
Merge pull request #3716 from bunnei/fix-another-impl-fallthrough
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:17:52 -04:00
bunnei
03726fb7f5 video_core: gl_shader_decompiler: Fix implicit fallthrough errors. 2020-04-18 15:15:21 -04:00
Lioncash
bf328ed35a gl_shader_decompiler: Avoid copies where applicable
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 20:48:52 -04:00
Markus Wick
07fbef1776 video_code: Fix implicit switch fallthrough.
Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00
ReinUsesLisp
a7b6bd56d7 vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
Nvidia recently introduced a new memory type for data streaming
(awesome!), but yuzu was assuming that all heaps had enough memory
for the assumed stream buffer size (256 MiB).

This worked fine on AMD but Nvidia's new memory heap was smaller than
256 MiB. This commit changes this assumption and allocates a bit less
than the size of the preferred heap, with a maximum of 256 MiB (to avoid
allocating all system memory on integrated devices).

- Fixes a crash on NVIDIA 450.82.0.0
2020-04-17 18:12:48 -03:00
Rodrigo Locatti
990c0b184f
Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" 2020-04-17 17:41:48 -03:00
bunnei
b8f5c71f2d
Merge pull request #3666 from bunnei/new-vmm
Implement a new virtual memory manager
2020-04-17 16:33:08 -04:00
bunnei
ca3af2961c
Merge pull request #3682 from lioncash/uam
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-17 01:24:08 -04:00
bunnei
32fc2aae3c video_core: memory_manager: Updates for Common::PageTable changes. 2020-04-17 00:59:34 -04:00
bunnei
4caff51710 core: memory: Move to Core::Memory namespace.
- helpful to disambiguate Kernel::Memory namespace.
2020-04-17 00:59:28 -04:00
Lioncash
e2d8be1ca2 General: Resolve warnings related to missing declarations 2020-04-16 23:43:34 -04:00
Lioncash
678ac54749 decode/memory: Resolve unused variable warning
Only the first element of the returned pair is ever used.
2020-04-16 22:45:44 -04:00
Lioncash
d159643fd7 decode/texture: Resolve unused variable warnings.
Some variables aren't used, so we can remove these.

Unfortunately, diagnostics are still reported on structured bindings
even when annotated with [[maybe_unused]], so we need to unpack the
elements that we want to use manually.
2020-04-16 22:45:41 -04:00
Lioncash
f522abd8ab decode/texture: Collapse loop down into std::generate
Same behavior, less code.
2020-04-16 22:29:07 -04:00
Lioncash
7e2d60de26 decode/texture: Eliminate trivial missing field initializer warnings
We can just specify the initializers.
2020-04-16 22:27:21 -04:00
bunnei
79c1269f0f
Merge pull request #3673 from lioncash/extra
CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
ReinUsesLisp
238c6016f9 maxwell_3d: Initialize format attributes constant as one
nouveau expects this to be true but it doesn't set it.
2020-04-16 21:15:07 -03:00
ReinUsesLisp
c961770900 vk_compute_pass: Implement indexed quads
Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.

The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.

- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
2020-04-16 21:12:32 -03:00
Fernando Sahmkow
c81f256111
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp
090fd3fefa buffer_cache: Return handles instead of pointer to handles
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 02:33:34 -03:00
Rodrigo Locatti
a5a2ee8766
Merge pull request #3689 from lioncash/unused-var
decode/shift: Remove unused variable within Shift()
2020-04-16 02:05:54 -03:00
Rodrigo Locatti
d196ce0f71
Merge pull request #3688 from lioncash/nequal
surface_view: Add missing operator!= to ViewParams
2020-04-16 01:39:51 -03:00
Rodrigo Locatti
4209dba1f6
Merge pull request #3680 from lioncash/static
gl_device: Mark stage_swizzle as constexpr
2020-04-16 01:26:23 -03:00
Rodrigo Locatti
60e8de7c95
Merge pull request #3687 from lioncash/constness
surface_base: Make IsInside() a const member function
2020-04-16 01:22:50 -03:00
Rodrigo Locatti
612966399b
Merge pull request #3685 from lioncash/copies
control_flow: Make use of std::move in TryInspectAddress()
2020-04-16 01:22:40 -03:00
Lioncash
cd2a12e78f decode/shift: Remove unused variable within Shift()
Removes a redundant variable that is already satisfied by the IsFull()
utility function.
2020-04-16 00:16:06 -04:00
Lioncash
5fbe8785d2 surface_view: Add missing operator!= to ViewParams
Provides logical symmetry to the interface.
2020-04-16 00:03:12 -04:00
Lioncash
d551c910bb surface_base: Make IsInside() a const member function
This doesn't modify internal state, so this can be made const.
2020-04-15 23:59:35 -04:00
bunnei
319df1db77
Merge pull request #3683 from lioncash/docs
video_core: Amend doxygen comment references
2020-04-15 23:54:58 -04:00
Lioncash
636c8ab85b texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
Previously these were all using the red component to derive the indices,
which is definitely not intentional.
2020-04-15 23:50:46 -04:00
Lioncash
72a224d3fc control_flow: Make use of std::move in TryInspectAddress()
Eliminates redundant atomic reference count increments and decrements.
2020-04-15 23:31:22 -04:00
Lioncash
11837e8f13 video_core: Amend doxygen comment references
Fixes broken documentation references.
2020-04-15 22:33:29 -04:00
Lioncash
3a60f19eaf gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
Avoids potential invalid junk data from being read.
2020-04-15 22:20:06 -04:00
Lioncash
71fb156611 gl_device: Mark stage_swizzle as constexpr
Previously this was mutable even though it shouldn't be.
2020-04-15 21:59:13 -04:00
Lioncash
e15ec2705c track: Eliminate redundant copies
Two variables can be references, while two others can be std::moved.
Makes for 4 less atomic reference count increments and decrements.
2020-04-15 21:50:09 -04:00
Lioncash
1c340c6efa CMakeLists: Specify -Wextra on linux builds
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 21:33:46 -04:00
Rodrigo Locatti
65cbb122ea
Merge pull request #3649 from FernandoS27/3d-fix
Texture Cache: Read current data when flushing a 3D segment.
2020-04-15 17:06:55 -03:00
Fernando Sahmkow
e33196d4e7
Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Lioncash
213fff67bc CMakeLists: Make -Wreorder a compile-time error
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 14:14:41 -04:00
Mat M
64b5985f0a
Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Fernando Sahmkow
6789d88a9c Texture Cache: Read current data when flushing a 3D segment.
This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
2020-04-15 11:46:17 -04:00
Mat M
9208d555b7
Merge pull request #3668 from ReinUsesLisp/vtx-format-16ui
maxwell_to_vk: Add uint16 vertex formats
2020-04-15 11:43:52 -04:00
Mat M
ab72696beb
Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15 03:17:46 -04:00
Mat M
4878d6bb49
Merge pull request #3654 from ReinUsesLisp/fix-fb-attach
gl_texture_cache: Fix layered texture attachment base level
2020-04-15 03:17:18 -04:00
Mat M
50c0a92db8
Merge pull request #3663 from ReinUsesLisp/fcmp-rc
shader/arithmetic: Add FCMP_CR variant
2020-04-15 03:16:56 -04:00
Mat M
13331a3a32
Merge pull request #3664 from ReinUsesLisp/fe3h-black-squares
Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
2020-04-15 03:14:28 -04:00
ReinUsesLisp
3036067047 maxwell_to_vk: Add uint16 vertex formats 2020-04-15 04:06:30 -03:00
ReinUsesLisp
b4e43c64c8 maxwell_to_vk: Add missing breaks
Avoid invalid fallbacks.
2020-04-15 04:05:33 -03:00
ReinUsesLisp
0ca456830f vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfo
When the dynamic state is specified, pViewports and pScissors are
ignored, quoting the specification:

  pViewports is a pointer to an array of VkViewport structures, defining
  the viewport transforms. If the viewport state is dynamic, this member
  is ignored.

That said, AMD's proprietary driver itself seem to read it regardless of
what the specification says.
2020-04-15 03:30:08 -03:00
Rodrigo Locatti
0b132e8cc1
Merge pull request #3657 from ReinUsesLisp/viewport-zero
vk_rasterizer: Default to 1 viewports with a size of 0
2020-04-15 01:51:17 -03:00
Fernando Sahmkow
daddbeffd1
Texture Cache: Only do buffer copies on accurate GPU. (#3634)
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
2020-04-14 23:21:00 -04:00
ReinUsesLisp
fd6371eba7 Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit 05cf270836.

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 21:24:33 -03:00
ReinUsesLisp
fefe7f18f9 shader/arithmetic: Add FCMP_CR variant
Adds another variant of FCMP.
2020-04-14 19:11:04 -03:00
ReinUsesLisp
6dfcabc800 gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp
37e5c4fa7c vk_rasterizer: Default to 1 viewports with a size of 0
Silence validation layer errors.
2020-04-14 04:44:34 -03:00
ReinUsesLisp
453d7419d9 gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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.
2020-04-14 01:34:20 -03:00
ReinUsesLisp
0e232cfdc1 renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.

Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.

The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.

To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.

It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
2020-04-14 00:39:21 -03:00
ReinUsesLisp
21dc842171 gl_texture_cache: Fix layered texture attachment base level
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 18:24:56 -03:00
ReinUsesLisp
6cfe2a7246 renderer_vulkan: Remove Nvidia checkpoints 2020-04-13 17:33:59 -03:00
ReinUsesLisp
16105c6a66 renderer_vulkan: Catch device losses in more places 2020-04-13 17:33:59 -03:00
Rodrigo Locatti
7e4a132a77
Merge pull request #3636 from ReinUsesLisp/drop-vk-hpp
renderer_vulkan: Drop Vulkan-Hpp
2020-04-13 17:08:04 -03:00
Mat M
fbf13d3f48
Merge pull request #3651 from ReinUsesLisp/line-widths
gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M
08266d70ba
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
c4001225f6
Merge pull request #3631 from ReinUsesLisp/more-astc
texture/astc: More small ASTC optimizations
2020-04-13 10:17:32 -04:00
Mat M
7b62212461
Merge pull request #3619 from ReinUsesLisp/i2i
shader/conversion: Implement I2I sign extension, saturation and selection
2020-04-13 10:17:07 -04:00
Mat M
3351e1e94f
Merge pull request #3627 from ReinUsesLisp/layered-view
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
Mat M
d37d899431
Merge pull request #3646 from ReinUsesLisp/fix-glsl-turing
gl_shader_decompiler: Improve generated code in HMergeH*
2020-04-13 10:15:12 -04:00
Mat M
47036859eb
Merge pull request #3633 from ReinUsesLisp/clean-texdec
shader/texture: Remove type mismatches management from shader decoder
2020-04-13 10:13:05 -04:00
ReinUsesLisp
76615b9f34 gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
ReinUsesLisp
05cf270836 gl_shader_decompiler: Implement merges with bitfieldInsert
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 22:39:59 -03:00
Fernando Sahmkow
3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp
75eb953575 gl_shader_decompiler: Improve generated code in HMergeH*
Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp
76f178ba6e shader/video: Partially implement VMNMX
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.

VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.

This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp
a7baf6fee4 video_core: Add MSAA registers in 3D engine and TIC
This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
ReinUsesLisp
94b0e2e5da texture_cache: Remove preserve_contents
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.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
2905142f47 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
bunnei
51c6688e21
Merge pull request #3594 from ReinUsesLisp/vk-instance
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
ReinUsesLisp
a87b16da9a shader/texture: Remove type mismatches management from shader decoder
Since commit e22816a5bb we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.

Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow
7182ef31c9
Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
ReinUsesLisp
6bf5d2b011 astc: Hard code bit depth changes to 8 and use fast replicate 2020-04-09 18:37:12 -03:00
Rodrigo Locatti
36f607217f
Merge pull request #3610 from FernandoS27/gpu-caches
Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
ReinUsesLisp
bd2c1ab8a0 astc: Use boost's static_vector to avoid heap allocations 2020-04-09 05:27:57 -03:00
ReinUsesLisp
5de130beea astc: Implement a fast precompiled alternative for Replicate 2020-04-09 03:58:25 -03:00
ReinUsesLisp
6b4d4473be astc: Move Replicate to a constexpr LUT when possible 2020-04-09 03:35:07 -03:00
ReinUsesLisp
d22a689250 astc: Make InputBitStream constexpr 2020-04-09 02:54:05 -03:00
ReinUsesLisp
0efc230381 astc: OutputBitStream style changes and make it constexpr 2020-04-09 02:37:51 -03:00
bunnei
b96fd0bd0e
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp
6c8f9f40d7 gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
7cd6daf115 VkRasterizer: Eliminate Legacy code. 2020-04-08 18:59:09 -04:00
Fernando Sahmkow
1c18dc6577 Memory: Correct GCC errors. 2020-04-08 18:09:16 -04:00
Fernando Sahmkow
913f42a3a7 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow
e00d992848 GPUMemoryManager: Improve safety of memory reads. 2020-04-08 12:08:06 -04:00
ReinUsesLisp
a209d464f9 video_core/textures: Move GetMaxAnisotropy to cpp file 2020-04-07 20:47:31 -03:00
ReinUsesLisp
d7db088180 video_core/texture: Use a LUT to convert sRGB texture borders
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62

that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)

Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.

This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.

While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
bunnei
f316911248
Merge pull request #3599 from ReinUsesLisp/revert-3499
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
ReinUsesLisp
bf1d66b7c0 yuzu: Drop SDL2 and Qt frontend Vulkan requirements
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti
487f9ba525
Merge pull request #3489 from namkazt/patch-2
shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
Nguyen Dac Nam
935648ffa9
address nit. 2020-04-07 18:29:30 +07:00
ReinUsesLisp
bc1b4b85b0 renderer_vulkan: Query device names from the backend 2020-04-07 02:23:23 -03:00
ReinUsesLisp
da706cad25 shader/conversion: Implement I2I sign extension, saturation and selection
Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.

It doesn't implement CC yet.
2020-04-07 02:19:44 -03:00
Nguyen Dac Nam
bf1174c114
Apply suggestions from code review
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow
f9d5718c4b Clang Format. 2020-04-06 09:23:08 -04:00
Fernando Sahmkow
ea535d9470 Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3dd5c07454 Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
7fcd0fee6d Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00
Fernando Sahmkow
6ee316cb8f Texture Cache: Use vAddr instead of physical memory for caching. 2020-04-06 09:23:05 -04:00
Fernando Sahmkow
9c0f40a1f5 GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
Fernando Sahmkow
588a20be3f
Merge pull request #3513 from ReinUsesLisp/native-astc
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy
2c98e14d13 shader_decode: SULD.D using std::pair instead of out parameter 2020-04-06 13:46:55 +07:00
namkazy
9efa51311f shader_decode: SULD.D avoid duplicate code block. 2020-04-06 13:34:06 +07:00
namkazy
7f5696513f shader_decode: SULD.D fix conversion error. 2020-04-06 13:26:58 +07:00
namkazy
2906372ba1 shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. 2020-04-06 13:09:19 +07:00
ReinUsesLisp
3185245845 shader/memory: Implement RED.E.ADD
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.
2020-04-06 02:24:47 -03:00
ReinUsesLisp
fd0a2b5151 shader/memory: Add "using std::move" 2020-04-06 02:18:14 -03:00
ReinUsesLisp
79970c9174 shader/memory: Minor fixes in ATOM 2020-04-06 00:54:22 -03:00
Fernando Sahmkow
69277de29d
Merge pull request #3592 from ReinUsesLisp/ipa
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
2020-04-05 19:29:40 -04:00
Fernando Sahmkow
1633fbf99a
Merge pull request #3589 from ReinUsesLisp/fix-clears
gl_rasterizer: Mark cleared textures as dirty
2020-04-05 19:29:26 -04:00
namkazy
730f9b55b3 silent warning (conversion error) 2020-04-05 16:02:07 +07:00
namkazy
9f6ebccf06 shader_decode: SULD.D -> SINT actually same as UNORM. 2020-04-05 15:18:42 +07:00
namkazy
6f2b7087c2 shader_decode: SULD.D fix decode SNORM component 2020-04-05 14:46:43 +07:00
namkazy
69657ff19c clang-format 2020-04-05 12:57:50 +07:00
namkazy
24cc64c5b3 shader_decode: get sampler descriptor from registry. 2020-04-05 12:54:48 +07:00
namkazy
acd3f0ab37 tweaking. 2020-04-05 10:31:32 +07:00
Nguyen Dac Nam
8370188b3c clang-format 2020-04-05 10:31:31 +07:00
namkazy
3e3afa9be6 cleanup unuse params 2020-04-05 10:31:31 +07:00
namkazy
5cd5857000 cleanup debug code. 2020-04-05 10:31:30 +07:00
namkazy
658112783d reimplement get component type, uncomment mistaken code 2020-04-05 10:31:30 +07:00
namkazy
3ad06e9b2b remove disable optimize 2020-04-05 10:31:30 +07:00
namkazy
f24c2e1103 [wip] reimplement SULD.D 2020-04-05 10:31:29 +07:00
namkazy
58bcb86af5 add shader stage when init shader ir 2020-04-05 10:31:29 +07:00
Nguyen Dac Nam
2cefdd92bd clang-fix 2020-04-05 10:31:28 +07:00
Nguyen Dac Nam
1f3d142875 shader: image - import PredCondition 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
08db60392d shader: SULD.D bits32 implement more complexer method. 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam
ed1d8beb13 shader: SULD.D import StoreType 2020-04-05 10:31:26 +07:00
Nguyen Dac Nam
6d235b8631 shader: implement SULD.D bits32 2020-04-05 10:31:26 +07:00
ReinUsesLisp
60106531b4 shader/other: Add error message for some S2R registers 2020-04-04 03:46:07 -03:00
ReinUsesLisp
8b719e9e1d shader_bytecode: Rename MOV_SYS to S2R 2020-04-04 03:37:51 -03:00
ReinUsesLisp
9d15feb892 shader_bytecode: Add encoding for BAR 2020-04-04 03:36:21 -03:00
ReinUsesLisp
16ae98dbb3 shader_ir: Add error message for EXIT.FCSM_TR 2020-04-04 03:34:08 -03:00
ReinUsesLisp
c02a2dc24a shader_bytecode: Add encoding for VOTE.VTG 2020-04-04 03:28:11 -03:00
ReinUsesLisp
80c4fee4ec Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
This reverts commit 41905ee467, reversing
changes made to 35145bd529.

It causes regressions in several games.
2020-04-04 00:02:26 -03:00
ReinUsesLisp
e1bd89e1c2 shader/memory: Silence no return value warning
Silences a warning about control paths not all returning a value.
2020-04-02 03:34:27 -03:00
Rodrigo Locatti
825a6e2615
Merge pull request #3552 from jroweboy/single-context
Refactor Context management (Fixes renderdoc on opengl issues)
2020-04-02 01:38:25 -03:00
ReinUsesLisp
2339fe199f shader_decompiler: Remove FragCoord.w hack and change IPA implementation
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 21:48:55 -03:00
ReinUsesLisp
dd1232755b gl_texture_cache: Fix software ASTC fallback 2020-04-01 01:44:15 -03:00
ReinUsesLisp
2f0da10dc3 vk_device: Add missing ASTC queries 2020-04-01 01:14:04 -03:00
ReinUsesLisp
b6571ca9f0 video_core: Use native ASTC when available 2020-04-01 01:14:04 -03:00
ReinUsesLisp
16270dcfe4 gl_device: Detect if ASTC is reported and expose it 2020-04-01 01:14:04 -03:00
Rodrigo Locatti
baf91c920c
Merge pull request #3591 from ReinUsesLisp/vk-wrapper-part2
renderer_vulkan/wrapper: Add a Vulkan wrapper (part 2 of 2)
2020-03-31 22:14:26 -03:00
ReinUsesLisp
f22f6b72c3 renderer_vulkan/wrapper: Add vkEnumerateInstanceExtensionProperties wrapper 2020-03-31 21:32:08 -03:00
ReinUsesLisp
27dd542c60 renderer_vulkan/wrapper: Add command buffer handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp
5c90d060d8 renderer_vulkan/wrapper: Add physical device handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp
0eb37de98f renderer_vulkan/wrapper: Add device handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp
11774308d3 renderer_vulkan/wrapper: Add swapchain handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp
7fe52ef77f renderer_vulkan/wrapper: Add fence handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp
3a63ae0658 renderer_vulkan/wrapper: Add device memory handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp
397f53dea1 renderer_vulkan/wrapper: Add pool handles 2020-03-31 21:32:07 -03:00
ReinUsesLisp
affee77b70 renderer_vulkan/wrapper: Add buffer and image handles 2020-03-31 21:32:07 -03:00
ReinUsesLisp
d85ca0ab33 renderer_vulkan/wrapper: Add queue handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp
151ddcf419 renderer_vulkan/wrapper: Add instance handle 2020-03-31 21:32:07 -03:00
Fernando Sahmkow
b03c0536ce
Merge pull request #3561 from ReinUsesLisp/f2f-conversion
shader/conversion: Fix F2F rounding operations with different sizes
2020-03-31 14:45:02 -04:00
Fernando Sahmkow
5b95a01463
Merge pull request #3577 from ReinUsesLisp/lea
shader/lea: Fix LEA implementation
2020-03-31 14:36:07 -04:00
ReinUsesLisp
1c5e2b60a7 gl_rasterizer: Mark cleared textures as dirty
Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
2020-03-31 05:51:56 -03:00
Rodrigo Locatti
c19425ed69
Merge pull request #3506 from namkazt/patch-9
shader_decode: Implement partial ATOM/ATOMS instr
2020-03-31 00:56:28 -03:00
Nguyen Dac Nam
238c35b2c9
clang-format 2020-03-31 08:08:06 +07:00
Nguyen Dac Nam
defb9642da
shader_decode: fix by suggestion 2020-03-31 08:02:44 +07:00
Rodrigo Locatti
69728e8ad5
Merge pull request #3566 from ReinUsesLisp/vk-wrapper-part1
renderer_vulkan/wrapper: Add a Vulkan wrapper (part 1 of 2)
2020-03-30 21:57:36 -03:00
bunnei
4c72190a06
Merge pull request #3560 from ReinUsesLisp/fix-stencil
gl_rasterizer: Synchronize stencil testing on clears
2020-03-30 17:03:07 -04:00
namkazy
cb0a4151f8 clang-format 2020-03-30 20:46:21 +07:00
namkazy
c2665ec9c2 gl_decompiler: min/max op not implement yet 2020-03-30 18:48:22 +07:00
namkazy
4f7bea403a shader_decode: ATOM/ATOMS: add function to avoid code repetition 2020-03-30 18:47:50 +07:00
namkazy
c8f6d9effd shader_decode: merge GlobalAtomicOp to AtomicOp 2020-03-30 18:47:00 +07:00
Nguyen Dac Nam
972485ff18 shader_decode: implement ATOM operation for S32 and U32 2020-03-30 17:44:48 +07:00
namkazy
93cac0d294 clang-format 2020-03-30 17:44:48 +07:00
Nguyen Dac Nam
3dc09a6250 shader_decode: implement ATOMS instr partial. 2020-03-30 17:44:46 +07:00
Nguyen Dac Nam
a2cc80b605 vk_decompiler: add atomic op and handler function. 2020-03-30 17:44:45 +07:00
Nguyen Dac Nam
552f0ff267 gl_decompiler: add atomic op 2020-03-30 17:44:45 +07:00
Nguyen Dac Nam
2c780db5b9 shader: node - update correct comment 2020-03-30 17:44:44 +07:00
Nguyen Dac Nam
c119473c40 shader_decode: add Atomic op for common usage 2020-03-30 17:44:44 +07:00
ReinUsesLisp
08470d261d shader_bytecode: Fix I2I_IMM encoding 2020-03-28 18:49:07 -03:00
ReinUsesLisp
b6c9fba81c renderer_vulkan/wrapper: Address feedback 2020-03-28 04:09:02 -03:00
ReinUsesLisp
5300a918c6 shader/lea: Simplify generated LEA code 2020-03-28 03:55:04 -03:00
ReinUsesLisp
523a709bf1 shader/lea: Fix op_a and op_b usages
They were swapped.
2020-03-27 18:37:20 -03:00
ReinUsesLisp
796b3319e6 shader/lea: Remove const and use move when possible 2020-03-27 18:36:38 -03:00
Fernando Sahmkow
7a2f60df26
Merge pull request #3565 from ReinUsesLisp/image-format
engines/const_buffer_engine_interface: Store image format and types
2020-03-27 14:08:54 -04:00
ReinUsesLisp
2694552b7f renderer_vulkan/wrapper: Add owning handles 2020-03-27 03:21:04 -03:00
ReinUsesLisp
7413b30923 renderer_vulkan/wrapper: Add pool allocations owning templated class 2020-03-27 03:21:04 -03:00
ReinUsesLisp
d8d392b39a renderer_vulkan/wrapper: Add owning handle templated class 2020-03-27 03:21:04 -03:00
ReinUsesLisp
60f351084a renderer_vulkan/wrapper: Add destroy and free overload set 2020-03-27 03:21:04 -03:00
ReinUsesLisp
a9e4528d10 renderer_vulkan/wrapper: Add dispatch table and loaders 2020-03-27 03:21:04 -03:00
ReinUsesLisp
3f0b7673f0 renderer_vulkan/wrapper: Add exception class 2020-03-27 03:21:04 -03:00
ReinUsesLisp
f5cee0e885 renderer_vulkan/wrapper: Add ToString function for VkResult 2020-03-27 03:21:03 -03:00
ReinUsesLisp
92c8d783b3 renderer_vulkan/wrapper: Add Vulakn wrapper and a span helper
The intention behind a Vulkan wrapper is to drop Vulkan-Hpp.

The issues with Vulkan-Hpp are:
- Regular breaks of the API.
- Copy constructors that do the same as the aggregates (fixed recently)
- External dynamic dispatch that is hard to remove
- Alias KHR handles with non-KHR handles making it impossible to use
smart handles on Vulkan 1.0 instances with extensions that were included
on Vulkan 1.1.
- Dynamic dispatchers silently change size depending on preprocessor
definitions. Different files will have different dispatch definitions,
generating all kinds of hard to debug memory issues.

In other words, Vulkan-Hpp is not "production ready" for our needs and
this wrapper aims to replace it without losing RAII and exception
safety.
2020-03-27 03:13:18 -03:00
ReinUsesLisp
cedbe925cd engines/const_buffer_engine_interface: Store image format type
This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
2020-03-27 00:36:22 -03:00
Dan
744b207d92 maxwell_to_vk: implement signedscaled vertex formats 2020-03-27 00:14:19 +01:00
James Rowe
cf9c94d401 Address review and fix broken yuzu-tester build 2020-03-25 23:32:42 -06:00
ReinUsesLisp
46791c464a shader/conversion: Fix F2F rounding operations with different sizes
Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.

When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
2020-03-26 01:58:49 -03:00
ReinUsesLisp
7617e88fb2 gl_rasterizer: Update stencil test regardless of it being disabled 2020-03-26 01:08:14 -03:00
ReinUsesLisp
c310cef615 gl_rasterizer: Synchronize stencil testing on clears 2020-03-26 00:51:47 -03:00
bunnei
23c7dda710
Merge pull request #3544 from makigumo/myfork/patch-2
xmad: fix clang build error
2020-03-25 19:29:16 -04:00
bunnei
e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
James Rowe
282adfc70b Frontend/GPU: Refactor context management
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
2020-03-24 21:03:42 -06:00
Fernando Sahmkow
497f593525
Merge pull request #3543 from ReinUsesLisp/gl-depth-range
gl_rasterizer: Use transformed viewport for depth ranges
2020-03-23 12:00:21 -04:00
makigumo
5a5c6d4ed8 xmad: fix clang build error 2020-03-23 00:09:31 +01:00
namkazy
fc37672f26 apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs) 2020-03-22 22:25:44 +07:00
namkazy
f66743cd0c maxwell_3d: change declaration order 2020-03-22 13:41:16 +07:00
namkazy
d4e93cf38c maxwell_3d: init shadow_state 2020-03-22 13:35:11 +07:00
ReinUsesLisp
bdcedc8506 gl_rasterizer: Use transformed viewport for depth ranges
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.
2020-03-22 03:26:07 -03:00
namkazy
22f4268c2f maxwell_3d: this seem more correct. 2020-03-22 12:02:54 +07:00
namkazy
7051dc1902 maxwell_3d: update comments for shadow ram usage 2020-03-22 11:35:26 +07:00
Nguyen Dac Nam
01af036c1f marco_interpreter: write hw value when shadow ram requested 2020-03-22 10:53:41 +07:00
Nguyen Dac Nam
63c2635e6f maxwell_3d: track shadow ram ctrl and hw reg value 2020-03-22 10:53:41 +07:00
Nguyen Dac Nam
dbfbe352e0 maxwell_3d: implement MME shadow RAM 2020-03-22 10:53:35 +07:00
bunnei
bdddbe2daa
Merge pull request #3505 from namkazt/patch-8
shader_decode: implement XMAD mode CSfu
2020-03-19 17:41:01 -04:00
ReinUsesLisp
38c1e77f01 vk_texture_cache: Silence misc warnings 2020-03-18 20:03:19 -03:00
ReinUsesLisp
b6b2e31e5e vk_staging_buffer_pool: Silence unused constant warning 2020-03-18 20:03:19 -03:00
ReinUsesLisp
fc51ece7bf vk_rasterizer: Remove unused variable 2020-03-18 20:03:19 -03:00
ReinUsesLisp
98d85cdc20 vk_pipeline_cache: Remove unused variable 2020-03-18 20:03:19 -03:00
ReinUsesLisp
dab450ec46 maxwell_to_vk: Sielence -Wswitch warning 2020-03-18 20:03:19 -03:00
ReinUsesLisp
351816ac38 gl_shader_decompiler: Remove deprecated function and its usages 2020-03-18 20:03:19 -03:00
ReinUsesLisp
acf328a71f gl_rasterizer: Silence misc warnings 2020-03-18 20:03:19 -03:00
ReinUsesLisp
9f46066bda kepler_compute: Remove unused variables 2020-03-18 20:03:19 -03:00
ReinUsesLisp
664fa4ea06 astc: Fix clang build issues 2020-03-18 04:30:25 -03:00
ReinUsesLisp
f5658a9fda gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceID 2020-03-18 01:28:41 -03:00
Mat M
edb9cccb36
Merge pull request #3510 from FernandoS27/dirty-write
DirtyFlags: relax need to set render_targets as dirty
2020-03-17 17:29:22 -04:00
Mat M
f54d2d3114
Merge pull request #3509 from ReinUsesLisp/astc-opts
astc: General changes and optimizations
2020-03-17 17:28:49 -04:00
Mat M
d787856621
Merge pull request #3518 from ReinUsesLisp/scissor-clears
vk_rasterizer: Implement scissor clears and layered clears
2020-03-17 17:27:15 -04:00
Mat M
9fdfd58f9f
Merge pull request #3519 from ReinUsesLisp/int-formats
maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats
2020-03-17 17:26:16 -04:00
bunnei
1c45c8086e
Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl
gl_shader_decompiler: Add layer component to texelFetch
2020-03-17 10:53:38 -04:00
ReinUsesLisp
53d673a7d3 renderer_opengl: Move some logic to an anonymous namespace 2020-03-16 04:03:34 -03:00
ReinUsesLisp
311d2fc768 renderer_opengl: Detect Nvidia Nsight as a debugging tool
Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
Rodrigo Locatti
b16c8e0e8d
Merge pull request #3515 from ReinUsesLisp/vertex-vk-assert
vk_rasterizer: Fix vertex range assert
2020-03-15 21:26:54 -03:00
Rodrigo Locatti
7cc46a6faa
Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
Rodrigo Locatti
ddafc99776
Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
Rodrigo Locatti
d64edf21bb
Merge pull request #3503 from makigumo/patch-2
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-15 21:21:38 -03:00
ReinUsesLisp
5afc397d52 gl_shader_decompiler: Implement legacy varyings
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.
2020-03-15 21:03:59 -03:00
ReinUsesLisp
6442e02c5d shader/shader_ir: Track usage in input attribute and of legacy varyings 2020-03-15 21:01:52 -03:00
ReinUsesLisp
8e6e55d6f8 shader/shader_ir: Fix clip distance usage stores 2020-03-15 20:53:14 -03:00
ReinUsesLisp
464bd5fad7 shader/shader_ir: Change declare output attribute to a switch 2020-03-15 20:49:35 -03:00
Rodrigo Locatti
86b1f15d9a
Merge pull request #3512 from bunnei/fix-renderdoc
renderer_opengl: Keep frames synchronized when using a GPU debugger.
2020-03-15 19:28:43 -03:00
ReinUsesLisp
52acb7f9a0 maxwell_to_vk: Implement RG32 and RGB32 integer vertex formats 2020-03-15 18:51:49 -03:00
ReinUsesLisp
71cc772988 vk_rasterizer: Implement layered clears 2020-03-15 18:37:19 -03:00
makigumo
f91046bf8d
vk_shader_decompiler: fix linux build 2020-03-15 18:00:14 +01:00
ReinUsesLisp
a7131af7d6 vk_rasterizer: Fix vertex range assert
End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
2020-03-15 04:04:17 -03:00
ReinUsesLisp
8baf98e439 vk_rasterizer: Reimplement clears with vkCmdClearAttachments 2020-03-15 03:40:41 -03:00
bunnei
c5afe93dcc renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
bunnei
4373fa8042 gl_device: Add option to check GL_EXT_debug_tool. 2020-03-14 17:39:29 -04:00
bunnei
4dfd5c84ea
Merge pull request #3508 from FernandoS27/page-table
PageTable: move backing addresses to a children class as the CPU page table does not need them.
2020-03-14 16:50:27 -04:00
Fernando Sahmkow
380fc8d2e1 DirtyFlags: relax need to set render_targets as dirty
The texture cache already takes care of setting a render target to dirty 
when invalidated.
2020-03-14 11:47:33 -04:00
Fernando Sahmkow
c51dbf8038
Merge pull request #3500 from ReinUsesLisp/incompatible-types
texture_cache: Report incompatible textures as black
2020-03-14 09:49:05 -04:00
Fernando Sahmkow
41905ee467
Merge pull request #3499 from ReinUsesLisp/depth-2d-array
texture_cache/surface_params: Force depth=1 on 2D textures
2020-03-14 09:48:39 -04:00
Fernando Sahmkow
27cbb75e7c PageTable: move backing addresses to a children class as the CPU page table does not need them.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
2020-03-14 09:43:57 -04:00
ReinUsesLisp
42cb8f1124 astc: Fix typos from search and replace 2020-03-14 01:05:20 -03:00
ReinUsesLisp
9b8fb3c756 astc: Minor changes to InputBitStream 2020-03-14 00:45:54 -03:00
ReinUsesLisp
d71d7d917e astc: Pass val in Replicate by copy 2020-03-14 00:13:58 -03:00
ReinUsesLisp
134f3ff9b4 astc: Call std::vector:reserve on decodedClolorValues to avoid reallocating 2020-03-14 00:09:56 -03:00
Nguyen Dac Nam
3287b1247d
clang-format 2020-03-14 10:07:40 +07:00
Nguyen Dac Nam
240d45830d
nit 2020-03-14 09:57:24 +07:00
ReinUsesLisp
3377b78ea7 astc: Call std::vector::reserve on texelWeightValues to avoid reallocating 2020-03-13 23:52:51 -03:00
ReinUsesLisp
801fd04f75 astc: Create a LUT at compile time for encoding values 2020-03-13 23:40:02 -03:00
ReinUsesLisp
e183820956 astc: Make IntegerEncodedValue a trivial structure 2020-03-13 22:49:28 -03:00
ReinUsesLisp
70a31eda62 astc: Make IntegerEncodedValue constructor constexpr 2020-03-13 22:36:45 -03:00
ReinUsesLisp
5ed377b989 astc: Make IntegerEncodedValue trivially copyable 2020-03-13 22:30:31 -03:00
ReinUsesLisp
e7d97605e8 astc: Rename C types to common_types 2020-03-13 22:28:51 -03:00
ReinUsesLisp
835a3d09c6 astc: Move Popcnt to an anonymous namespace and make it constexpr 2020-03-13 22:26:48 -03:00
ReinUsesLisp
731a9a322e astc: Use common types instead of stdint.h integer types 2020-03-13 22:22:27 -03:00
ReinUsesLisp
d3dc4e399c astc: Use 'enum class' instead of 'enum' for EIntegerEncoding 2020-03-13 22:20:12 -03:00
ReinUsesLisp
69c7a01f88 vk/gl_shader_decompiler: Silence assertion on compute 2020-03-13 18:33:05 -03:00
ReinUsesLisp
62560f1e63 vk_shader_decompiler: Fix default varying regression 2020-03-13 18:33:05 -03:00
ReinUsesLisp
afebdda203 maxwell_3d: Add padding words to XFB entries
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
ReinUsesLisp
4bc4851d45 gl_shader_decompiler: Fix implicit conversion errors 2020-03-13 18:33:05 -03:00
Rodrigo Locatti
47459f6a36 vk_shader_decompiler: Fix implicit type conversion
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 18:33:05 -03:00
ReinUsesLisp
2fae1e6205 vk_rasterizer: Implement transform feedback binding zero 2020-03-13 18:33:05 -03:00
ReinUsesLisp
b67360c0f8 vk_shader_decompiler: Add XFB decorations to generic varyings 2020-03-13 18:33:05 -03:00
ReinUsesLisp
8d5bdcb17b vk_device: Enable VK_EXT_transform_feedback when available 2020-03-13 18:33:05 -03:00
ReinUsesLisp
c320702092 vk_device: Shrink formatless capability name size 2020-03-13 18:33:05 -03:00
ReinUsesLisp
ae6189d7c2 shader/transform_feedback: Expose buffer stride 2020-03-13 18:33:05 -03:00
ReinUsesLisp
7acebd7eb6 vk_shader_decompiler: Use registry for specialization 2020-03-13 18:33:05 -03:00
ReinUsesLisp
8e9f23f393 gl_rasterizer: Implement transform feedback bindings 2020-03-13 18:33:04 -03:00
ReinUsesLisp
4d711dface gl_shader_decompiler: Decorate output attributes with XFB layout
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 18:33:04 -03:00
ReinUsesLisp
3dcaa84ba4 shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 -03:00
Rodrigo Locatti
244fe13219
Merge branch 'master' into shader-purge 2020-03-13 16:44:06 -03:00
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
Nguyen Dac Nam
829f424618
nit & remove some optional param 2020-03-13 20:47:38 +07:00
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu 2020-03-13 19:01:49 +07:00
makigumo
753bc2026f
fix formatting 2020-03-13 11:37:24 +01:00
makigumo
54681909be
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32 2020-03-13 11:26:13 +01:00
Nguyen Dac Nam
00607fe1e0
clang-format 2020-03-13 15:38:57 +07:00
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method. 2020-03-13 14:20:18 +07:00
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
Nguyen Dac Nam
93547cac68
shader_bytecode: update BFE instructions struct. 2020-03-13 12:52:16 +07:00
Nguyen Dac Nam
911c56ccef
node_helper: add IBitfieldExtract case 2020-03-13 12:50:32 +07:00
Nguyen Dac Nam
465ba30d08
shader_decode: Reimplement BFE instructions 2020-03-13 12:48:01 +07:00
ReinUsesLisp
e24197bb3f gl_shader_decompiler: Initialize gl_Position on vertex shaders 2020-03-12 23:31:06 -03:00
Fernando Sahmkow
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
Fernando Sahmkow
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
ReinUsesLisp
3a10016e38 gl_shader_decompiler: Add missing {} on smem GLSL emission 2020-03-12 21:50:37 -03:00
ReinUsesLisp
4dcca90ef4 video_core: Implement RGBA16_SNORM
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp
e22816a5bb texture_cache: Report incompatible textures as black
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.

We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.

As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
ReinUsesLisp
daae6a323b texture_cache/surface_params: Force depth=1 on 2D textures
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
ReinUsesLisp
38fe070d78 gl_shader_decompiler: Add layer component to texelFetch
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ReinUsesLisp
825d629565 gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
ReinUsesLisp
8357908099 gl_shader_manager: Fix interaction between graphics and compute
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.
2020-03-11 01:04:52 -03:00
ReinUsesLisp
e4bc3c3342 gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
ReinUsesLisp
eb5861e0a2 engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
ReinUsesLisp
b1acb4f73f shader/registry: Address feedback 2020-03-09 18:40:53 -03:00
ReinUsesLisp
b1061afed9 gl_shader_decompiler: Add identifier to decompiled code 2020-03-09 18:40:53 -03:00
ReinUsesLisp
e612242977 gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
978172530e const_buffer_engine_interface: Store component types
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
120f688272 yuzu/loading_screen: Remove unused shader progress mode 2020-03-09 18:40:53 -03:00