Rodrigo Locatti
2cd2a86c92
Merge pull request #3435 from namkazt/patch-3
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vulkan: add DXT23_SRGB
2020-02-21 15:48:19 -03:00
bunnei
1bf28215ac
Merge pull request #3423 from ReinUsesLisp/no-match-3d
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texture_cache: Avoid matches in 3D textures
2020-02-21 12:16:51 -05:00
bunnei
9356da8af9
Merge pull request #3438 from bunnei/gpu-mem-manager-fix
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video_core: memory_manager: Flush/invalidate asynchronously when possible.
2020-02-20 20:04:05 -05:00
bunnei
fbd58d36d1
Merge pull request #3415 from ReinUsesLisp/texture-code
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shader/texture: Allow 2D shadow arrays and simplify code
2020-02-19 20:06:14 -05:00
bunnei
638252e316
video_core: memory_manager: Flush/invalidate asynchronously on Unmap.
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- Minor perf improvement.
2020-02-19 20:03:52 -05:00
bunnei
5c5b6cf721
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
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maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
bunnei
3360446580
Merge pull request #3411 from ReinUsesLisp/specific-funcs
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gl_rasterizer: Use the least generic OpenGL draw function possible
2020-02-19 15:37:41 -05:00
Nguyen Dac Nam
a57853e085
shader_conversion: I2F : add Assert for case src_size is Short
2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
92153118ab
fix warning
2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
84fc48b0eb
clang-format fix
2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
0d9361d21f
shader_conversion: add conversion I2F for Short
2020-02-19 10:54:37 +07:00
bunnei
628c0b6a95
Merge pull request #3410 from ReinUsesLisp/vk-draw-index
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vk_shader_decompiler: Fix vertex id and instance id
2020-02-18 22:37:33 -05:00
Fernando Sahmkow
d67c538d68
Merge pull request #3409 from ReinUsesLisp/host-queries
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query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
Nguyen Dac Nam
af67c90eca
add vertex UnsignedInt size RGBA
2020-02-18 21:52:51 +07:00
Nguyen Dac Nam
2058556671
add eBc2SrgbBlock to formats
2020-02-18 21:44:09 +07:00
Nguyen Dac Nam
6d36df9e5d
vulkan: add DXT23_SRGB
2020-02-18 21:39:50 +07:00
ReinUsesLisp
b4bd0c57e4
texture_cache: Avoid matches in 3D textures
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Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
bunnei
f382179d47
Revert "video_core: memory_manager: Use GPU interface for cache functions."
2020-02-15 17:47:15 -05:00
ReinUsesLisp
f37f4e76d6
shader/texture: Allow 2D shadow arrays and simplify code
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Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.
Minor style changes.
2020-02-15 02:36:28 -03:00
ReinUsesLisp
518a6182f9
maxwell_3d: Unify draw methods
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp
4364492b95
query_cache: Address feedback
2020-02-14 17:38:27 -03:00
ReinUsesLisp
80fff282df
query_cache: Fix ambiguity in CacheAddr getter
2020-02-14 17:38:27 -03:00
ReinUsesLisp
748a3cd69d
query_cache: Add a recursive mutex for concurrent usage
2020-02-14 17:38:27 -03:00
ReinUsesLisp
aaf68dc10b
vk_query_cache: Implement generic query cache on Vulkan
2020-02-14 17:38:27 -03:00
ReinUsesLisp
1b2a6980f5
query_cache: Abstract OpenGL implementation
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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 17:38:27 -03:00
ReinUsesLisp
d8a42816d7
gl_query_cache: Optimize query cache
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Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
339a227a5e
gl_query_cache: Implement host queries using a deferred cache
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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 17:33:13 -03:00
ReinUsesLisp
9d7d67501f
gl_rasterizer: Sort method declarations
2020-02-14 17:27:17 -03:00
ReinUsesLisp
7129efe9b2
gl_rasterizer: Add queued commands counter
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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 17:27:17 -03:00
ReinUsesLisp
11206f8a28
maxwell_3d: Slow implementation of passed samples (query 21)
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Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14 17:27:17 -03:00
bunnei
082ba6fc64
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
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shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
ReinUsesLisp
3603c2f559
gl_resource_manager: Add managed query class
2020-02-13 22:25:55 -03:00
bunnei
12b89ac3d0
Merge pull request #3395 from FernandoS27/queries
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GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
ReinUsesLisp
8449d0cf4e
gl_rasterizer: Use the least generic OpenGL draw function possible
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This may help some implementations.
2020-02-13 21:55:21 -03:00
ReinUsesLisp
072a0bff5e
vk_shader_decompiler: Fix vertex id and instance id
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Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:
gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID
To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
2020-02-13 20:25:28 -03:00
Fernando Sahmkow
2dd9d660e3
GPU: Address Feedback.
2020-02-13 18:16:07 -04:00
bunnei
840326a322
Merge pull request #3376 from ReinUsesLisp/point-sprite
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gl_rasterizer: Implement GL_POINT_SPRITE
2020-02-11 08:26:07 -05:00
Fernando Sahmkow
04c3213a01
GPU: Implement GPU Clock correctly.
2020-02-10 10:44:54 -04:00
Fernando Sahmkow
8137fb8981
Maxwell3D: Correct query reporting.
2020-02-10 10:41:43 -04:00
bunnei
a47f0ff68b
Merge pull request #3372 from ReinUsesLisp/fix-back-stencil
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maxwell_3d: Fix stencil back mask
2020-02-09 22:29:28 -05:00
bunnei
d63149ce8a
Merge pull request #3387 from bunnei/gpu-mpscqueue
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gpu_thread: Use MPSCQueue for GPU commands.
2020-02-08 21:15:48 -05:00
bunnei
fc246fd1a2
gpu_thread: Use MPSCQueue for GPU commands.
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- Necessary for multiple service threads.
2020-02-07 23:01:23 -05:00
bunnei
f28ab9626e
video_core: memory_manager: Use GPU interface for cache functions.
2020-02-07 22:59:35 -05:00
bunnei
61e441192f
Merge pull request #3378 from ReinUsesLisp/uscaled
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maxwell_to_gl: Implement R8G8_USCALED
2020-02-07 22:55:52 -05:00
bunnei
5160900bec
Merge pull request #3369 from ReinUsesLisp/shf
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shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
bunnei
1841589251
Merge pull request #3362 from ReinUsesLisp/fix-instanced
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gl_rasterizer: Fix instanced draw arrays
2020-02-06 21:39:59 -05:00
ReinUsesLisp
389cb51a33
shader/decode: Fix constant buffer offsets
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Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
2020-02-05 12:19:09 -03:00
ReinUsesLisp
48a1e6461b
maxwell_to_gl: Implement R8G8_USCALED
2020-02-04 21:32:36 -03:00
ReinUsesLisp
e98ec35845
maxwell_to_gl: Reduce unimplemented formats to LOG_ERROR
2020-02-04 21:32:08 -03:00
ReinUsesLisp
c2ecaf376b
vk_rasterizer: Use noexcept variants of std::bitset
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Removes bounds checking from "texceptions" instances.
2020-02-04 18:04:24 -03:00