bunnei
242629852b
Merge pull request #3158 from ReinUsesLisp/srgb-blit
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gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei
740190597b
Merge pull request #3155 from bunnei/fix-asynch-gpu-wait
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gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-24 20:19:25 -05:00
bunnei
e1ad08d11b
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
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gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
f2cf4f8ce7
gl_texture_cache: Apply sRGB on blits
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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
b8f67a1bcd
Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg
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maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24 13:53:23 -05:00
bunnei
2ac4532aa0
Merge pull request #3145 from ReinUsesLisp/buffer-cache-init
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buffer_cache: Remove brace initialized for objects with default constructor
2019-11-24 02:55:02 -05:00
bunnei
17f57e4fed
gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-23 15:17:28 -05:00
bunnei
87748a8965
Merge pull request #3141 from ReinUsesLisp/gl-position
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gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
ReinUsesLisp
d91f11ca92
gl_device: Reserve base bindings on limited devices
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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
fb6a01233f
gl_state: Skip null texture binds
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glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
d892e6789a
gl_rasterizer: Disable compute shaders on Intel
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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
2726dca44c
gl_shader_cache: Hack shared memory size
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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
a52b0f1874
gl_shader_decompiler: Normalize image bindings
2019-11-22 21:28:49 -03:00
ReinUsesLisp
99ed7e5128
gl_shader_decompiler: Normalize cbuf bindings
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Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
54b16fb27a
gl_rasterizer: Add missing cbuf counter reset on compute
2019-11-22 21:28:49 -03:00
ReinUsesLisp
0ecd1a227d
gl_shader_cache: Remove dynamic BaseBinding specialization
2019-11-22 21:28:49 -03:00
ReinUsesLisp
5f6a589d63
video_core: Unify ProgramType and ShaderStage into ShaderType
2019-11-22 21:28:48 -03:00
ReinUsesLisp
2930400adc
gl_rasterizer: Bind graphics images to draw commands
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Images were not being bound to draw invocations because these would
require a cache invalidation.
2019-11-22 21:28:48 -03:00
ReinUsesLisp
46ad4bd297
gl_shader_cache: Specialize local memory size for compute shaders
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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
1669dfa793
gl_shader_cache: Specialize shared memory size
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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
b0b505984d
gl_shader_cache: Specialize shader workgroup
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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
b12a7dbace
shader/texture: Handle TLDS texture type mismatches
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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
77f86f48ac
shader/texture: Deduce texture buffers from locker
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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
1b9c21529a
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-20 16:00:40 -03:00
Fernando Sahmkow
d465d14f97
Texture_Cache: Redo invalid Surfaces handling.
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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
d9a22880f5
shader/other: Reduce DEPBAR log severity
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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
68cdb253db
gl_shader_gen: Apply default value to gl_Position
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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
44d462d511
Merge pull request #3086 from ReinUsesLisp/format-lookups
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texture_cache: Use a flat table instead of switch for texture format lookups
2019-11-19 18:29:17 -05:00
Fernando Sahmkow
3a54e5978b
Shader_IR: Address Feedback
2019-11-18 07:34:34 -04:00
bunnei
3546633a63
Merge pull request #3047 from ReinUsesLisp/clip-control
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gl_rasterizer: Emulate viewport flipping with ARB_clip_control
2019-11-15 12:09:19 -05:00
ReinUsesLisp
ccb87410ae
format_lookup_table: Address feedback
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format_lookup_table: Drop bitfields
format_lookup_table: Use std::array for definition table
format_lookup_table: Include <limits> instead of <numeric>
2019-11-14 20:57:30 -03:00
ReinUsesLisp
c884dc8af2
texture_cache: Use a table instead of switch for texture formats
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Use a large flat array to look up texture formats. This allows us to
properly implement formats with different component types. It should
also be faster.
2019-11-14 20:57:10 -03:00
ReinUsesLisp
c6afe25477
texture_cache: Drop abstracted ComponentType
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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 18:21:42 -03:00
greggameplayer
d60bce4edd
correct the implementation of RGBA16UI
2019-11-14 21:37:39 +01:00
Fernando Sahmkow
206d13c987
Shader_IR: Implement TXD instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
6267529837
Shader_IR: Implement FLO instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
cb07d60362
Shader_Bytecode: Add encodings for FLO, SHF and TXD
2019-11-14 11:15:26 -04:00
Fernando Sahmkow
dfaeb0a97d
Merge pull request #3081 from ReinUsesLisp/fswzadd-shuffles
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shader: Implement FSWZADD and reimplement SHFL
2019-11-14 10:27:27 -04:00
ReinUsesLisp
2f14d6ba63
maxwell_3d: Fix stencil_back_func_mask offset
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stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
2019-11-13 16:35:17 -03:00
Rodrigo Locatti
e4a24b0c80
Merge pull request #3084 from ReinUsesLisp/cast-warnings
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video_core: Treat implicit conversions as errors
2019-11-13 02:16:22 -03:00
Rodrigo Locatti
8e82aa5c7f
video_core: Enable sign conversion warnings
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Enable sign conversion warnings but don't treat them as errors.
2019-11-11 18:00:37 -03:00
bunnei
bb464b6df2
Merge pull request #3082 from ReinUsesLisp/fix-lockers
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gl_shader_cache: Fix locker constructors
2019-11-09 13:58:36 -05:00
ReinUsesLisp
2f7bc34b5e
video_core: Treat implicit conversions as errors
2019-11-08 22:49:39 +00:00
ReinUsesLisp
905cc250a4
video_core: Silence implicit conversion warnings
2019-11-08 22:48:50 +00:00
bunnei
4eb49118d9
Merge pull request #3080 from FernandoS27/glsl-fix
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GLSLDecompiler: Correct Texture Gather Offset.
2019-11-08 15:56:29 -05:00
ReinUsesLisp
cee3db83d7
gl_shader_cache: Fix locker constructors
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Properly pass engine when a shader is being constructed from memory.
2019-11-07 20:43:31 -03:00
ReinUsesLisp
c8988f3e46
gl_shader_cache: Enable extensions only when available
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Silence GLSL compilation warnings.
2019-11-07 20:08:42 -03:00
ReinUsesLisp
1b2de9b6b6
gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not available
2019-11-07 20:08:42 -03:00
ReinUsesLisp
bb94bcc991
shader_ir/warp: Implement FSWZADD
2019-11-07 20:08:41 -03:00
ReinUsesLisp
5fc04875a1
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics
2019-11-07 20:08:41 -03:00