Commit graph

3035 commits

Author SHA1 Message Date
ReinUsesLisp
5649c48967 gl_shader_cache: Use explicit bindings 2019-01-30 00:11:02 -03:00
ReinUsesLisp
ea24bd3c2a gl_rasterizer: Implement global memory management 2019-01-30 00:00:15 -03:00
ReinUsesLisp
d516c50fe2 shader_decode: Implement LDG and basic cbuf tracking 2019-01-30 00:00:15 -03:00
Kevin
e156f51825 video_core/GPU Implemented the GPU PFIFO puller semaphore operations. (#1908)
* Implemented the puller semaphore operations.

* Nit: Fix 2 style issues

* Nit: Add Break to default case.

* Fix style.

* Update for comments. Added ReferenceCount method

* Forgot to remove GpuSmaphoreAddress union.

* Fix the clang-format issues.

* More clang formatting.

* two more white spaces for the Clang formatting.

* Move puller members into the regs union

* Updated to use Memory::WriteBlock instead of Memory::Write*

* Fix clang style issues

* White space clang error

* Removing unused funcitons and other pr comment

* Removing unused funcitons and other pr comment

* More union magic for setting regs value.

* union magic refcnt as well

*  Remove local var

* Set up the regs and regs_assert_positions up properly

* Fix clang error
2019-01-29 21:49:18 -05:00
ReinUsesLisp
2a94d36231 gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
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).
2019-01-29 23:49:02 -03:00
ReinUsesLisp
b12f08a7f7 gl_rasterizer: Workaround invalid zeta clears
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.
2019-01-29 23:47:33 -03:00
Lioncash
4addab6160 shader/shader_ir: Amend three comment typos
Given we're in the area, these are three trivial typos that can be
corrected.
2019-01-28 07:52:04 -05:00
Lioncash
a7de39a6ba shader/shader_ir: Amend constructor initializer ordering for AbufNode
Orders the class members in the same order that they would actually be
initialized in. Gets rid of two compiler warnings.
2019-01-28 07:50:34 -05:00
Lioncash
980ea9cfb1 shader/decode: Avoid a pessimizing std::move within DecodeRange()
std::moveing a local variable in a return statement has the potential to
prevent copy elision from occurring, so this can just be converted into
a regular return.
2019-01-28 07:43:23 -05:00
ReinUsesLisp
93c7b4aa86 video_core: Silent implicit conversion warning 2019-01-26 02:27:14 -03:00
bunnei
b1a4671770 Merge pull request #1927 from ReinUsesLisp/shader-ir
video_core: Replace gl_shader_decompiler with an IR based decompiler
2019-01-25 23:42:14 -05:00
bunnei
674ebdda6a frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl. 2019-01-23 19:19:23 -05:00
ReinUsesLisp
fdb76f6147 maxwell_3d: Set rt_separate_frag_data to 1 by default
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).
2019-01-22 04:14:29 -03:00
James Rowe
059ece9d03 Rename step 1 and step 2 to be a little more descriptive 2019-01-20 18:40:25 -07:00
James Rowe
a923e54655 QT: Upgrade the Loading Bar to look much better 2019-01-20 14:47:35 -07:00
bunnei
eea45eb2ab Merge pull request #2008 from ReinUsesLisp/dirty-framebuffers
gl_rasterizer_cache: Use dirty flags for framebuffers
2019-01-20 14:06:26 -05:00
bunnei
42e3e0cfee Merge pull request #2002 from ReinUsesLisp/dsa-vao-buffer
gl_rasterizer: Use DSA for VAOs and buffers
2019-01-20 14:06:01 -05:00
ReinUsesLisp
189c792193 gl_rasterizer: Silent unsafe mix warning 2019-01-18 03:25:28 -03:00
ReinUsesLisp
c5c75bc21a shader_ir: Fixup clang build 2019-01-15 21:06:05 -03:00
ReinUsesLisp
4388b8cee0 gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibility 2019-01-15 17:54:53 -03:00
ReinUsesLisp
ddbc441989 gl_shader_decompiler: Inline textureGather component 2019-01-15 17:54:53 -03:00
ReinUsesLisp
53c06f089d shader_decode: Fixup XMAD 2019-01-15 17:54:53 -03:00
ReinUsesLisp
1be12d5819 shader_ir: Pass to decoder functions basic block's code 2019-01-15 17:54:53 -03:00
ReinUsesLisp
719c83a4c2 shader_decode: Improve zero flag implementation 2019-01-15 17:54:53 -03:00
ReinUsesLisp
c75f5c634a shader_ir: Remove composite primitives and use temporals instead 2019-01-15 17:54:53 -03:00
ReinUsesLisp
960b0f653a gl_shader_decompiler: Fixup AssignCompositeHalf 2019-01-15 17:54:53 -03:00
ReinUsesLisp
92610e9705 shader_decode: Use proper primitive names 2019-01-15 17:54:53 -03:00
ReinUsesLisp
44fce20a01 shader_decode: Use BitfieldExtract instead of shift + and 2019-01-15 17:54:53 -03:00
ReinUsesLisp
26d519c0f6 shader_ir: Remove Ipa primitive 2019-01-15 17:54:53 -03:00
ReinUsesLisp
0a9aa9f8db gl_shader_decompiler: Use rasterizer's UBO size limit 2019-01-15 17:54:53 -03:00
ReinUsesLisp
16dee3d290 gl_shader_gen: Fixup code formatting 2019-01-15 17:54:53 -03:00
ReinUsesLisp
685996eabb video_core: Rename glsl_decompiler to gl_shader_decompiler 2019-01-15 17:54:53 -03:00
ReinUsesLisp
8df3fb8b1e shader_ir: Remove RZ and use Register::ZeroIndex instead 2019-01-15 17:54:53 -03:00
ReinUsesLisp
35724f3435 shader_decode: Implement TEXS.F16 2019-01-15 17:54:53 -03:00
ReinUsesLisp
afa9967c4a shader_decode: Fixup R2P 2019-01-15 17:54:53 -03:00
ReinUsesLisp
be9d40cf0d glsl_decompiler: Fixup TLDS 2019-01-15 17:54:53 -03:00
ReinUsesLisp
d08982ed56 glsl_decompiler: Fixup geometry shaders 2019-01-15 17:54:53 -03:00
ReinUsesLisp
a90860a63a shader_decode: Fixup WriteLogicOperation zero comparison 2019-01-15 17:54:53 -03:00
ReinUsesLisp
afbbc154d0 glsl_decompiler: Fixup permissive member function declarations 2019-01-15 17:54:53 -03:00
ReinUsesLisp
1314fd5277 shader_decode: Fixup PSET 2019-01-15 17:54:53 -03:00
ReinUsesLisp
495fbb2096 shader_decode: Fixup clang-format 2019-01-15 17:54:53 -03:00
ReinUsesLisp
0b1a2a74b6 video_core: Implement IR based geometry shaders 2019-01-15 17:54:53 -03:00
ReinUsesLisp
095b8f822b shader_decode: Implement VMAD and VSETP 2019-01-15 17:54:53 -03:00
ReinUsesLisp
a71ce91f9b shader_decode: Implement HSET2 2019-01-15 17:54:53 -03:00
ReinUsesLisp
5896358e4a shader_decode: Rework HSETP2 2019-01-15 17:54:53 -03:00
ReinUsesLisp
e0971b5f9c shader_decode: Implement R2P 2019-01-15 17:54:53 -03:00
ReinUsesLisp
8f2327d84b shader_decode: Implement CSETP 2019-01-15 17:54:52 -03:00
ReinUsesLisp
da25db6829 shader_decode: Implement PSET 2019-01-15 17:54:52 -03:00
ReinUsesLisp
54bffa5381 shader_decode: Implement HFMA2 2019-01-15 17:54:52 -03:00
ReinUsesLisp
17b2a1d2b0 glsl_decompiler: Remove HNegate inlining 2019-01-15 17:54:52 -03:00