Nguyen Dac Nam
47106ab152
vk_device: add check for shaderStorageImageReadWithoutFormat
2020-02-19 12:55:56 +07:00
Nguyen Dac Nam
1b6308727c
shader_conversion: I2F : add Assert for case src_size is Short
2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
a2c2c5768f
fix warning
2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
a8508f2bc0
clang-format fix
2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
556f3a6e9a
shader_conversion: add conversion I2F for Short
2020-02-19 10:54:37 +07:00
bunnei
e545c2322c
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
Nguyen Dac Nam
2ef8af93aa
vk_shader: add Capability StorageImageReadWithoutFormat
2020-02-19 10:16:51 +07:00
Nguyen Dac Nam
f6f0762e81
vk_shader: Implement function ImageLoad (Used by Kirby Start Allies)
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Please enter the commit message for your changes. Lines starting
2020-02-19 08:39:01 +07:00
Nguyen Dac Nam
ec206f7f95
fixups mistake auto commit.
2020-02-19 01:24:32 +07:00
Nguyen Dac Nam
eaf60ca5d8
Update code structure
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-19 01:23:08 +07:00
Fernando Sahmkow
93acfbd3a5
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
9295966d26
add vertex UnsignedInt size RGBA
2020-02-18 21:52:51 +07:00
Nguyen Dac Nam
9fc42fffd9
add eBc2SrgbBlock to formats
2020-02-18 21:44:09 +07:00
Nguyen Dac Nam
493f0ad904
vulkan: add DXT23_SRGB
2020-02-18 21:39:50 +07:00
Nguyen Dac Nam
ba84f0988f
renderer_vulkan: Add the rest of case for TryConvertBorderColor
2020-02-18 16:52:54 +07:00
ReinUsesLisp
6a0220b2e1
texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp
1caf3f11c8
vk_shader_decompiler: Implement Layer output attribute
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SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
2020-02-16 04:17:37 -03:00
ReinUsesLisp
bfda5ff3f6
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
ReinUsesLisp
fd62bdf377
surface_base: Implement texture buffer flushes
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
bunnei
0f70f68fb3
Revert "video_core: memory_manager: Use GPU interface for cache functions."
2020-02-15 17:47:15 -05:00
ReinUsesLisp
14c2a4a2ec
texture: Implement R32I
2020-02-15 16:26:50 -03:00
ReinUsesLisp
6910ade146
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
91aa58e410
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
6d3a046caa
query_cache: Address feedback
2020-02-14 17:38:27 -03:00
ReinUsesLisp
54a00ee4cf
query_cache: Fix ambiguity in CacheAddr getter
2020-02-14 17:38:27 -03:00
ReinUsesLisp
cc0694559f
query_cache: Add a recursive mutex for concurrent usage
2020-02-14 17:38:27 -03:00
ReinUsesLisp
bcd348f238
vk_query_cache: Implement generic query cache on Vulkan
2020-02-14 17:38:27 -03:00
ReinUsesLisp
c31382ced5
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
73d2d3342d
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
aae8c180cb
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
ef9920e164
gl_rasterizer: Sort method declarations
2020-02-14 17:27:17 -03:00
ReinUsesLisp
fe1238be7a
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
2b58652f08
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
63a59b9935
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
3217400dd1
gl_resource_manager: Add managed query class
2020-02-13 22:25:55 -03:00
bunnei
3563af2364
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
336a4f8e99
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
cbea8c74de
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
d6ed31b9fa
GPU: Address Feedback.
2020-02-13 18:16:07 -04:00
bunnei
37f1cf8cbd
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
8e9a4944db
GPU: Implement GPU Clock correctly.
2020-02-10 10:44:54 -04:00
Fernando Sahmkow
0cb3bcfbb7
Maxwell3D: Correct query reporting.
2020-02-10 10:41:43 -04:00
bunnei
84ea9c2b42
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
e210835dd0
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
b5c13ee0eb
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
7cacb08cdf
video_core: memory_manager: Use GPU interface for cache functions.
2020-02-07 22:59:35 -05:00
bunnei
90bda66028
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
90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
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shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
bunnei
09d766d357
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
bf9a822b87
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
8bb9eef97b
maxwell_to_gl: Implement R8G8_USCALED
2020-02-04 21:32:36 -03:00
ReinUsesLisp
c81c361e82
maxwell_to_gl: Reduce unimplemented formats to LOG_ERROR
2020-02-04 21:32:08 -03:00
ReinUsesLisp
0eb36c90f4
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
bunnei
08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
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shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
ReinUsesLisp
7da52673d0
gl_rasterizer: Implement GL_POINT_SPRITE
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OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL
compatibility we have to explicitly enable it. This fixes
gl_PointCoord's behaviour.
2020-02-04 15:19:45 -03:00
bunnei
bf21aacc74
Merge pull request #3356 from ReinUsesLisp/fcmp
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shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
bunnei
c31ec00d67
Merge pull request #3337 from ReinUsesLisp/vulkan-staged
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yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
ReinUsesLisp
4eed744277
maxwell_3d: Fix stencil back mask
2020-02-02 17:50:46 -03:00
ReinUsesLisp
223a89a19f
shader: Remove curly braces initializers on shared pointers
2020-02-01 22:52:10 -03:00
bunnei
b5bbe7e752
Merge pull request #3282 from FernandoS27/indexed-samplers
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Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
ReinUsesLisp
729ca120e3
shader/shift: Implement SHIFT_RIGHT_{IMM,R}
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Shifts a pair of registers to the right and returns the low register.
2020-02-01 21:20:02 -03:00
ReinUsesLisp
017474c3f8
shader/shift: Implement SHF_LEFT_{IMM,R}
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Shifts a pair of registers to the left and returns the high register.
2020-02-01 21:19:44 -03:00
bunnei
c593e45dbd
Merge pull request #3347 from ReinUsesLisp/local-mem
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shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
2020-01-30 10:59:52 -05:00
ReinUsesLisp
b69321650e
gl_rasterizer: Fix instanced draw arrays
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glDrawArrays was being used when the draw had a base instance specified.
This commit removes the draw parameters abstraction and fixes the
mentioned issue.
2020-01-30 02:22:00 -03:00
bunnei
2db7adc42a
Merge pull request #3350 from ReinUsesLisp/atom
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shader/memory: Implement ATOM.ADD
2020-01-29 16:49:54 -05:00
ReinUsesLisp
f92cbc5501
yuzu: Implement Vulkan frontend
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Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
2020-01-29 17:53:11 -03:00
ReinUsesLisp
788d57d723
settings: Add settings for graphics backend
2020-01-29 17:53:11 -03:00
ReinUsesLisp
9f0162e4b5
shader/other: Fix skips for SYNC and BRK
2020-01-29 17:53:11 -03:00
ReinUsesLisp
270177f38a
shader/other: Stub S2R LaneId
2020-01-29 17:53:11 -03:00
ReinUsesLisp
b35449c85d
buffer_cache: Delay buffer destructions
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Delay buffer destruction some extra frames to avoid destroying buffers
that are still being used from older frames. This happens on Nvidia's
driver with mailbox.
2020-01-29 17:53:11 -03:00
bunnei
b11aeced18
Merge pull request #3355 from ReinUsesLisp/break-down
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texture_cache/surface_base: Fix layered break down
2020-01-29 12:29:56 -05:00
bunnei
91f79225e7
Merge pull request #3358 from ReinUsesLisp/implicit-texture-cache
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gl_texture_cache: Silence implicit sign cast warnings
2020-01-29 11:23:50 -05:00
bunnei
c457e47297
Merge pull request #3359 from ReinUsesLisp/assert-point-size
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gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
2020-01-28 15:19:51 -05:00
ReinUsesLisp
8178fe8960
gl_shader_decompiler: Remove UNIMPLEMENTED for gl_PointSize
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This was implemented by a previous commit and it's no longer required.
2020-01-28 16:32:30 -03:00
ReinUsesLisp
abae795986
gl_texture_cache: Silence implicit sign cast warnings
2020-01-27 20:59:11 -03:00
ReinUsesLisp
137a8aa55c
shader/bfi: Implement register-constant buffer variant
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It's the same as the variant that was implemented, but it takes the
operands from another source.
2020-01-27 01:20:38 -03:00
ReinUsesLisp
e3fc3459c8
shader/arithmetic: Implement FCMP
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Compares the third operand with zero, then selects between the first and
second.
2020-01-27 01:15:44 -03:00
ReinUsesLisp
f55f6ff9bb
texture_cache/surface_base: Fix layered break down
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
2020-01-26 21:48:07 -03:00
ReinUsesLisp
d17dfa6104
gl_texture_cache: Properly implement depth/stencil sampling
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This addresses the long standing issue of compatibility vs. core
profiles on OpenGL, properly implementing depth vs. stencil sampling
depending on the texture swizzle.
2020-01-26 21:44:08 -03:00
ReinUsesLisp
d95d4ac843
shader/memory: Implement ATOM.ADD
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ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
Fernando Sahmkow
bb8eb15d39
Shader_IR: Address feedback.
2020-01-25 09:04:59 -04:00
ReinUsesLisp
d26e74f0a3
shader/memory: Implement STL.S16 and STS.S16
2020-01-25 03:16:10 -03:00
ReinUsesLisp
9a2cdf8520
shader/memory: Implement unaligned LDL.S16 and LDS.S16
2020-01-25 03:16:10 -03:00
ReinUsesLisp
531f25a037
shader/memory: Move unaligned load/store to functions
2020-01-25 03:16:10 -03:00
ReinUsesLisp
96638f57c9
shader/memory: Implement LDL.S16 and LDS.S16
2020-01-25 03:15:55 -03:00
bunnei
dfd998216c
Merge pull request #3344 from ReinUsesLisp/vk-botw
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vk_shader_decompiler: Disable default values on unwritten render targets
2020-01-24 17:31:55 -05:00
Fernando Sahmkow
806f569143
Shader_IR: Change name of TrackSampler function so it does not confuse with the type.
2020-01-24 16:44:48 -04:00
Fernando Sahmkow
3919b7b8a9
Shader_IR: Corrections, styling and extras.
2020-01-24 16:44:48 -04:00
Fernando Sahmkow
37b8504faa
Shader_IR: Correct Custom Variable assignment.
2020-01-24 16:44:47 -04:00
Fernando Sahmkow
7c530e0666
Shader_IR: Propagate bindless index into the GL compiler.
2020-01-24 16:44:47 -04:00
Fernando Sahmkow
3c34678627
Shader_IR: Implement Injectable Custom Variables to the IR.
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
2b02f29a2d
GL Backend: Introduce indexed samplers into the GL backend
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
037ea431ce
Shader_IR: deduce size of indexed samplers
2020-01-24 16:43:31 -04:00
Fernando Sahmkow
f4603d23c5
Shader_IR: Setup Indexed Samplers on the IR
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
603c861532
Shader_IR: Implement initial code for tracking indexed samplers.
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
64496f2456
Shader_IR: Address Feedback
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
b97608ca64
Shader_IR: Allow constant access of guest driver.
2020-01-24 16:43:30 -04:00
Fernando Sahmkow
dc5cfa8d28
Shader_IR: Address Feedback
2020-01-24 16:43:29 -04:00
Fernando Sahmkow
74aa7de5e3
Guest_driver: Correct compiling errors in GCC.
2020-01-24 16:43:29 -04:00
Fernando Sahmkow
1e4b6bef6f
Shader_IR: Store Bound buffer on Shader Usage
2020-01-24 16:43:29 -04:00