Commit Graph

242 Commits

Author SHA1 Message Date
bunnei 69146a7aa8 maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
Laku 5a8c2eff39 implement lop3 2018-08-22 10:09:44 +03:00
bunnei 253f664f7f Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
Lioncash 309df18cdb shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei f0e1387103 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
Subv b55ca15b4b GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
bunnei f0b3a58e70 Merge pull request #1104 from Subv/instanced_arrays
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei 0e2d8a6fc3 Merge pull request #1112 from Subv/sampler_types
Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
bunnei 67de67fdcf Merge pull request #1089 from Subv/neg_bits
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
Subv 67da7c7ab8 Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
Subv 8b1711cdd5 Shader: Added bitfields for the texture type of the various sampling instructions. 2018-08-19 12:57:51 -05:00
Subv 906f9fb7bf Shaders: Added decodings for TLD4 and TLD4S 2018-08-19 12:57:08 -05:00
bunnei 91fc6e1c91 Merge pull request #1109 from Subv/ldg_decode
Shaders: Added decodings for  the LDG and STG instructions.
2018-08-19 13:31:19 -04:00
bunnei 4bd14d6da8 Merge pull request #1108 from Subv/front_facing
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 13:21:14 -04:00
Subv d580b54809 Shaders: Added decodings for the LDG and STG instructions. 2018-08-19 00:46:34 -05:00
Subv 67e993fdd3 Shaders: Implemented the gl_FrontFacing input attribute (attr 63). 2018-08-19 00:14:34 -05:00
Subv 175096eff7 GLRasterizer: Implemented instanced vertex arrays.
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18 14:42:26 -05:00
Subv 70e99baabe Shader: Implemented the predicate and mode arguments of LOP.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).

This is used by Super Mario Odyssey.
2018-08-18 14:36:37 -05:00
Subv a175f7ba29 Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
We should definitely audit our shader generator for more errors like this.
2018-08-18 10:22:42 -05:00
David Marcec ab3b9d7aa5 Added predcondition GreaterThanWithNan 2018-08-18 17:49:59 +10:00
Subv 1162a49920 Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.

Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00
bunnei 03ac254de6 gl_shader_decompiler: Implement XMAD instruction. 2018-08-12 18:30:24 -04:00
bunnei f807476d29 Merge pull request #1024 from Subv/blend_gl
GPU/Maxwell3D: Implemented an alternative set of blend factors.
2018-08-11 22:39:02 -04:00
Subv 45ee826309 GPU/Maxwell3D: Implemented an alternative set of blend factors.
These are used by nouveau and some games like SMO.
2018-08-11 20:57:16 -05:00
Subv 8582c5bb3e RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
2018-08-11 20:36:40 -05:00
bunnei 20f29b2528 Merge pull request #1010 from bunnei/unk-vert-attrib-shader
gl_shader_decompiler: Improve handling of unknown input/output attributes.
2018-08-11 19:56:28 -04:00
bunnei 5fd0744a63 gl_shader_decompiler: Improve handling of unknown input/output attributes. 2018-08-11 19:26:45 -04:00
bunnei 5cd97896bf Merge pull request #1018 from Subv/ssy_sync
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
2018-08-11 19:10:02 -04:00
Subv 5d543d88b9 GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY). 2018-08-11 16:00:14 -05:00
Lioncash b206ee3957 video_core: Use variable template variants of type_traits interfaces where applicable 2018-08-09 20:45:48 -04:00
bunnei cfb59dbe1b maxwell_3d: Ignore macros that have not been uploaded yet.
- Used by Super Mario Odyssey (in game).
2018-08-08 23:25:37 -04:00
bunnei 1e4e0b653a Merge pull request #982 from bunnei/stub-unk-63
gl_shader_decompiler: Stub input attribute Unknown_63.
2018-08-08 22:28:18 -04:00
bunnei e56c6add05 Merge pull request #976 from bunnei/shader-imm
gl_shader_decompiler: Let OpenGL interpret floats.
2018-08-08 19:17:01 -04:00
bunnei 37e2165d82 gl_shader_decompiler: Stub input attribute Unknown_63. 2018-08-08 02:35:59 -04:00
bunnei 89b9893d28 maxwell_3d: Use correct const buffer size and check bounds.
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08 02:10:25 -04:00
bunnei 3ee2d948a2 gl_shader_decompiler: Let OpenGL interpret floats.
- Accuracy is lost in translation to string, e.g. with NaN.
- Needed for Super Mario Odyssey.
2018-08-08 01:45:23 -04:00
bunnei 881573c77a maxwell_3d: Remove outdated assert. 2018-08-05 23:57:19 -04:00
Lioncash 49dc22f84e video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.

For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
2018-08-04 02:36:57 -04:00
Subv 3b77420f15 GPU: Remove the assert that required the CODE_ADDRESS to be 0.
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-24 13:54:12 -05:00
bunnei 392383692c shader_bytecode: Implement other TEXS masks. 2018-07-22 03:23:15 -04:00
bunnei 3a6bad38b6 gl_shader_decompiler: Implement SEL instruction. 2018-07-22 00:37:12 -04:00
bunnei 6d96a4fc0a maxwell_3d: Add depth buffer enable, width, and height registers. 2018-07-21 21:51:05 -04:00
Lioncash bdfd46e192 video_core: Use nested namespaces where applicable
Compresses a few namespace specifiers to be more compact.
2018-07-20 18:23:54 -04:00
Lioncash 10a91d9b9a maxwell_3d: Remove unused variable within GetStageTextures() 2018-07-19 22:38:28 -04:00
Subv 8335e656bb GPU: Added register definitions for the stencil parameters. 2018-07-17 15:00:21 -05:00
bunnei e904e1f785 gl_rasterizer: Fix check for if a shader stage is enabled. 2018-07-12 22:57:57 -04:00
bunnei 7fa10a188d Merge pull request #655 from bunnei/pred-lt-nan
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
2018-07-12 18:59:15 -07:00
bunnei 50e6ef98e2 gl_shader_decompiler: Implement PredCondition::LessThanWithNan. 2018-07-12 20:04:35 -04:00
bunnei fef7eb92de gl_shader_decompiler: Use FlowCondition field in EXIT instruction. 2018-07-12 20:00:37 -04:00
Sebastian Valle d1bd94351c Merge pull request #652 from Subv/fadd32i
GPU: Implement the FADD32I shader instruction.
2018-07-12 17:36:51 -05:00