Commit Graph

4951 Commits

Author SHA1 Message Date
Mat M da605928d3 Merge pull request #3627 from ReinUsesLisp/layered-view
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
Mat M b39aedd84a Merge pull request #3646 from ReinUsesLisp/fix-glsl-turing
gl_shader_decompiler: Improve generated code in HMergeH*
2020-04-13 10:15:12 -04:00
Mat M 7c46c4325d Merge pull request #3633 from ReinUsesLisp/clean-texdec
shader/texture: Remove type mismatches management from shader decoder
2020-04-13 10:13:05 -04:00
ReinUsesLisp cbbaeeb630 gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
ReinUsesLisp ff90ce2ed6 gl_shader_decompiler: Implement merges with bitfieldInsert
This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
2020-04-12 22:39:59 -03:00
Fernando Sahmkow 1b20368a0a Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp aa15f5854c gl_shader_decompiler: Improve generated code in HMergeH*
Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp 44e1a2c490 shader/video: Partially implement VMNMX
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.

VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.

This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp 17b14be027 video_core: Add MSAA registers in 3D engine and TIC
This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
ReinUsesLisp 1f1e80c67d texture_cache: Remove preserve_contents
preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.

This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp 40ef0d3b28 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
bunnei aeac4d2d60 Merge pull request #3594 from ReinUsesLisp/vk-instance
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
ReinUsesLisp 57a3007e29 shader/texture: Remove type mismatches management from shader decoder
Since commit 9fce105f45 we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.

Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow 59991f3513 Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
ReinUsesLisp cc5d2bc965 astc: Hard code bit depth changes to 8 and use fast replicate 2020-04-09 18:37:12 -03:00
Rodrigo Locatti dcd672b1a6 Merge pull request #3610 from FernandoS27/gpu-caches
Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
ReinUsesLisp ac81541a37 astc: Use boost's static_vector to avoid heap allocations 2020-04-09 05:27:57 -03:00
ReinUsesLisp a648629d8a astc: Implement a fast precompiled alternative for Replicate 2020-04-09 03:58:25 -03:00
ReinUsesLisp 10d59444d9 astc: Move Replicate to a constexpr LUT when possible 2020-04-09 03:35:07 -03:00
ReinUsesLisp 14ea2ced5b astc: Make InputBitStream constexpr 2020-04-09 02:54:05 -03:00
ReinUsesLisp 2f105bd298 astc: OutputBitStream style changes and make it constexpr 2020-04-09 02:37:51 -03:00
bunnei 85d89e0758 Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp 5ee9b93d2a gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow cacbe85d13 VkRasterizer: Eliminate Legacy code. 2020-04-08 18:59:09 -04:00
Fernando Sahmkow 99e0ffe21b Memory: Correct GCC errors. 2020-04-08 18:09:16 -04:00
Fernando Sahmkow f00f6bbdb6 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow 3e7aecbd3c GPUMemoryManager: Improve safety of memory reads. 2020-04-08 12:08:06 -04:00
ReinUsesLisp 8591cb316a video_core/textures: Move GetMaxAnisotropy to cpp file 2020-04-07 20:47:31 -03:00
ReinUsesLisp 8a031dc233 video_core/texture: Use a LUT to convert sRGB texture borders
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62

that is used in
https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38

Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.

This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.

While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
bunnei 738e281da2 Merge pull request #3599 from ReinUsesLisp/revert-3499
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
ReinUsesLisp 30bbdc653c yuzu: Drop SDL2 and Qt frontend Vulkan requirements
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti 43f13f7fa1 Merge pull request #3489 from namkazt/patch-2
shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
Nguyen Dac Nam ca3161ee7e address nit. 2020-04-07 18:29:30 +07:00
ReinUsesLisp 3140098db9 renderer_vulkan: Query device names from the backend 2020-04-07 02:23:23 -03:00
ReinUsesLisp dbebae0027 shader/conversion: Implement I2I sign extension, saturation and selection
Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.

It doesn't implement CC yet.
2020-04-07 02:19:44 -03:00
Nguyen Dac Nam e2349b001e Apply suggestions from code review
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow 3390d627b8 Clang Format. 2020-04-06 09:23:08 -04:00
Fernando Sahmkow 02f2fa510d Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 6c9f7db8af Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 3728c7160f Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00
Fernando Sahmkow 5b66d2bf74 Texture Cache: Use vAddr instead of physical memory for caching. 2020-04-06 09:23:05 -04:00
Fernando Sahmkow 5cc292ac3c GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
Fernando Sahmkow 3a6baefff4 Merge pull request #3513 from ReinUsesLisp/native-astc
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy a18e88be44 shader_decode: SULD.D using std::pair instead of out parameter 2020-04-06 13:46:55 +07:00
namkazy 319f68c624 shader_decode: SULD.D avoid duplicate code block. 2020-04-06 13:34:06 +07:00
namkazy a6e264cd58 shader_decode: SULD.D fix conversion error. 2020-04-06 13:26:58 +07:00
namkazy ca16317add shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. 2020-04-06 13:09:19 +07:00
ReinUsesLisp d222e63967 shader/memory: Implement RED.E.ADD
Implements a reduction operation. It's an atomic operation that doesn't
return a value.

This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
2020-04-06 02:24:47 -03:00
ReinUsesLisp e38cbb78ad shader/memory: Add "using std::move" 2020-04-06 02:18:14 -03:00
ReinUsesLisp e50c604505 shader/memory: Minor fixes in ATOM 2020-04-06 00:54:22 -03:00