Commit Graph

4068 Commits

Author SHA1 Message Date
ReinUsesLisp 25cfbc7786 video_core: Implement RGBA16_SNORM
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp 9fce105f45 texture_cache: Report incompatible textures as black
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.

We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.

As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
ReinUsesLisp 2337a2fdbc texture_cache/surface_params: Force depth=1 on 2D textures
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
ReinUsesLisp df815e0784 gl_shader_decompiler: Add layer component to texelFetch
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ReinUsesLisp ba8c1c6d1e gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
ReinUsesLisp 37c5dadbc3 gl_shader_manager: Fix interaction between graphics and compute
After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
2020-03-11 01:04:52 -03:00
ReinUsesLisp 96fdbc638a gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
ReinUsesLisp 207b9ba28c engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
ReinUsesLisp 4dcb56ddbd shader/registry: Address feedback 2020-03-09 18:40:53 -03:00
ReinUsesLisp 00e790c3de gl_shader_decompiler: Add identifier to decompiled code 2020-03-09 18:40:53 -03:00
ReinUsesLisp 8c2bf4879f gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09 18:40:53 -03:00
ReinUsesLisp 7a93d38e0f const_buffer_engine_interface: Store component types
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp 1f4e8db223 yuzu/loading_screen: Remove unused shader progress mode 2020-03-09 18:40:53 -03:00
ReinUsesLisp 25cfb69c40 gl_shader_cache: Reduce registry consistency to debug assert
Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
2020-03-09 18:40:07 -03:00
ReinUsesLisp 776aa5bdf9 shader/registry: Cache tessellation state 2020-03-09 18:40:07 -03:00
ReinUsesLisp 22052e73de shader/registry: Store graphics and compute metadata
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09 18:40:07 -03:00
ReinUsesLisp 99be31c902 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 -03:00
ReinUsesLisp 8021ee48a3 gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
2020-03-09 18:40:06 -03:00
Rodrigo Locatti 8d86741eb9 Merge pull request #3301 from ReinUsesLisp/state-tracker
video_core: Remove gl_state and use a state tracker based on dirty flags
2020-03-09 18:34:37 -03:00
ReinUsesLisp b8e43cb17c textures: Fix anisotropy hack
Previous code could generate an anisotropy value way higher than x16.
2020-03-08 15:59:38 -03:00
bunnei 978cd350dd Merge pull request #3452 from Morph1984/anisotropic-filtering
frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
2020-03-07 22:28:35 -05:00
Nguyen Dac Nam 9516f0923c vk_reasterizer: fix mistype on SetupGraphicsImages
This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
2020-03-08 10:06:59 +07:00
bunnei 437d6b6dc6 Merge pull request #3481 from ReinUsesLisp/abgr5-storage
maxwell_to_vk: Remove Storage capability for A1B5G5R5U
2020-03-07 19:51:33 -05:00
ReinUsesLisp ee8ef2998d vk_rasterizer: Support disabled uniform buffers 2020-03-06 18:47:51 -03:00
ReinUsesLisp 09820ecef0 maxwell_to_vk: Remove Storage capability for A1B5G5R5U 2020-03-06 18:47:27 -03:00
bunnei bd02dfb94a Merge pull request #3463 from ReinUsesLisp/vk-toctou
vk_swapchain: Silence TOCTOU race condition
2020-03-05 19:38:42 -05:00
bunnei cb84f86f3d Merge pull request #3451 from ReinUsesLisp/indexed-textures
vk_shader_decompiler: Implement indexed textures
2020-03-05 11:42:46 -05:00
bunnei 2349ab9dc6 Merge pull request #3469 from namkazt/patch-1
shader_decode: Fix LD, LDG when track constant buffer
2020-03-04 23:10:01 -05:00
bunnei 6c42a3b9de Merge pull request #3455 from ReinUsesLisp/attr-scaled
video_core: Implement more scaled attribute formats
2020-03-03 22:46:20 -05:00
Nguyen Dac Nam 5658f77467 nit: move comment to right place. 2020-02-29 13:50:10 +07:00
ReinUsesLisp f391be4227 video_core/dirty_flags: Address feedback 2020-02-28 17:56:43 -03:00
ReinUsesLisp a440a79146 renderer_opengl: Fix edge-case where alpha testing might cull presentation 2020-02-28 17:56:43 -03:00
ReinUsesLisp 950450fd8a gl_texture_cache: Remove blending disable on blits
Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
2020-02-28 17:56:43 -03:00
ReinUsesLisp 1a5c68bbef gl_rasterizer: Don't disable blending on clears
Blending doesn't affect clears.
2020-02-28 17:56:43 -03:00
ReinUsesLisp 3de883d37b dirty_flags: Deduplicate code between OpenGL and Vulkan 2020-02-28 17:56:43 -03:00
ReinUsesLisp a8c9550a12 vk_rasterizer: Pass Maxwell registers to dynamic updates 2020-02-28 17:56:43 -03:00
ReinUsesLisp 2eb2855b05 state_tracker: Remove type traits with named structures 2020-02-28 17:56:43 -03:00
ReinUsesLisp 59db5829f5 vk_state_tracker: Implement dirty flags for stencil properties 2020-02-28 17:56:43 -03:00
ReinUsesLisp b06a3534ea vk_state_tracker: Implement dirty flags for depth bounds 2020-02-28 17:56:43 -03:00
ReinUsesLisp 4c4bd85947 vk_state_tracker: Implement dirty flags for blend constants 2020-02-28 17:56:43 -03:00
ReinUsesLisp 1ccf5ba777 vk_state_tracker: Implement dirty flags for depth bias 2020-02-28 17:56:43 -03:00
ReinUsesLisp ff0c2cb0a4 vk_state_tracker: Implement dirty flags for scissors 2020-02-28 17:56:43 -03:00
ReinUsesLisp 69db1cd1f9 vk_state_tracker: Initial implementation
Add support for render targets and viewports.
2020-02-28 17:56:43 -03:00
ReinUsesLisp f903c3800e gl_rasterizer: Remove num vertex buffers magic number 2020-02-28 17:56:43 -03:00
ReinUsesLisp b7af0cc2ee gl_rasterizer: Only apply polygon offset clamp if enabled 2020-02-28 17:56:43 -03:00
ReinUsesLisp 6ea3b6253e gl_state_tracker: Implement dirty flags for depth clamp enabling 2020-02-28 17:56:43 -03:00
ReinUsesLisp 084a112d6c gl_rasterizer: Disable scissor 0 when scissor is not used on clear 2020-02-28 17:56:43 -03:00
ReinUsesLisp a48930ac7c gl_rasterizer: Notify depth mask changes on clear 2020-02-28 17:56:43 -03:00
ReinUsesLisp f6e5b9e775 gl_rasterizer: Minor sort changes to clearing 2020-02-28 17:56:42 -03:00
ReinUsesLisp 31daa97fce maxwell_3d: Use two tables instead of three for dirty flags 2020-02-28 17:56:42 -03:00