Fernando Sahmkow
ea522da8b5
Address Feedback.
2020-04-22 11:36:24 -04:00
Fernando Sahmkow
ae2b3f2b64
Fix GCC error.
2020-04-22 11:36:23 -04:00
Fernando Sahmkow
3769318042
QueryCache: Implement Async Flushes.
2020-04-22 11:36:18 -04:00
Fernando Sahmkow
1966f1d948
OpenGL: Guarantee writes to Buffers.
2020-04-22 11:36:18 -04:00
Fernando Sahmkow
7986c97ed2
GPU: Implement Flush Requests for Async mode.
2020-04-22 11:36:17 -04:00
Fernando Sahmkow
af9f901764
FenceManager: Manage syncpoints and rename fences to semaphores.
2020-04-22 11:36:16 -04:00
Fernando Sahmkow
967f5cec17
FenceManager: Implement async buffer cache flushes on High settings
2020-04-22 11:36:15 -04:00
Fernando Sahmkow
2ee68ad8e4
GPU: Fix rebase errors.
2020-04-22 11:36:13 -04:00
Fernando Sahmkow
b2787048d1
Rasterizer: Disable fence managing in synchronous gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
e7195b5f87
ThreadManager: Sync async reads on accurate gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
be8742e286
GPU: Implement a Fence Manager.
2020-04-22 11:36:10 -04:00
Fernando Sahmkow
802fabe3ab
OpenGL: Implement Fencing backend.
2020-04-22 11:36:10 -04:00
Fernando Sahmkow
de53bc96c0
BufferCache: Implement OnCPUWrite and SyncGuestHost
2020-04-22 11:36:07 -04:00
Fernando Sahmkow
c689dc6804
GPU: Refactor synchronization on Async GPU
2020-04-22 11:36:06 -04:00
Fernando Sahmkow
c213fd218b
UI: Replasce accurate GPU option for GPU Accuracy Level
2020-04-22 11:36:04 -04:00
bunnei
e1fd985d73
Merge pull request #3714 from lioncash/copies
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gl_shader_decompiler: Avoid copies where applicable
2020-04-21 20:16:02 -04:00
Mat M
63fb1421a5
Merge pull request #3716 from bunnei/fix-another-impl-fallthrough
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video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:17:52 -04:00
bunnei
6613cbfc35
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:15:21 -04:00
Lioncash
e302cb8c36
gl_shader_decompiler: Avoid copies where applicable
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Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.
Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
2020-04-17 20:48:52 -04:00
Markus Wick
d8d02fa184
video_code: Fix implicit switch fallthrough.
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Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00
Rodrigo Locatti
aed8e57a1b
Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL"
2020-04-17 17:41:48 -03:00
bunnei
d392c4e552
Merge pull request #3682 from lioncash/uam
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gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-17 01:24:08 -04:00
bunnei
7a4ed2581d
Merge pull request #3673 from lioncash/extra
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CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
Fernando Sahmkow
7a9b83b658
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
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buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp
c1ad40a3cb
buffer_cache: Return handles instead of pointer to handles
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The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.
This problem can be solved in the future with sparse buffers.
2020-04-16 02:33:34 -03:00
Lioncash
5e32ba4080
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
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Avoids potential invalid junk data from being read.
2020-04-15 22:20:06 -04:00
Lioncash
4efb85bb2e
gl_device: Mark stage_swizzle as constexpr
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Previously this was mutable even though it shouldn't be.
2020-04-15 21:59:13 -04:00
Lioncash
02e095313a
CMakeLists: Specify -Wextra on linux builds
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Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00
Fernando Sahmkow
d06795c08a
Merge pull request #3612 from ReinUsesLisp/red
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shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Lioncash
6ea751d910
CMakeLists: Make -Wreorder a compile-time error
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This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
2020-04-15 14:14:41 -04:00
Mat M
ee439fb0fc
Merge pull request #3662 from ReinUsesLisp/constant-attrs
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gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Mat M
49ce503b37
Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile
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gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15 03:17:46 -04:00
Mat M
650a97d635
Merge pull request #3654 from ReinUsesLisp/fix-fb-attach
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gl_texture_cache: Fix layered texture attachment base level
2020-04-15 03:17:18 -04:00
ReinUsesLisp
f5a23c9bb3
Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
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This reverts commit ff90ce2ed6 .
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
2020-04-14 21:24:33 -03:00
ReinUsesLisp
501c92a17f
gl_rasterizer: Implement constant vertex attributes
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Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp
ab33a2bebc
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
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From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.
The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
2020-04-14 01:34:20 -03:00
ReinUsesLisp
855faaf4a0
gl_texture_cache: Fix layered texture attachment base level
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The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
2020-04-13 18:24:56 -03:00
Mat M
9427ae1c54
Merge pull request #3651 from ReinUsesLisp/line-widths
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gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M
127f1c2606
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
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texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
da605928d3
Merge pull request #3627 from ReinUsesLisp/layered-view
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gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
ReinUsesLisp
cbbaeeb630
gl_rasterizer: Implement line widths and smooth lines
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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
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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
ReinUsesLisp
aa15f5854c
gl_shader_decompiler: Improve generated code in HMergeH*
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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
1f1e80c67d
texture_cache: Remove preserve_contents
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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
5ee9b93d2a
gl_texture_cache: Attach view instead of base texture for layered attachments
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This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
f00f6bbdb6
Memory: Address Feedback.
2020-04-08 13:40:46 -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