Commit graph

695 commits

Author SHA1 Message Date
ReinUsesLisp 2339fe199f shader_decompiler: Remove FragCoord.w hack and change IPA implementation
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082

yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.

While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).

https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
namkazy c8f6d9effd shader_decode: merge GlobalAtomicOp to AtomicOp 2020-03-30 18:47:00 +07:00
ReinUsesLisp cedbe925cd engines/const_buffer_engine_interface: Store image format type
This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
2020-03-27 00:36:22 -03:00
bunnei e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
namkazy fc37672f26 apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs) 2020-03-22 22:25:44 +07:00
namkazy f66743cd0c maxwell_3d: change declaration order 2020-03-22 13:41:16 +07:00
namkazy d4e93cf38c maxwell_3d: init shadow_state 2020-03-22 13:35:11 +07:00
namkazy 22f4268c2f maxwell_3d: this seem more correct. 2020-03-22 12:02:54 +07:00
namkazy 7051dc1902 maxwell_3d: update comments for shadow ram usage 2020-03-22 11:35:26 +07:00
Nguyen Dac Nam 63c2635e6f maxwell_3d: track shadow ram ctrl and hw reg value 2020-03-22 10:53:41 +07:00
Nguyen Dac Nam dbfbe352e0 maxwell_3d: implement MME shadow RAM 2020-03-22 10:53:35 +07:00
ReinUsesLisp 9f46066bda kepler_compute: Remove unused variables 2020-03-18 20:03:19 -03:00
Rodrigo Locatti ddafc99776
Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
ReinUsesLisp 6442e02c5d shader/shader_ir: Track usage in input attribute and of legacy varyings 2020-03-15 21:01:52 -03:00
ReinUsesLisp afebdda203 maxwell_3d: Add padding words to XFB entries
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
ReinUsesLisp 8e9f23f393 gl_rasterizer: Implement transform feedback bindings 2020-03-13 18:33:04 -03:00
Rodrigo Locatti 244fe13219
Merge branch 'master' into shader-purge 2020-03-13 16:44:06 -03:00
Nguyen Dac Nam 93547cac68
shader_bytecode: update BFE instructions struct. 2020-03-13 12:52:16 +07:00
ReinUsesLisp e4bc3c3342 gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
ReinUsesLisp eb5861e0a2 engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
ReinUsesLisp 978172530e 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 042256c6bb state_tracker: Remove type traits with named structures 2020-02-28 17:56:43 -03:00
ReinUsesLisp 15cadc3948 maxwell_3d: Use two tables instead of three for dirty flags 2020-02-28 17:56:42 -03:00
ReinUsesLisp 9b08698a0c maxwell_3d: Change write dirty flags to a bitset 2020-02-28 17:56:42 -03:00
ReinUsesLisp 9e74e6988b maxwell_3d: Flatten cull and front face registers 2020-02-28 17:56:41 -03:00
ReinUsesLisp eed789d0d1 video_core: Reintroduce dirty flags infrastructure 2020-02-28 17:56:41 -03:00
ReinUsesLisp 1eee891f6e gl_state: Remove clip distances tracking 2020-02-28 17:26:26 -03:00
ReinUsesLisp d3e433a380 gl_state: Remove viewport and depth range tracking 2020-02-28 17:25:18 -03:00
ReinUsesLisp 96ac3d518a gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
bunnei e22ad52cdb
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
bunnei b2bc7682b4
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
Fernando Sahmkow 93acfbd3a5
Merge pull request #3409 from ReinUsesLisp/host-queries
query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
ReinUsesLisp 6a0220b2e1 texture_cache: Implement layered framebuffer attachments
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 91aa58e410 maxwell_3d: Unify draw methods
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 73d2d3342d gl_query_cache: Optimize query cache
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
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 2b58652f08 maxwell_3d: Slow implementation of passed samples (query 21)
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
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
bunnei 3563af2364
Merge pull request #3395 from FernandoS27/queries
GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
Fernando Sahmkow d6ed31b9fa GPU: Address Feedback. 2020-02-13 18:16:07 -04:00
bunnei 37f1cf8cbd
Merge pull request #3376 from ReinUsesLisp/point-sprite
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
maxwell_3d: Fix stencil back mask
2020-02-09 22:29:28 -05:00
bunnei 90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
ReinUsesLisp bf9a822b87 shader/decode: Fix constant buffer offsets
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
bunnei 08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
ReinUsesLisp 7da52673d0 gl_rasterizer: Implement GL_POINT_SPRITE
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
shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
ReinUsesLisp 4eed744277 maxwell_3d: Fix stencil back mask 2020-02-02 17:50:46 -03:00