Commit graph

4203 commits

Author SHA1 Message Date
Mat M c4001225f6
Merge pull request #3631 from ReinUsesLisp/more-astc
texture/astc: More small ASTC optimizations
2020-04-13 10:17:32 -04:00
Mat M 7b62212461
Merge pull request #3619 from ReinUsesLisp/i2i
shader/conversion: Implement I2I sign extension, saturation and selection
2020-04-13 10:17:07 -04:00
Mat M 3351e1e94f
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 d37d899431
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 47036859eb
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 76615b9f34 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 05cf270836 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 3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp 75eb953575 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 76f178ba6e 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 a7baf6fee4 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 94b0e2e5da 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 2905142f47 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
bunnei 51c6688e21
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 a87b16da9a shader/texture: Remove type mismatches management from shader decoder
Since commit e22816a5bb 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 7182ef31c9
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 6bf5d2b011 astc: Hard code bit depth changes to 8 and use fast replicate 2020-04-09 18:37:12 -03:00
Rodrigo Locatti 36f607217f
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 bd2c1ab8a0 astc: Use boost's static_vector to avoid heap allocations 2020-04-09 05:27:57 -03:00
ReinUsesLisp 5de130beea astc: Implement a fast precompiled alternative for Replicate 2020-04-09 03:58:25 -03:00
ReinUsesLisp 6b4d4473be astc: Move Replicate to a constexpr LUT when possible 2020-04-09 03:35:07 -03:00
ReinUsesLisp d22a689250 astc: Make InputBitStream constexpr 2020-04-09 02:54:05 -03:00
ReinUsesLisp 0efc230381 astc: OutputBitStream style changes and make it constexpr 2020-04-09 02:37:51 -03:00
bunnei b96fd0bd0e
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 6c8f9f40d7 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 7cd6daf115 VkRasterizer: Eliminate Legacy code. 2020-04-08 18:59:09 -04:00
Fernando Sahmkow 1c18dc6577 Memory: Correct GCC errors. 2020-04-08 18:09:16 -04:00
Fernando Sahmkow 913f42a3a7 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow e00d992848 GPUMemoryManager: Improve safety of memory reads. 2020-04-08 12:08:06 -04:00
ReinUsesLisp a209d464f9 video_core/textures: Move GetMaxAnisotropy to cpp file 2020-04-07 20:47:31 -03:00
ReinUsesLisp d7db088180 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
04d4e9e587/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 f316911248
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 bf1d66b7c0 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 487f9ba525
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 935648ffa9
address nit. 2020-04-07 18:29:30 +07:00
ReinUsesLisp bc1b4b85b0 renderer_vulkan: Query device names from the backend 2020-04-07 02:23:23 -03:00
ReinUsesLisp da706cad25 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 bf1174c114
Apply suggestions from code review
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow f9d5718c4b Clang Format. 2020-04-06 09:23:08 -04:00
Fernando Sahmkow ea535d9470 Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 3dd5c07454 Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow 7fcd0fee6d Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00
Fernando Sahmkow 6ee316cb8f Texture Cache: Use vAddr instead of physical memory for caching. 2020-04-06 09:23:05 -04:00
Fernando Sahmkow 9c0f40a1f5 GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
Fernando Sahmkow 588a20be3f
Merge pull request #3513 from ReinUsesLisp/native-astc
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy 2c98e14d13 shader_decode: SULD.D using std::pair instead of out parameter 2020-04-06 13:46:55 +07:00
namkazy 9efa51311f shader_decode: SULD.D avoid duplicate code block. 2020-04-06 13:34:06 +07:00
namkazy 7f5696513f shader_decode: SULD.D fix conversion error. 2020-04-06 13:26:58 +07:00
namkazy 2906372ba1 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 3185245845 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 fd0a2b5151 shader/memory: Add "using std::move" 2020-04-06 02:18:14 -03:00
ReinUsesLisp 79970c9174 shader/memory: Minor fixes in ATOM 2020-04-06 00:54:22 -03:00
Fernando Sahmkow 69277de29d
Merge pull request #3592 from ReinUsesLisp/ipa
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
2020-04-05 19:29:40 -04:00
Fernando Sahmkow 1633fbf99a
Merge pull request #3589 from ReinUsesLisp/fix-clears
gl_rasterizer: Mark cleared textures as dirty
2020-04-05 19:29:26 -04:00
namkazy 730f9b55b3 silent warning (conversion error) 2020-04-05 16:02:07 +07:00
namkazy 9f6ebccf06 shader_decode: SULD.D -> SINT actually same as UNORM. 2020-04-05 15:18:42 +07:00
namkazy 6f2b7087c2 shader_decode: SULD.D fix decode SNORM component 2020-04-05 14:46:43 +07:00
namkazy 69657ff19c clang-format 2020-04-05 12:57:50 +07:00
namkazy 24cc64c5b3 shader_decode: get sampler descriptor from registry. 2020-04-05 12:54:48 +07:00
namkazy acd3f0ab37 tweaking. 2020-04-05 10:31:32 +07:00
Nguyen Dac Nam 8370188b3c clang-format 2020-04-05 10:31:31 +07:00
namkazy 3e3afa9be6 cleanup unuse params 2020-04-05 10:31:31 +07:00
namkazy 5cd5857000 cleanup debug code. 2020-04-05 10:31:30 +07:00
namkazy 658112783d reimplement get component type, uncomment mistaken code 2020-04-05 10:31:30 +07:00
namkazy 3ad06e9b2b remove disable optimize 2020-04-05 10:31:30 +07:00
namkazy f24c2e1103 [wip] reimplement SULD.D 2020-04-05 10:31:29 +07:00
namkazy 58bcb86af5 add shader stage when init shader ir 2020-04-05 10:31:29 +07:00
Nguyen Dac Nam 2cefdd92bd clang-fix 2020-04-05 10:31:28 +07:00
Nguyen Dac Nam 1f3d142875 shader: image - import PredCondition 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam 08db60392d shader: SULD.D bits32 implement more complexer method. 2020-04-05 10:31:27 +07:00
Nguyen Dac Nam ed1d8beb13 shader: SULD.D import StoreType 2020-04-05 10:31:26 +07:00
Nguyen Dac Nam 6d235b8631 shader: implement SULD.D bits32 2020-04-05 10:31:26 +07:00
ReinUsesLisp 60106531b4 shader/other: Add error message for some S2R registers 2020-04-04 03:46:07 -03:00
ReinUsesLisp 8b719e9e1d shader_bytecode: Rename MOV_SYS to S2R 2020-04-04 03:37:51 -03:00
ReinUsesLisp 9d15feb892 shader_bytecode: Add encoding for BAR 2020-04-04 03:36:21 -03:00
ReinUsesLisp 16ae98dbb3 shader_ir: Add error message for EXIT.FCSM_TR 2020-04-04 03:34:08 -03:00
ReinUsesLisp c02a2dc24a shader_bytecode: Add encoding for VOTE.VTG 2020-04-04 03:28:11 -03:00
ReinUsesLisp 80c4fee4ec Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
This reverts commit 41905ee467, reversing
changes made to 35145bd529.

It causes regressions in several games.
2020-04-04 00:02:26 -03:00
ReinUsesLisp e1bd89e1c2 shader/memory: Silence no return value warning
Silences a warning about control paths not all returning a value.
2020-04-02 03:34:27 -03:00
Rodrigo Locatti 825a6e2615
Merge pull request #3552 from jroweboy/single-context
Refactor Context management (Fixes renderdoc on opengl issues)
2020-04-02 01:38:25 -03:00
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
ReinUsesLisp dd1232755b gl_texture_cache: Fix software ASTC fallback 2020-04-01 01:44:15 -03:00
ReinUsesLisp 2f0da10dc3 vk_device: Add missing ASTC queries 2020-04-01 01:14:04 -03:00
ReinUsesLisp b6571ca9f0 video_core: Use native ASTC when available 2020-04-01 01:14:04 -03:00
ReinUsesLisp 16270dcfe4 gl_device: Detect if ASTC is reported and expose it 2020-04-01 01:14:04 -03:00
Rodrigo Locatti baf91c920c
Merge pull request #3591 from ReinUsesLisp/vk-wrapper-part2
renderer_vulkan/wrapper: Add a Vulkan wrapper (part 2 of 2)
2020-03-31 22:14:26 -03:00
ReinUsesLisp f22f6b72c3 renderer_vulkan/wrapper: Add vkEnumerateInstanceExtensionProperties wrapper 2020-03-31 21:32:08 -03:00
ReinUsesLisp 27dd542c60 renderer_vulkan/wrapper: Add command buffer handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp 5c90d060d8 renderer_vulkan/wrapper: Add physical device handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp 0eb37de98f renderer_vulkan/wrapper: Add device handle 2020-03-31 21:32:08 -03:00
ReinUsesLisp 11774308d3 renderer_vulkan/wrapper: Add swapchain handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp 7fe52ef77f renderer_vulkan/wrapper: Add fence handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp 3a63ae0658 renderer_vulkan/wrapper: Add device memory handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp 397f53dea1 renderer_vulkan/wrapper: Add pool handles 2020-03-31 21:32:07 -03:00
ReinUsesLisp affee77b70 renderer_vulkan/wrapper: Add buffer and image handles 2020-03-31 21:32:07 -03:00
ReinUsesLisp d85ca0ab33 renderer_vulkan/wrapper: Add queue handle 2020-03-31 21:32:07 -03:00
ReinUsesLisp 151ddcf419 renderer_vulkan/wrapper: Add instance handle 2020-03-31 21:32:07 -03:00
Fernando Sahmkow b03c0536ce
Merge pull request #3561 from ReinUsesLisp/f2f-conversion
shader/conversion: Fix F2F rounding operations with different sizes
2020-03-31 14:45:02 -04:00
Fernando Sahmkow 5b95a01463
Merge pull request #3577 from ReinUsesLisp/lea
shader/lea: Fix LEA implementation
2020-03-31 14:36:07 -04:00
ReinUsesLisp 1c5e2b60a7 gl_rasterizer: Mark cleared textures as dirty
Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
2020-03-31 05:51:56 -03:00