0fc596de6e
Merge pull request #3082 from ReinUsesLisp/fix-lockers
...
gl_shader_cache: Fix locker constructors
2019-11-09 13:58:36 -05:00
a056d8de16
Merge pull request #3080 from FernandoS27/glsl-fix
...
GLSLDecompiler: Correct Texture Gather Offset.
2019-11-08 15:56:29 -05:00
bfa973a62b
gl_shader_cache: Fix locker constructors
...
Properly pass engine when a shader is being constructed from memory.
2019-11-07 20:43:31 -03:00
3d7c284e0f
GLSLDecompiler: Correct Texture Gather Offset.
...
This commit corrects the argument ordering in textureGatherOffset.
2019-11-07 11:43:56 -04:00
468576284d
Merge pull request #3057 from ReinUsesLisp/buffer-sub-data
...
gl_rasterizer: Upload constant buffers with glNamedBufferSubData
2019-11-06 10:08:55 -05:00
654b77d2ec
Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
...
shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
442a1cc021
gl_rasterizer: Re-enable stream buffer memory due to global memory
...
Global memory is still using the stream buffer when it shouldn't. As a
temporary fix re-enable the stream buffer on compute.
2019-11-02 13:19:19 -03:00
76ca2a5f82
gl_rasterizer: Upload constant buffers with glNamedBufferSubData
...
Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements
to a fast. This path has an extra memcpy but updates the buffer without
orphaning or waiting for previous calls. It can be seen as a better
model for "push constants" that can upload a whole UBO instead of 256
bytes.
This path has some requirements established here:
http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24
Instead of using the stream buffer, this commits moves constant buffers
uploads to calls of glNamedBufferSubData and from my testing it brings a
performance improvement. This is disabled when the vendor is not Nvidia
since it brings performance regressions.
2019-11-02 05:05:34 -03:00
2382bbe3ac
Merge pull request #3046 from ReinUsesLisp/clean-gl-state
...
gl_state: Miscellaneous clean up
2019-10-29 22:50:04 -04:00
b5138f3c35
Merge pull request #3035 from ReinUsesLisp/rasterizer-accelerated
...
rasterizer_accelerated: Add intermediary for GPU rasterizers
2019-10-29 22:06:41 -04:00
3d0cde6a75
gl_state: Use std::array::fill instead of std::fill
...
Co-Authored-By: Mat M. <mathew1800@gmail.com >
2019-10-30 01:30:31 +00:00
ce20ed8e4e
gl_state: Move dirty checks to individual apply calls instead of Apply
...
This requires removing constness from some methods, but for consistency
it's removed in all methods.
2019-10-29 21:27:25 -03:00
3c6557c235
gl_state: Remove ApplyDefaultState
...
OpenGL has defaults values we can trust. Remove these.
2019-10-29 21:27:25 -03:00
d3651b0b82
gl_state: Change SetDefaultViewports to use default constructor
2019-10-29 21:27:24 -03:00
c7698d0bc8
gl_state: Minor style changes
2019-10-29 21:27:24 -03:00
a14d202ac2
gl_state: Remove unused Citra TextureUnits
2019-10-29 21:27:24 -03:00
28fece8e9b
gl_state: Move initializers from constructor to class declaration
2019-10-29 21:27:23 -03:00
a993df1ee2
shader/node: Unpack bindless texture encoding
...
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.
Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
2ec5b55ee3
Merge pull request #3004 from ReinUsesLisp/maxwell3d-cleanup
...
maxwell_3d: Remove unused entries
2019-10-29 23:46:33 +00:00
fa31e5b868
maxwell_3d/kepler_compute: Remove unused arguments in GetTexture
2019-10-28 00:23:42 -03:00
3f9262195b
Video_Core: Implement texture format E5B9G9R9_SHAREDEXP.
...
This commit implements the E5B9G9R9 Texture format into the general
system and OpenGL backend.
2019-10-27 16:44:09 -04:00
bd2aff3e26
rasterizer_accelerated: Add intermediary for GPU rasterizers
...
Add an intermediary class that implements common functions across GPU
accelerated rasterizers. This avoids code repetition on different
backends.
2019-10-27 03:40:08 -03:00
78f3e8a757
gl_shader_cache: Implement locker variants invalidation
2019-10-25 09:01:32 -04:00
ec85648af3
gl_shader_disk_cache: Store and load fast BRX
2019-10-25 09:01:31 -04:00
7b81ba4d8a
gl_shader_decompiler: Move entries to a separate function
2019-10-25 09:01:31 -04:00
8909f52166
Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.
2019-10-25 09:01:30 -04:00
acd6441134
Shader_Cache: setup connection of ConstBufferLocker
2019-10-25 09:01:29 -04:00
1a58f45d76
VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.
2019-10-25 09:01:29 -04:00
7ecf9f7228
Merge pull request #2983 from lioncash/fallthrough
...
gl_shader_decompiler/vk_shader_decompiler: Resolve implicit fallthrough cases
2019-10-22 13:16:46 -04:00
219fdcb9d9
Merge pull request #2966 from FernandoS27/astc-formats
...
Implement a series of ASTC formats and R4G4B4A4 format
2019-10-17 19:24:11 -03:00
ef9b31783d
Merge pull request #2912 from FernandoS27/async-fixes
...
General fixes to Async GPU
2019-10-16 10:34:48 -04:00
b42a74ff2c
gl_shader_decompiler: Resolve fallthrough within ExprDecompiler's ExprCondCode operator()
...
This would previously result in NeverExecute and UnusedIndex being
treated as regular predicates.
2019-10-15 19:38:55 -04:00
4f16ce9294
gl_shader_decompiler: Make ExprDecompiler's GetResult() a const member function
...
This is only ever used to read, but not write, the resulting string, so
we can enforce this by making it a const member function.
2019-10-15 19:02:59 -04:00
67df3f7742
gl_shader_decompiler: Use a std::string_view with GetDeclarationWithSuffix()
...
This allows the function to be completely non-allocating for inputs of
all sizes (i.e. there's no heap cost for an input to convert to a
std::string_view).
2019-10-15 19:00:48 -04:00
04a1161354
gl_shader_decompiler: Fold flow_var constant into GetFlowVariable()
...
This is only ever used within this function, so we can narrow it's scope
down.
2019-10-15 18:58:36 -04:00
2f2ab9b5bc
gl_shader_decompiler: Mark ASTDecompiler/ExprDecompiler parameters as const references where applicable
...
These member functions don't actually modify the input parameter, so we
can make this explicit with the use of const.
2019-10-15 18:57:02 -04:00
b8a62adcf1
gl_shader_decompiler: Pass by reference to GenerateTextureArgument()
...
Avoids an unnecessary atomic reference count increment and decrement.
2019-10-15 18:29:37 -04:00
d1d7ce74d2
gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()
...
This only ever queries if the type exists within the variant, but
doesn't actually do anything with the return value. We can just use
std::holds_alternative for this use case.
2019-10-15 18:25:48 -04:00
9760795bfb
gl_shader_decompiler: Avoid unnecessary copies of MetaImage
...
MetaImage contains a std::vector, so copying here could result in
unnecessary reallocations. Given the operation lives throughout the
entire scope, this is safe to do.
2019-10-15 18:14:55 -04:00
6b5e50d20e
Merge pull request #2927 from ReinUsesLisp/polygon-offset-units
...
gl_rasterizer: Fix polygon offset units
2019-10-09 15:38:52 -04:00
f32a49d3d8
Surfaces: Implement R4G4B4A4U format.
2019-10-09 12:57:02 -04:00
b9ddb517b1
Surfaces: Implement ASTC 6x6 10x10 12x12 8x6 6x5
2019-10-09 12:44:31 -04:00
58b597c5ec
gl_shader_disk_cache: Properly ignore existing cache
...
Previously old entries where appended to the file even if the shader
cache was ignored at boot. Address that issue.
2019-10-06 18:00:20 -03:00
538f5880ff
GL_Renderer: Remove lefting snippet.
2019-10-04 19:59:55 -04:00
9f2719d1a4
Gl_Rasterizer: Protect CPU Memory mapping from multiple threads.
2019-10-04 19:59:53 -04:00
ffc2ce89a0
Nvdrv: Do framelimiting only in the CPU Thread
2019-10-04 19:59:50 -04:00
e6eae4b815
Shader_ir: Address feedback
2019-10-04 18:52:57 -04:00
000ad558dd
vk_shader_decompiler: Clean code and be const correct.
2019-10-04 18:52:55 -04:00
189a50bc2a
gl_shader_decompiler: Refactor and address feedback.
2019-10-04 18:52:53 -04:00
47e4f6a52c
Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.
2019-10-04 18:52:50 -04:00