Commit Graph

950 Commits

Author SHA1 Message Date
f3f056c3b6 maxwell_3d: Initialize line widths
Initialize line widths to avoid setting a line width of zero.
2020-05-27 16:53:43 -03:00
31eb658fea maxwell_3d: Initialize polygon modes
NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode.
2020-05-27 16:52:52 -03:00
b1a1bd12ca Merge pull request #3899 from ReinUsesLisp/float-comparisons
shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
2020-05-13 09:51:14 -04:00
4e57f9d5cf shader_ir: Separate float-point comparisons in ordered and unordered
This allows us to use native SPIR-V instructions without having to
manually check for NAN.
2020-05-09 04:55:15 -03:00
50c27d5ae1 Merge pull request #3885 from ReinUsesLisp/viewport-swizzles
video_core: Implement viewport swizzles with NV_viewport_swizzle
2020-05-08 15:16:53 -04:00
41682e0888 Merge pull request #3815 from FernandoS27/command-list-2
GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
2020-05-05 17:12:42 -04:00
2dbf5290f2 vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle 2020-05-04 18:31:17 -03:00
9b8e962368 maxwell_3d: Add viewport swizzles 2020-05-04 17:50:59 -03:00
2aff0b4733 Merge pull request #3808 from ReinUsesLisp/wait-for-idle
{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
2020-05-03 02:43:18 -04:00
bf3f030a0d Merge pull request #3807 from ReinUsesLisp/fix-depth-clamp
maxwell_3d: Fix depth clamping register
2020-04-30 13:07:31 -04:00
c7b5a87c90 Merge pull request #3799 from ReinUsesLisp/iadd-cc
shader: Implement P2R CC, IADD Rd.CC and IADD.X
2020-04-30 12:56:36 -04:00
9df67b2095 Clang Format and Documentation. 2020-04-28 14:02:51 -04:00
37c690576f MaxwellDMA: Optimize micro copies. 2020-04-28 13:44:14 -04:00
fe931ac976 {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
2020-04-28 02:18:12 -03:00
90e5694230 VideoCore/Engines: Refactor Engines CallMethod. 2020-04-27 21:47:58 -04:00
bb1ed66d99 maxwell_3d: Fix depth clamping register
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)

We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:

state->depthClampEnable ? 0x101A : 0x181D

The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):

(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c

There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.

- Fixes depth issues on Super Mario Odyssey's intro.
2020-04-27 20:50:14 -03:00
6c7d8073be Merge pull request #3742 from FernandoS27/command-list
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-27 00:18:46 -04:00
7e38dd580f Merge pull request #3753 from ReinUsesLisp/ac-vulkan
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
2020-04-26 01:55:43 -03:00
c788f9c0bd shader/arithmetic_integer: Implement IADD.X
IADD.X takes the carry flag and adds it to the result. This is generally
used to emulate 64-bit operations with 32-bit registers.
2020-04-25 22:56:11 -03:00
4e37825dab Merge pull request #3734 from ReinUsesLisp/half-float-mods
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
2020-04-25 00:41:43 -04:00
e717a1df20 Fix -Wdeprecated-copy warning. 2020-04-24 09:33:04 +02:00
dbaebd8582 decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.

This is implemented against nxas:
8dbc389957/table.h (L68)

That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23 18:29:38 -03:00
5c9feaebb6 Clang Format. 2020-04-23 08:52:58 -04:00
18a88d19dc Maxwell3D: Process Macros on MultiMethod. 2020-04-23 08:52:56 -04:00
3fedcc2f6e DMAPusher: Propagate multimethod writes into the engines. 2020-04-23 08:52:55 -04:00
2409fedacf Merge pull request #3697 from lioncash/declarations
CMakeLists: Enable -Wmissing-declarations on Linux builds
2020-04-23 02:18:52 -04:00
1b3be8a8f8 MaxwellDMA: Correct copying on accuracy level. 2020-04-22 11:36:25 -04:00
b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
4adfc9bb08 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
a081a7c855 GPU: Fix rebase errors. 2020-04-22 11:36:13 -04:00
487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
339d0d9d6c GPU: Delay Fences. 2020-04-22 11:36:08 -04:00
da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
084ceb925a UI: Replasce accurate GPU option for GPU Accuracy Level 2020-04-22 11:36:04 -04:00
0bbae63300 gl_rasterizer: Fix buffers without size
On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.

Implement buffers without a size by binding a null buffer to OpenGL
without a side.

1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
2020-04-21 19:55:44 -03:00
f293b15611 Merge pull request #3718 from ReinUsesLisp/better-pipeline-state
fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
2020-04-21 18:17:58 -03:00
d3e0cefa60 Merge pull request #3695 from ReinUsesLisp/default-attributes
maxwell_3d: Initialize format attributes constant as one
2020-04-20 21:40:18 -04:00
ab6704f20c fixed_pipeline_state: Pack attribute state
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -03:00
e2d8be1ca2 General: Resolve warnings related to missing declarations 2020-04-16 23:43:34 -04:00
238c6016f9 maxwell_3d: Initialize format attributes constant as one
nouveau expects this to be true but it doesn't set it.
2020-04-16 21:15:07 -03:00
1c340c6efa CMakeLists: Specify -Wextra on linux builds
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
e33196d4e7 Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
64b5985f0a Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
fefe7f18f9 shader/arithmetic: Add FCMP_CR variant
Adds another variant of FCMP.
2020-04-14 19:11:04 -03:00
6dfcabc800 gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
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
3d91dbb21d Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
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
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
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