Commit Graph

3965 Commits

Author SHA1 Message Date
1c45c8086e Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl
gl_shader_decompiler: Add layer component to texelFetch
2020-03-17 10:53:38 -04:00
53d673a7d3 renderer_opengl: Move some logic to an anonymous namespace 2020-03-16 04:03:34 -03:00
311d2fc768 renderer_opengl: Detect Nvidia Nsight as a debugging tool
Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
b16c8e0e8d Merge pull request #3515 from ReinUsesLisp/vertex-vk-assert
vk_rasterizer: Fix vertex range assert
2020-03-15 21:26:54 -03:00
7cc46a6faa Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
ddafc99776 Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
d64edf21bb Merge pull request #3503 from makigumo/patch-2
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
2020-03-15 21:21:38 -03:00
86b1f15d9a Merge pull request #3512 from bunnei/fix-renderdoc
renderer_opengl: Keep frames synchronized when using a GPU debugger.
2020-03-15 19:28:43 -03:00
f91046bf8d vk_shader_decompiler: fix linux build 2020-03-15 18:00:14 +01:00
a7131af7d6 vk_rasterizer: Fix vertex range assert
End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
2020-03-15 04:04:17 -03:00
c5afe93dcc renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
4373fa8042 gl_device: Add option to check GL_EXT_debug_tool. 2020-03-14 17:39:29 -04:00
4dfd5c84ea Merge pull request #3508 from FernandoS27/page-table
PageTable: move backing addresses to a children class as the CPU page table does not need them.
2020-03-14 16:50:27 -04:00
c51dbf8038 Merge pull request #3500 from ReinUsesLisp/incompatible-types
texture_cache: Report incompatible textures as black
2020-03-14 09:49:05 -04:00
41905ee467 Merge pull request #3499 from ReinUsesLisp/depth-2d-array
texture_cache/surface_params: Force depth=1 on 2D textures
2020-03-14 09:48:39 -04:00
27cbb75e7c PageTable: move backing addresses to a children class as the CPU page table does not need them.
This PR aims to reduce the memory usage in the CPU page table by moving
GPU specific parameters into a child class. This saves 1Gb of Memory for
most games.
2020-03-14 09:43:57 -04:00
3287b1247d clang-format 2020-03-14 10:07:40 +07:00
240d45830d nit 2020-03-14 09:57:24 +07:00
69c7a01f88 vk/gl_shader_decompiler: Silence assertion on compute 2020-03-13 18:33:05 -03:00
62560f1e63 vk_shader_decompiler: Fix default varying regression 2020-03-13 18:33:05 -03:00
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
4bc4851d45 gl_shader_decompiler: Fix implicit conversion errors 2020-03-13 18:33:05 -03:00
47459f6a36 vk_shader_decompiler: Fix implicit type conversion
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 18:33:05 -03:00
2fae1e6205 vk_rasterizer: Implement transform feedback binding zero 2020-03-13 18:33:05 -03:00
b67360c0f8 vk_shader_decompiler: Add XFB decorations to generic varyings 2020-03-13 18:33:05 -03:00
8d5bdcb17b vk_device: Enable VK_EXT_transform_feedback when available 2020-03-13 18:33:05 -03:00
c320702092 vk_device: Shrink formatless capability name size 2020-03-13 18:33:05 -03:00
ae6189d7c2 shader/transform_feedback: Expose buffer stride 2020-03-13 18:33:05 -03:00
7acebd7eb6 vk_shader_decompiler: Use registry for specialization 2020-03-13 18:33:05 -03:00
8e9f23f393 gl_rasterizer: Implement transform feedback bindings 2020-03-13 18:33:04 -03:00
4d711dface gl_shader_decompiler: Decorate output attributes with XFB layout
We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
3dcaa84ba4 shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 -03:00
244fe13219 Merge branch 'master' into shader-purge 2020-03-13 16:44:06 -03:00
b30b1f741d Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
753bc2026f fix formatting 2020-03-13 11:37:24 +01:00
54681909be maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32 2020-03-13 11:26:13 +01:00
00607fe1e0 clang-format 2020-03-13 15:38:57 +07:00
325977c0c6 Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
70ff82f72d shader_decode: BFE add ref of reverse parallel method. 2020-03-13 14:20:18 +07:00
96a4abe12d shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
93547cac68 shader_bytecode: update BFE instructions struct. 2020-03-13 12:52:16 +07:00
911c56ccef node_helper: add IBitfieldExtract case 2020-03-13 12:50:32 +07:00
465ba30d08 shader_decode: Reimplement BFE instructions 2020-03-13 12:48:01 +07:00
e24197bb3f gl_shader_decompiler: Initialize gl_Position on vertex shaders 2020-03-12 23:31:06 -03:00
00e9ba0603 Merge pull request #3483 from namkazt/patch-1
vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
f159a12820 Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
3a10016e38 gl_shader_decompiler: Add missing {} on smem GLSL emission 2020-03-12 21:50:37 -03:00
4dcca90ef4 video_core: Implement RGBA16_SNORM
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
e22816a5bb texture_cache: Report incompatible textures as black
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.

We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.

As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
daae6a323b texture_cache/surface_params: Force depth=1 on 2D textures
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00