Commit Graph

12895 Commits

Author SHA1 Message Date
ec206f7f95 fixups mistake auto commit. 2020-02-19 01:24:32 +07:00
eaf60ca5d8 Update code structure
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-19 01:23:08 +07:00
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
9295966d26 add vertex UnsignedInt size RGBA 2020-02-18 21:52:51 +07:00
9fc42fffd9 add eBc2SrgbBlock to formats 2020-02-18 21:44:09 +07:00
493f0ad904 vulkan: add DXT23_SRGB 2020-02-18 21:39:50 +07:00
ba84f0988f renderer_vulkan: Add the rest of case for TryConvertBorderColor 2020-02-18 16:52:54 +07:00
23c4cc80e2 analog_from_button get direction implementation 2020-02-18 06:45:37 +01:00
72d4c6fee0 Merge pull request #3412 from Morph1984/aspect-ratio
GUI: Add aspect ratio dropdown
2020-02-17 22:02:18 -05:00
26006cbd2c Merge pull request #3420 from namkazt/master2
nvhost_gpu: implement ChannelSetTimeslice
2020-02-17 00:31:11 -05:00
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
1caf3f11c8 vk_shader_decompiler: Implement Layer output attribute
SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
2020-02-16 04:17:37 -03:00
bfda5ff3f6 texture_cache: Avoid matches in 3D textures
Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
fd62bdf377 surface_base: Implement texture buffer flushes
Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
5257a83ebe IUserLocalCommunicationService: add function Initialize2 2020-02-16 13:24:34 +07:00
6c0eb6026b HLE: correct function name of IUserLocalCommunicationService
402: function name should be Initialize2 (7.0.0+) not SetOperationMode
Follow by: https://switchbrew.org/wiki/LDN_services#IUserLocalCommunicationService
2020-02-16 13:14:06 +07:00
7fadc9c180 nvhost_gpu: implement ChannelSetTimeslice 2020-02-16 11:53:03 +07:00
0f70f68fb3 Revert "video_core: memory_manager: Use GPU interface for cache functions." 2020-02-15 17:47:15 -05:00
14c2a4a2ec texture: Implement R32I 2020-02-15 16:26:50 -03:00
6910ade146 shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.

Minor style changes.
2020-02-15 02:36:28 -03:00
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
6d3a046caa query_cache: Address feedback 2020-02-14 17:38:27 -03:00
54a00ee4cf query_cache: Fix ambiguity in CacheAddr getter 2020-02-14 17:38:27 -03:00
cc0694559f query_cache: Add a recursive mutex for concurrent usage 2020-02-14 17:38:27 -03:00
bcd348f238 vk_query_cache: Implement generic query cache on Vulkan 2020-02-14 17:38:27 -03:00
c31382ced5 query_cache: Abstract OpenGL implementation
Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
2020-02-14 17:38:27 -03:00
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
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
ef9920e164 gl_rasterizer: Sort method declarations 2020-02-14 17:27:17 -03:00
fe1238be7a gl_rasterizer: Add queued commands counter
Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
2020-02-14 17:27:17 -03:00
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
f552d553ba Merge pull request #3401 from FernandoS27/synchronization
Set of refactors for Kernel Synchronization and Hardware Constants
2020-02-14 14:40:20 -05:00
c3d0a0d627 Add 4:3 aspect ratio and address feedback 2020-02-14 14:39:04 -05:00
63a59b9935 Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
829d8c0d6b Core: Correct compilition in GCC 2020-02-14 05:53:30 -04:00
20dc2e3622 Address feedback 2020-02-14 00:06:26 -05:00
22f58cca5e Use enumeration instead of magic numbers 2020-02-13 23:13:23 -05:00
27e19f87c6 Add following aspect ratios: 16:9, 21:9, Stretch to Window
Available as a drop down within the configure graphics tab.
2020-02-13 22:17:28 -05:00
74feed372c Merge pull request #3400 from makigumo/patch-1
update hwopus DecodeInterleaved for FW 7.0.0+
2020-02-13 21:26:13 -05:00
3217400dd1 gl_resource_manager: Add managed query class 2020-02-13 22:25:55 -03:00
3563af2364 Merge pull request #3395 from FernandoS27/queries
GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
336a4f8e99 gl_rasterizer: Use the least generic OpenGL draw function possible
This may help some implementations.
2020-02-13 21:55:21 -03:00
cbea8c74de vk_shader_decompiler: Fix vertex id and instance id
Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:

gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID

To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
2020-02-13 20:25:28 -03:00
2bc949628d Core: Address Feedback 2020-02-13 19:10:33 -04:00
d6ed31b9fa GPU: Address Feedback. 2020-02-13 18:16:07 -04:00
be269e21a5 address_arbiter: Collapse loops in InsertThread() and RemoveThread()
Same behavior, but without the need to explicitly loop through
everything manually.
2020-02-12 15:34:07 -05:00
9f2c703137 address_arbiter: Simplify GetThreadsWaitingOnAddress()
Simplifies the overall function and also allows for it to become a
const-qualified member function.
2020-02-12 15:10:16 -05:00
8f8dda2d5b Merge pull request #3403 from lioncash/debug
bcat/backend: Prevent fmt exception in debug log within NullBackend::Clear()
2020-02-12 11:17:43 -05:00
f00a54f508 bcat/backend: Make formatting of passphrase consistent in NullBackend::SetPassphrase()
Aligns the '=' to be consistent with the rest of the logs within this
source file.
2020-02-12 01:18:29 -05:00
eefd97e80d bcat/backend: Prevent fmt exception in debug log within NullBackend::Clear()
A formatting specifier within Clear wasn't being used, which will cause
fmt to throw an exception. This fixes that.
2020-02-12 01:14:47 -05:00