Commit Graph

216 Commits

Author SHA1 Message Date
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
3fedcc2f6e DMAPusher: Propagate multimethod writes into the engines. 2020-04-23 08:52:55 -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
ab6704f20c fixed_pipeline_state: Pack attribute state
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -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
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
f66743cd0c maxwell_3d: change declaration order 2020-03-22 13:41:16 +07:00
7051dc1902 maxwell_3d: update comments for shadow ram usage 2020-03-22 11:35:26 +07:00
dbfbe352e0 maxwell_3d: implement MME shadow RAM 2020-03-22 10:53:35 +07:00
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
8e9f23f393 gl_rasterizer: Implement transform feedback bindings 2020-03-13 18:33:04 -03:00
244fe13219 Merge branch 'master' into shader-purge 2020-03-13 16:44:06 -03:00
e4bc3c3342 gl_rasterizer: Implement polygon modes and fill rectangles 2020-03-09 20:39:58 -03:00
eb5861e0a2 engines/maxwell_3d: Add TFB registers and store them in shader registry 2020-03-09 18:40:53 -03:00
042256c6bb state_tracker: Remove type traits with named structures 2020-02-28 17:56:43 -03:00
15cadc3948 maxwell_3d: Use two tables instead of three for dirty flags 2020-02-28 17:56:42 -03:00
9b08698a0c maxwell_3d: Change write dirty flags to a bitset 2020-02-28 17:56:42 -03:00
9e74e6988b maxwell_3d: Flatten cull and front face registers 2020-02-28 17:56:41 -03:00
eed789d0d1 video_core: Reintroduce dirty flags infrastructure 2020-02-28 17:56:41 -03:00
1eee891f6e gl_state: Remove clip distances tracking 2020-02-28 17:26:26 -03:00
d3e433a380 gl_state: Remove viewport and depth range tracking 2020-02-28 17:25:18 -03:00
96ac3d518a gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
e22ad52cdb Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -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
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
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
3563af2364 Merge pull request #3395 from FernandoS27/queries
GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
37f1cf8cbd Merge pull request #3376 from ReinUsesLisp/point-sprite
gl_rasterizer: Implement GL_POINT_SPRITE
2020-02-11 08:26:07 -05:00
0cb3bcfbb7 Maxwell3D: Correct query reporting. 2020-02-10 10:41:43 -04:00
7da52673d0 gl_rasterizer: Implement GL_POINT_SPRITE
OpenGL core defaults to GL_POINT_SPRITE, meanwhile on OpenGL
compatibility we have to explicitly enable it. This fixes
gl_PointCoord's behaviour.
2020-02-04 15:19:45 -03:00
4eed744277 maxwell_3d: Fix stencil back mask 2020-02-02 17:50:46 -03:00
b97608ca64 Shader_IR: Allow constant access of guest driver. 2020-01-24 16:43:30 -04:00
c921e496eb GPU: Implement guest driver profile and deduce texture handler sizes. 2020-01-24 16:43:29 -04:00
9bf4850f74 Merge pull request #3305 from ReinUsesLisp/point-size-program
gl_state: Implement PROGRAM_POINT_SIZE
2020-01-18 01:56:32 -05:00
9e874898f5 maxwell_3d: Make dirty_pointers private
This isn't used outside of the class itself, so we can make it private
for the time being.
2020-01-16 04:07:15 -05:00
c375d735e6 gl_state: Implement PROGRAM_POINT_SIZE
For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
2020-01-15 16:14:17 -03:00
5619d24377 Merge pull request #3244 from ReinUsesLisp/vk-fps
fixed_pipeline_state: Define structure and loaders
2019-12-25 14:31:29 -04:00
5770418fb3 maxwell_3d: Add depth bounds registers 2019-12-22 22:55:06 -03:00
da0aa4da6b gl_rasterizer: Implement RASTERIZE_ENABLE
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.

NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -03:00
7ffb672f61 Maxwell3D: Implement Depth Mode.
This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
36651f215a maxwell_3d: Add tessellation tess level registers 2019-12-06 22:08:22 -03:00
707bf41c6f maxwell_3d: Add tessellation mode register 2019-12-06 22:07:31 -03:00
d2b50c5ebd maxwell_3d: Add patch vertices register 2019-12-06 22:06:53 -03:00
b03242067d Merge pull request #3098 from ReinUsesLisp/shader-invalidations
gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
180417c514 gl_shader_cache: Remove dynamic BaseBinding specialization 2019-11-22 21:28:49 -03:00
c8a48aacc0 video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
7990220df7 maxwell_3d: Fix stencil_back_func_mask offset
stencil_back_func_mask and stencil_back_mask were misplaced. This commit
addresses that issue.
2019-11-13 16:35:17 -03:00
1bdae0fe29 common_func: Use std::array for INSERT_PADDING_* macros.
- Zero initialization here is useful for determinism.
2019-11-03 22:22:41 -05:00