Commit Graph

12283 Commits

Author SHA1 Message Date
240d45830d nit 2020-03-14 09:57:24 +07:00
3377b78ea7 astc: Call std::vector::reserve on texelWeightValues to avoid reallocating 2020-03-13 23:52:51 -03:00
801fd04f75 astc: Create a LUT at compile time for encoding values 2020-03-13 23:40:02 -03:00
e183820956 astc: Make IntegerEncodedValue a trivial structure 2020-03-13 22:49:28 -03:00
70a31eda62 astc: Make IntegerEncodedValue constructor constexpr 2020-03-13 22:36:45 -03:00
5ed377b989 astc: Make IntegerEncodedValue trivially copyable 2020-03-13 22:30:31 -03:00
e7d97605e8 astc: Rename C types to common_types 2020-03-13 22:28:51 -03:00
835a3d09c6 astc: Move Popcnt to an anonymous namespace and make it constexpr 2020-03-13 22:26:48 -03:00
731a9a322e astc: Use common types instead of stdint.h integer types 2020-03-13 22:22:27 -03:00
d3dc4e399c astc: Use 'enum class' instead of 'enum' for EIntegerEncoding 2020-03-13 22:20:12 -03:00
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
829f424618 nit & remove some optional param 2020-03-13 20:47:38 +07:00
a166217480 shader_decode: implement XMAD mode CSfu 2020-03-13 19:01:49 +07:00
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
38fe070d78 gl_shader_decompiler: Add layer component to texelFetch
TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ca2d228c9d Merge pull request #3497 from FernandoS27/microprogfile-extend
Small corrections and features to microprofile
2020-03-12 12:14:03 -04:00
c21dc36cda Merge pull request #3496 from vitor-k/remove-enum
framebuffer_layout.h: drop the use of enum for screen dimensions
2020-03-12 12:00:39 -04:00
95b804ff05 NVFlinger: Do the microprofile Flip after processing a valid frame. 2020-03-12 10:52:44 -04:00
825d629565 gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
fce33adcf1 Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
gl_shader_manager: Fix interaction between graphics and compute
2020-03-11 13:51:54 -04:00