e6a2245304
gl_shader_disk_cache: Use unordered containers
2019-02-06 22:23:41 -03:00
e147ed4fc0
gl_shader_cache: Fixup GLSL unique identifiers
2019-02-06 22:23:40 -03:00
eb73247433
gl_shader_cache: Link loading screen with disk shader cache load
2019-02-06 22:23:40 -03:00
df0f31f44e
gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shaders
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i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using
glProgramBinary. This is probably required by the standard but it's ignored by
permisive proprietary drivers.
2019-02-06 22:23:40 -03:00
7fefec585c
gl_shader_disk_cache: Pass core system as argument and guard against games without title ids
2019-02-06 22:23:40 -03:00
2bc6a699dc
gl_shader_disk_cache: Guard reads and writes against failure
2019-02-06 22:23:40 -03:00
750abcc23d
gl_shader_disk_cache: Address miscellaneous feedback
2019-02-06 22:23:40 -03:00
8ee3666a3c
gl_shader_disk_cache: Pass return values returning instead of by parameters
2019-02-06 22:23:40 -03:00
ed956569a4
gl_shader_disk_cache: Compress program binaries using LZ4
2019-02-06 22:23:39 -03:00
f087639e4a
gl_shader_disk_cache: Compress GLSL code using LZ4
2019-02-06 22:23:39 -03:00
cfb20c4c9d
gl_shader_disk_cache: Save GLSL and entries into the precompiled file
2019-02-06 22:23:39 -03:00
e78da8dc1f
settings: Hide shader cache behind a setting
2019-02-06 22:20:57 -03:00
be4641c43f
gl_shader_disk_cache: Invalidate shader cache changes with CMake hash
2019-02-06 22:20:57 -03:00
a3703f5767
gl_shader_cache: Refactor to support disk shader cache
2019-02-06 22:20:57 -03:00
4039086226
gl_shader_disk_cache: Add transferable cache invalidation
2019-02-06 22:20:57 -03:00
a1faed9950
gl_shader_disk_cache: Add precompiled load
2019-02-06 22:20:57 -03:00
57fb15d2a3
gl_shader_disk_cache: Add precompiled save
2019-02-06 22:20:57 -03:00
3435cd8d5e
gl_shader_disk_cache: Add transferable load
2019-02-06 22:20:57 -03:00
b1efceec89
gl_shader_disk_cache: Add transferable stores
2019-02-06 22:20:57 -03:00
98be5a4928
gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpers
2019-02-06 22:20:57 -03:00
145c3ac89e
gl_shader_disk_cache: Add file and move BaseBindings declaration
2019-02-06 22:20:57 -03:00
c2c5260fd7
gl_shader_decompiler: Remove name entries
2019-02-06 22:20:57 -03:00
8b11368671
gl_shader_util: Add parameter to handle retrievable programs
2019-02-06 22:20:57 -03:00
0ed5d728ca
rasterizer_interface: Add disk cache entry for the rasterizer
2019-02-06 22:20:57 -03:00
049050856f
shader_decode: Implement LDG and basic cbuf tracking
2019-02-06 22:20:57 -03:00
10ab714fe0
Merge pull request #2042 from ReinUsesLisp/nouveau-tex
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maxwell_3d: Allow texture handles with TIC id zero
2019-02-06 20:19:20 -05:00
40ac058557
Merge pull request #2071 from ReinUsesLisp/dsa-texture
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gl_rasterizer: Use DSA for textures and move swizzling to texture state
2019-02-06 20:17:59 -05:00
2bdbb90af7
video_core: Assert on invalid GPU to CPU address queries
2019-02-03 04:58:40 -03:00
390721a561
maxwell_3d: Allow texture handles with TIC id zero
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Also remove "enabled" field from Tegra::Texture::FullTextureInfo because
it would become unused.
2019-02-03 04:58:24 -03:00
eceab45dac
Merge pull request #2074 from ReinUsesLisp/shader-ir-unify-offset
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shader_ir: Unify constant buffer offset values
2019-02-01 13:24:04 -05:00
2d226ff8ac
Merge pull request #2067 from ReinUsesLisp/workaround-fb
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gl_rasterizer: Workaround invalid zeta clears
2019-02-01 12:50:09 -05:00
26f8a700a7
rasterizer_interface: Remove unused AccelerateFill operation
2019-02-01 03:02:22 -03:00
13222f94c0
video_core: Remove unused Fill surface type
2019-02-01 02:57:47 -03:00
3e80b08944
gl_rasterizer_cache: Fixup test clause
2019-01-30 19:10:35 -03:00
911587fb8d
gl_rasterizer_cache: Guard clause swizzle testing
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc >
2019-01-30 19:10:35 -03:00
220df45b7d
gl_state: Remove texture target tracking
2019-01-30 19:10:35 -03:00
704744bb72
gl_rasterizer_cache: Move swizzling to textures instead of state
2019-01-30 19:10:35 -03:00
3bbaa98c78
gl_state: Use DSA and multi bind to update texture bindings
2019-01-30 19:10:11 -03:00
4b676e7786
gl_rasterizer: Use DSA for textures
2019-01-30 19:10:11 -03:00
92b18345a8
Merge pull request #1485 from FernandoS27/render-info
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Add more info into textures' object labels
2019-01-30 12:35:56 -05:00
477d616f7d
shader_ir: Unify constant buffer offset values
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Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
2019-01-30 02:45:50 -03:00
3c3d9afd61
Merge pull request #2070 from ReinUsesLisp/cubearray-view
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gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
2019-01-29 22:27:08 -05:00
52c326c301
gl_shader_cache: Use explicit bindings
2019-01-30 00:11:02 -03:00
9f803299de
gl_rasterizer: Implement global memory management
2019-01-30 00:00:15 -03:00
3b84e04af1
shader_decode: Implement LDG and basic cbuf tracking
2019-01-30 00:00:15 -03:00
f58a6152fc
gl_shader_cache: Fix texture view for cubemaps as cubemap arrays
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Cubemaps are considered layered and to create a texture view the texture
mustn't be a layered texture, resulting in cubemaps being bound as
cubemap arrays. To fix this issue this commit introduces an extra
surface parameter called "is_array" and uses this to query for texture
view creation.
Now that texture views for cubemaps are actually being created, this
also fixes the number of layers created for the texture view (since they
have to be 6 to create a texture view of cubemaps).
2019-01-29 23:49:02 -03:00
07692230ca
gl_rasterizer: Workaround invalid zeta clears
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Some games (like Xenoblade Chronicles 2) clear both depth and stencil
buffers while there's a depth-only texture attached (e.g. D16 Unorm).
This commit reads the zeta format of the bound surface on
ConfigureFramebuffers and returns if depth and/or stencil attachments
were set. This is ignored on DrawArrays but on Clear it's used to just
clear those attachments, bypassing an OpenGL error.
2019-01-29 23:47:33 -03:00
1f4ca1e841
Merge pull request #1927 from ReinUsesLisp/shader-ir
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video_core: Replace gl_shader_decompiler with an IR based decompiler
2019-01-25 23:42:14 -05:00
045b0b70b6
frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
2019-01-23 19:19:23 -05:00
9a82dec74a
maxwell_3d: Set rt_separate_frag_data to 1 by default
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Commercial games assume that this value is 1 but they never set it. On
the other hand nouveau manually sets this register. On
ConfigureFramebuffers we were asserting for what we are actually
implementing (according to envytools).
2019-01-22 04:14:29 -03:00