Commit Graph

5935 Commits

Author SHA1 Message Date
382852418b video_core: Add RasterizerCache class for common cache management code. 2018-08-27 18:26:45 -04:00
2f5ed3877c Merge pull request #1169 from Lakumakkara/sel
shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
f96ded9815 Merge pull request #1174 from lioncash/debug
debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
be2f1eabd7 Merge pull request #1173 from lioncash/batch
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
23b86fd3ea Merge pull request #1167 from lioncash/assert
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
c65713832c debug_utils: Remove unused includes
Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
1e6a209649 debug_utils: Make BreakpointObserver class' constructor explicit
Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
b6425c0511 debug_utils: Initialize active_breakpoint member of DebugContext
Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
20800f2df7 maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
36093a3e4d fix SEL_IMM bitstring 2018-08-24 07:18:12 +03:00
8fd9eb71b4 gl_rasterizer: Correct assertion condition in SyncLogicOpState()
Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
ba2972bc64 Shaders: Added decodings for IADD3 instructions 2018-08-23 15:46:59 -04:00
0dce6d7008 Merge pull request #1160 from bunnei/surface-reserve
gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
d65f079cc1 gl_rasterizer_cache: Blit when possible on RecreateSurface. 2018-08-23 11:27:01 -04:00
fee8bdd90c gl_rasterizer_cache: Reserve surfaces that have already been created for later use. 2018-08-23 11:27:01 -04:00
fde2017a3f gl_rasterizer_cache: Remove assert for RecreateSurface type. 2018-08-23 11:27:00 -04:00
ebf5768340 gl_rasterizer_cache: Implement compressed texture copies. 2018-08-23 11:27:00 -04:00
a4ac3bed6c gl_rasterizer: Implement stencil test.
- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
da3da6be90 gl_rasterizer: Implement partial color clear and stencil clear. 2018-08-23 11:08:48 -04:00
2a472ff54d maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
c4ed0b16b1 gl_state: Update to handle stencil front/back face separately. 2018-08-23 11:08:46 -04:00
c7f2fb2151 Merge pull request #1157 from lioncash/vec
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
232b0d9d2a Merge pull request #1156 from Lakumakkara/lop3
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
12ba80a86c gl_shader_gen: Make ShaderSetup's constructor explicit
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
1fd979f50a gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.

If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
b2ca8089ce more fixes 2018-08-23 00:01:40 +03:00
e70a3c5a5d fixes 2018-08-22 21:33:32 +03:00
dd35b4b18a renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
4877e6c2f6 remove debug logging 2018-08-22 11:45:28 +03:00
8e8326595f implement lop3 2018-08-22 10:09:44 +03:00
cea627b0fc Merge pull request #840 from FearlessTobi/port-3353
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
5abf71fe65 Merge pull request #1154 from OatmealDome/topology-lines
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
125d7122ac Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
ad1220e1b3 maxwell_to_gl: Implement PrimitiveTopology::Lines
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
d63b1d21f1 Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
- This reverts commit 3ef4b3d4b4.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
a0e2bd85a5 shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bf89a99839 Merge pull request #1123 from lioncash/screen
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
b0f7713fce Merge pull request #1132 from Subv/gl_FragDepth
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
8c9abe1d41 Merge pull request #1134 from lioncash/log
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
ca58929eb0 Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
523e4be02c renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
fde3b1b6f2 Merge pull request #1133 from lioncash/guard
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
93a4097e9d gl_stream_buffer: Add missing header guard
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
e3bddf8137 Shaders: Implement depth writing in fragment shaders.
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
e33452f7e8 Merge pull request #1131 from bunnei/impl-tex3d-texcube
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
5aaee2ff8d Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
2ae88feea7 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
16db8b9d9f gl_shader_decompiler: Implement Texture3D for TEXS. 2018-08-20 21:53:18 -04:00
948002635f gl_shader_decompiler: Implement TextureCube for TEX. 2018-08-20 21:53:00 -04:00
eac3cf301c Shaders: Fixed the coords in TEX with Texture2D.
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.

This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00