David Marcec
42250427c5
audren: Implement RendererInfo
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Fixes ZLA softlock
2020-06-13 14:04:28 +07:00
bunnei
5633887569
Merge pull request #3986 from ReinUsesLisp/shader-cache
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shader_cache: Implement a generic runtime shader cache
2020-06-12 23:14:48 +07:00
bunnei
e1911e5c8b
Merge pull request #4010 from ogniK5377/reserve-always-break
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kernel: ResourceLimit::Reserve remove useless while loop
2020-06-12 22:30:19 +07:00
bunnei
83e3b77ed7
Merge pull request #4027 from ReinUsesLisp/3d-slices
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texture_cache: Implement rendering to 3D textures
2020-06-09 21:52:15 +07:00
bunnei
3626254f48
Merge pull request #4040 from ReinUsesLisp/nv-transform-feedback
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gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
2020-06-08 16:18:33 +07:00
bunnei
98d2461529
Merge pull request #4052 from ReinUsesLisp/debug-output
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renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
2020-06-08 10:16:41 +07:00
ReinUsesLisp
bd43c05470
texture_cache: Port original code management for 2D vs 3D textures
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Handle blits to images as 2D, even when they have block depth.
- Fixes rendering issues on Luigi's Mansion 3
2020-06-08 05:02:22 +07:00
ReinUsesLisp
c99f5d405b
texture_cache: Simplify blit code
2020-06-08 05:01:44 +07:00
ReinUsesLisp
3c2ae53b4c
texture_cache: Handle 3D texture blits with one layer
2020-06-08 05:01:00 +07:00
ReinUsesLisp
c95c254f3e
texture_cache: Implement rendering to 3D textures
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This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
2020-06-08 05:01:00 +07:00
Rodrigo Locatti
2293e8a11a
Merge pull request #4034 from ReinUsesLisp/storage-texels
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vk_rasterizer: Implement storage texels and atomic image operations
2020-06-07 18:43:24 +07:00
ReinUsesLisp
abcea1bb18
rasterizer_cache: Remove files and includes
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The rasterizer cache is no longer used. Each cache has its own generic
implementation optimized for the cached data.
2020-06-07 04:32:57 +07:00
ReinUsesLisp
678f95e4f8
vk_pipeline_cache: Use generic shader cache
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Trivial port the generic shader cache to Vulkan.
2020-06-07 04:32:57 +07:00
ReinUsesLisp
b96f65b62b
gl_shader_cache: Use generic shader cache
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Trivially port the generic shader cache to OpenGL.
2020-06-07 04:32:57 +07:00
ReinUsesLisp
dc27252352
shader_cache: Implement a generic shader cache
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Implement a generic shader cache for fast lookups and invalidations.
Invalidations are cheap but expensive when a shader is invalidated.
Use two mutexes instead of one to avoid locking invalidations for
lookups and vice versa. When a shader has to be removed, lookups are
locked as expected.
2020-06-07 04:32:32 +07:00
bunnei
03fd5aa384
Merge pull request #4055 from ReinUsesLisp/nvidia-443-24
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gl_device: Black list NVIDIA 443.24 for fast buffer uploads
2020-06-06 02:37:24 +07:00
ReinUsesLisp
e78d681a6c
gl_device: Black list NVIDIA 443.24 for fast buffer uploads
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Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL.
This driver throws the following error when calling BufferSubData or
BufferData on buffers that are candidates for fast constant buffer
uploads. This is the equivalens to push constants on Vulkan, except that
they can access the full buffer. The error:
Unknown internal debug message. The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.
If this error persists on future drivers, we might have to look deeper
into this issue. For now, we can black list it and log it as a temporary
solution.
2020-06-06 02:56:42 +07:00
ReinUsesLisp
354fbe701e
renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
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Avoids logging when it's not relevant. This can potentially reduce
driver's internal thread overhead.
2020-06-05 21:21:12 +07:00
bunnei
98671b4cfe
Merge pull request #4013 from ReinUsesLisp/skip-no-xfb
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vk_rasterizer: Skip transform feedbacks when extension is unavailable
2020-06-05 11:14:36 +07:00
bunnei
22369df357
Merge pull request #4031 from Morph1984/fix-gs-outputs
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gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
2020-06-04 15:18:51 +07:00
bunnei
624def4f38
Merge pull request #4044 from ogniK5377/handle-not-signalled-err
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Downgrade "handle not signaled" error to trace
2020-06-04 12:23:40 +07:00
bunnei
34d4abc4f9
Merge pull request #4009 from ogniK5377/macro-jit-prod
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video_core: Implement Macro JIT
2020-06-04 11:40:52 +07:00
David Marcec
c0d2e3212f
Downgrade "handle not signaled" error to trace
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clogs logs quite a bit
2020-06-04 22:27:15 +07:00
David Marcec
eca3d16e54
Default init labels and use initializer list for macro engine
2020-06-04 22:23:07 +07:00
bunnei
1b64fae912
Merge pull request #4039 from FearlessTobi/port-5376
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Port citra-emu/citra#5376 : "Actually save the input when clearing/resetting to default"
2020-06-03 21:49:31 +07:00
ReinUsesLisp
3d99b449d3
gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
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NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.
Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
2020-06-03 20:22:12 +07:00
bunnei
c647999c61
Merge pull request #4012 from ReinUsesLisp/mipmap-overlaps
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texture_cache: Handle overlaps with multiple subresources
2020-06-03 12:17:25 +07:00
David Marcec
411f5527d4
Mark parameters as const
2020-06-03 16:33:38 +07:00
FearlessTobi
aaa4822fcb
Actually save the input when clearing/resetting to default
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Co-Authored-By: xperia64 <xperiancedapps@gmail.com>
2020-06-03 05:17:34 +07:00
bunnei
623b93a2b3
Merge pull request #4014 from ReinUsesLisp/astc-nvidia
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gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
2020-06-02 17:43:33 +07:00
bunnei
23d3e4a3c4
Merge pull request #4032 from VolcaEM/xpad
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hid: Stub GetXpadIDs
2020-06-02 16:46:47 +07:00
bunnei
597d8b4bd4
Merge pull request #4006 from ReinUsesLisp/squash-ubos
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glsl: Squash constant buffers into a single SSBO when we hit the limit
2020-06-02 14:58:50 +07:00
LC
9a0c1456e3
Merge pull request #4016 from ReinUsesLisp/invocation-info
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shader/other: Fix hardcoded value in S2R INVOCATION_INFO
2020-06-02 09:47:53 +07:00
LC
c5de3c1059
Merge pull request #4033 from ReinUsesLisp/vk-r16ui
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maxwell_to_vk: Add R16UI image format
2020-06-02 09:42:49 +07:00
David Marcec
3a20e74f40
Pass by reference instead of copying parameters
2020-06-02 16:37:06 +07:00
ReinUsesLisp
866c1165af
vk_shader_decompiler: Implement atomic image operations
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Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
2020-06-02 02:20:02 +07:00
ReinUsesLisp
4a6b9a1a71
vk_rasterizer: Implement storage texels
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This is the equivalent of an image buffer on OpenGL.
- Used by Octopath Traveler
2020-06-02 02:16:33 +07:00
ReinUsesLisp
3a59e724c9
maxwell_to_vk: Add R16UI image format
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- Used by Octopath Traveler
2020-06-02 02:15:20 +07:00
bunnei
4511502ca6
Merge pull request #4001 from ReinUsesLisp/avoid-copies
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buffer_cache: Avoid copying twice on certain cases
2020-06-01 16:59:17 +07:00
bunnei
bb6d93630f
Merge pull request #3998 from ReinUsesLisp/init-3d
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maxwell_3d: Initialize more registers to their expected value
2020-06-01 16:11:56 +07:00
Morph
74f2e5f1a4
gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders
2020-06-01 15:35:44 +07:00
Morph
70188d69b0
gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
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On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01 15:34:05 +07:00
Rodrigo Locatti
3a6714ab7f
Merge pull request #4005 from ReinUsesLisp/g24r8
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format_lookup_table: Implement G24S8 format as S8Z24
2020-06-01 16:07:58 +07:00
bunnei
6c0b1a9ee2
Merge pull request #3996 from ReinUsesLisp/front-faces
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fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
2020-06-01 14:04:35 +07:00
VolcaEM
8c84a7e7ec
Clang-format
2020-06-01 19:42:54 +07:00
VolcaEM
4d10d3113f
hid: Stub GetXpadIDs
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Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame
2020-06-01 19:38:44 +07:00
ReinUsesLisp
0ee310ebdc
gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
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This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.
While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
2020-05-31 21:34:34 +07:00
ReinUsesLisp
ee21e4ecd3
glsl: Squash constant buffers into a single SSBO when we hit the limit
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Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
2020-05-31 21:33:49 +07:00
bunnei
e68ee43a1a
Merge pull request #3930 from ReinUsesLisp/animal-borders
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vk_rasterizer: Implement constant attributes
2020-05-31 18:40:17 +07:00
bunnei
104b334e40
Update CMakeLists.txt
2020-05-31 18:35:36 +07:00