Commit graph

47 commits

Author SHA1 Message Date
riperiperi
da283ff3c3
Flip component mask if target is BGRA. (#2087)
* Flip component mask if target is BGRA.

* Make mask selection less ugly.
2021-03-08 11:12:19 +11:00
gdkchan
caf049ed15
Avoid some redundant GL calls (#1958) 2021-01-27 08:44:07 +11:00
gdkchan
df820a72de
Implement clear buffer (fast path) (#1902)
* Implement clear buffer (fast path)

* Remove blank line
2021-01-13 08:50:54 +11:00
riperiperi
c00d39b675
Dummy out gl queries with 0 draws, remove glFlush call (#1773) 2020-12-03 19:42:59 +01:00
gdkchan
9435d62206
Simplify depth test state updates (#1695) 2020-11-17 23:20:17 +01:00
gdkchan
8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
riperiperi
e1da7df207
Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
gdkchan
812e32f775
Fix transform feedback errors caused by host pause/resume and multiple uses (#1634)
* Fix transform feedback errors caused by host pause/resume

* Fix TFB being used as something else issue with copies

* This is supposed to be StreamCopy
2020-10-25 17:23:42 -03:00
gdkchan
2dcc6333f8
Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
gdkchan
6a51b628f9
Fix error when dual source blend is used (#1610)
* Fix error when dual source blend is used

* Ensure framebuffer
2020-10-12 21:50:41 -03:00
gdkchan
1eea35554c
Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach

* New approach to detect depth mode

* nit: Sort method on the OpenGL backend

* Adjust spacing on comment

* Unswap near and far parameters based on ScaleZ
2020-09-19 19:46:49 -03:00
mageven
a33dc2f491
Improved Logger (#1292)
* Logger class changes only

Now compile-time checking is possible with the help of Nullable Value
types.

* Misc formatting

* Manual optimizations

PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer

* Reduce SendVibrationXX log level to Debug

* Add Notice log level

This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static

* Unify unhandled exception event handlers

* Print enabled LogLevels during init

* Re-add App Exit disposes in proper order

nit: switch case spacing

* Revert PrintGuestStackTrace to Info logs due to #1407

PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.

* Batch replace Logger statements
2020-08-04 01:32:53 +02:00
gdkchan
43c13057da
Implement alpha test using legacy functions (#1426) 2020-07-28 18:30:08 -03:00
gdkchan
51fbc1fde4
Use polygon offset clamp if supported (#1429) 2020-07-26 18:11:28 -03:00
gdkchan
8dbcae1ff8
Implement BGRA texture support (#1418)
* Implement BGRA texture support

* Missing AppendLine

* Remove empty lines

* Address PR feedback
2020-07-26 00:03:40 -03:00
mageven
723ae240dc
GL: Implement more Point parameters (#1399)
* Fix GL_INVALID_VALUE on glPointSize calls

* Implement more of Point primitive state

* Use existing Origin enum
2020-07-20 21:59:13 -03:00
gdkchan
788ca6a411
Initial transform feedback support (#1370)
* Initial transform feedback support

* Some nits and fixes

* Update ReportCounterType and Write method

* Can't change shader or TFB bindings while TFB is active

* Fix geometry shader input names with new naming
2020-07-15 13:01:10 +10:00
riperiperi
f224769c49
Implement Logical Operation registers and functionality (#1380)
* Implement Logical Operation registers and functionality.

* Address Feedback 1
2020-07-10 14:23:15 -03:00
riperiperi
484eb645ae
Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling

Works with most games I have. No GUI option right now, it is hardcoded.

Missing handling for texelFetch operation.

* Realtime Configuration, refactoring.

* texelFetch scaling on fragment shader (WIP)

* Improve Shader-Side changes.

* Fix potential crash when no color/depth bound

* Workaround random uses of textures in compute.

This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.

* Fix scales oscillating when changing between non-native scales.

* Scaled textures on compute, cleanup, lazier uniform update.

* Cleanup.

* Fix stupidity

* Address Thog Feedback.

* Cover most of GDK's feedback (two comments remain)

* Fix bad rename

* Move IsDepthStencil to FormatExtensions, add docs.

* Fix default config, square texture detection.

* Three final fixes:

- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.

* Remove scale threshold.

Not needed right now - we'll see if we run into problems.

* All CPU modification blacklists scale.

* Fix comment.
2020-07-07 04:41:07 +02:00
gdkchan
a15b951721
Fix wrong face culling once and for all (#1277)
* Viewport swizzle support on NV and clip origin

* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported

* Address PR feedback
2020-05-28 09:03:07 +10:00
riperiperi
5dab515c7a
Flush GL commands before inevitably waiting for a query result. (#1278) 2020-05-27 17:51:03 +10:00
riperiperi
d941f4c070
Remember bound framebuffer to avoid glGetInteger use. (#1273)
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
2020-05-24 15:44:12 +02:00
gdkchan
5011640b30
Spanify Graphics Abstraction Layer (#1226)
* Spanify Graphics Abstraction Layer

* Be explicit about BufferHandle size
2020-05-23 11:46:09 +02:00
riperiperi
cd48576f58
Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering

* Resolve some comments.

* Use overloads instead of passing object.

* Wake the consumer threads when incrementing syncpoints.

Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.

* Ensure there's a command between begin and end query.
2020-05-04 12:24:59 +10:00
mageven
53369e79bd
Implement user-defined clipping on GL state pipeline (#1118) 2020-05-04 12:04:49 +10:00
riperiperi
c2ac45adc5
Fix depth clamp enable bit, unit scale for polygon offset. (#1178)
Verified with deko3d and opengl driver code.
2020-04-30 11:47:24 +10:00
gdkchan
3cb1fa0e85
Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
mageven
a728610b40
Implement Constant Color blends (#1119)
* Implement Constant Color blends and init blend states

* Address gdkchan's comments

Also adds Set methods to GpuState

* Fix descriptions of QueryModified
2020-04-25 23:00:43 +10:00
mageven
4960ab85f8
Implement Depth Clamping (#1120)
* Implement Depth Clamping and add misc enums

* Fix formatting
2020-04-17 11:16:49 +10:00
mageven
468d8f841f
Simple GPU fixes (#1093)
* Implement RasterizeEnable

* Match viewport count to hardware

* Simplify ScissorTest tracking around Blits

* Disable RasterizerDiscard around Blits and track its state

* Read RasterizeEnable reg as bool and add doc
2020-04-07 19:19:45 +10:00
gdkchan
b18ef8e3a0
Workaround for AMD and Intel view format bug (#1050)
* Workaround for Intel view format bug

* Dispose of the intermmediate texture aswell

* Apply workaround on AMD aswell
2020-03-29 23:48:39 +11:00
gdkchan
ab4867505e
Implement GPU scissors (#1058)
* Implement GPU scissors

* Remove unused using

* Add missing changes for Clear
2020-03-29 14:02:58 +11:00
gdkchan
f373f870f7
Support configurable point size (#916) 2020-02-02 10:19:46 +11:00
gdkchan
8b90924c1e Support instanced draw of quads" (#881) 2020-01-13 09:14:50 +11:00
gdkchan
2bb39ff03e Replace glFinish with barrier for WaitForIdle (#878) 2020-01-13 09:12:40 +11:00
gdkchan
18814d44b2 Address PR feedback
Add TODO comment for GL_EXT_polygon_offset_clamp
2020-01-09 02:13:00 +01:00
gdkchan
59fdaa744b GPU resource disposal 2020-01-09 02:13:00 +01:00
gdkchan
80ff2eab29 Change GPU errors to debug and reduce log messages 2020-01-09 02:13:00 +01:00
gdkchan
c5b9088914 Remove some error logging to avoid log spam 2020-01-09 02:13:00 +01:00
gdkchan
654e617fe7 Some code cleanup 2020-01-09 02:13:00 +01:00
gdkchan
af8498d679 Add basic error logging to the GPU 2020-01-09 02:13:00 +01:00
gdkchan
7ce5584f9e Support depth clip mode and disable shader fast math optimization on NVIDIA as a workaround for compiler bugs (?) 2020-01-09 02:13:00 +01:00
gdk
396768f3b4 Fix texture 0 not being bound for compute 2020-01-09 02:13:00 +01:00
gdk
d786d8d2b9 Support copy of slices to 3D textures, remove old 3D render target layered render support, do not delete textures with existing views created from them 2020-01-09 02:13:00 +01:00
gdk
8cba252b23 Add per-source type memory change tracking, simplified state change tracking, other fixes 2020-01-09 02:13:00 +01:00
gdk
1b7d955195 Initial support for image stores, support texture sample on compute 2020-01-09 02:13:00 +01:00
Renamed from Ryujinx.Graphics.OpenGL/GraphicsPipeline.cs (Browse further)