Commit graph

106 commits

Author SHA1 Message Date
Mary aa129fdbdf
infra: Migrate to .NET 5 (#1694)
* infra: Migrate to .NET 5

This migrate projects and CI to .NET 5

* Remove language version restrictions (now on 9.0 by default)

* infra: pin .NET 5 to avoid later issues

* infra: Cleanup csproj files

* infra: update dependencies

* infra: Add temporary workaround for a bug in Vector128.Create

see https://github.com/dotnet/runtime/issues/44704 for more informations
2020-11-15 19:27:15 +01:00
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
gdkchan c3d62bd078
Implement ATOM shader instruction (#1687)
* Implement ATOM shader instruction

* Fix reduction type decoding
2020-11-10 01:06:46 +01:00
gdkchan 934a78005e
Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
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
gdkchan ce9105a130
Support single precision contants for double precision operations (#1673) 2020-11-06 18:54:13 +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
riperiperi 780c7530d6
Add scaling for Texture2DArray when using TexelFetch. (#1645)
* Add scaling for Texture2DArray when using TexelFetch.

* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)

* Address nit.
2020-10-28 21:27:46 +01:00
gdkchan 0031edae27
Avoid sampler conflicts on bindless samplers with the same name (#1642) 2020-10-28 21:20:43 +01:00
gdkchan 49f970d5bd
Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
2020-10-25 17:00:44 -03:00
gdkchan 973a615d40
Fix shader image load/store array index register (#1637)
* Fix shader image load/store array index register

* Y should come before the array index
2020-10-25 14:51:26 -03:00
gdkchan 2f16491712
Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)
* Get rid of Reflection.Emit dependency on CPU and Shader projects

* Remove useless private sets

* Missed those due to the alignment
2020-10-21 09:13:44 -03:00
gdkchan 2dcc6333f8
Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
gdkchan 5264d55b39
Fix gl_in being used with built-in variables that are not per-vertex (#1624) 2020-10-17 10:16:40 +02:00
gdkchan f02791b20c
Fix LOP3 (cbuf) shader instruction encoding (#1616) 2020-10-13 19:33:04 -03:00
gdkchan d36c4bfba5
Fix output component register on pixel shaders (#1613)
* Fix output component register on pixel shaders

* Clean up usings

* Do not advance if no component is enabled for the target, this keeps the previous behavior
2020-10-13 14:44:55 +11:00
gdkchan e4777717cd
Implement LEA.HI shader instruction (#1609) 2020-10-12 21:46:04 -03:00
gdkchan b066cfc1a3
Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
gdkchan 0954e76a26
Improve BRX target detection heuristics (#1591) 2020-10-03 15:43:33 +10:00
gdkchan 1560f236da
Convert 1D texture targets to 2D (#1584)
* Convert 1D texture targets to 2D

* Fix typo

* Simplify some code

* Should mask that too

* Consistency
2020-09-29 22:28:50 +02:00
gdkchan 90ab28d1c6
Align register index between output targets on pixel shaders (#1559) 2020-09-21 13:45:04 +10:00
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
gdkchan 3d294a9a6c
Fix PSL and MRG flags on XMAD cbuf-reg shader instruction (#1520) 2020-09-01 15:07:20 -03:00
gdkchan 636542d817
Refactor shader translator ShaderConfig and reduce the number of out args (#1438) 2020-07-30 15:53:23 +10:00
gdkchan 991784868f
Fix shader regression on Intel iGPUs by reverting layout changes (#1425) 2020-07-29 08:01:11 +10:00
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
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 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 e13154c83d
Implement shader LEA instruction and improve bindless image load/store (#1355) 2020-07-04 01:48:44 +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
gdkchan 5795bb1528
Support separate textures and samplers (#1216)
* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
2020-05-27 16:07:10 +02:00
gdkchan 0b6d206daa
Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit

* Match extension name
2020-05-27 11:00:21 +02:00
Thog ff7a933ec0
Implement TMML and TMML.B (#1270)
* Implement TMML and TMML.B

This implement TMML and TMML.B instructions

* Fix TmmlB declaration alignment

* Address gdkchan's comments

* Fix inverted encoding definitions
2020-05-23 12:04:35 +02:00
gdkchan b8eb6abecc
Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00
Ac_K 4c54f36c38
Upgrade projects to C#8 (#1193)
Some parts of our code needs C# 8 who isn't set as default in Visual Studio. To fix this we have to set the C# version correctly in the csproj files and then we are be able to build the project using Visual Studio.
2020-05-04 12:14:48 +10:00
gdkchan 1c9aba6de1
Fix mode and Reg08.H1 decoding on XMAD instruction (#1156) 2020-04-25 23:40:29 +10:00
gdkchan 3cb1fa0e85
Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan ff86494d68
Remove leftover of debugging code for shader texture format (#1141) 2020-04-22 16:02:07 +02:00
Michael Kuklinski c46edfab85
Update .NET Core to 3.1, and update NuGet Packages (#1121)
* Updated all NuGet packages to latest, and updated the framework from .NET Core 3.0 to 3.1.

* Updating appveyor settings for 3.1

Updating appveyor to use the netcoreapp3.1 path instead of 3.0.

* Removing unneeded NuGet package System.Runtime.CompilerServices.Unsafe.

* Removing unused NuGet package SharpFontCore.

* Removing unused NuGet package TimeZoneConverter.Posix

* Cleaning up by adding newline to a csproj.

* Simplfying a NuGet conditional include, and adding a warning disable for an annoying NuGet package.

* I'm not sure if .travis.yml is still used, but I'm updating its 'dotnet' version to the correct SDK.

* Making the runtime version into its own environment variable so it's a bit easier to change in the future.

* Removing OpenTK.NetStandard reference from Ryujinx.Common

* Fixing indentation in Common.csproj

* Updating the README to specify .NET Core 3.1.

* Reverting the update of the GTKSharp package so it doesn't block the PR.
2020-04-22 14:13:41 +10:00
gdkchan 03711dd7b5
Implement SULD shader instruction (#1117)
* Implement SULD shader instruction

* Some nits
2020-04-22 09:35:28 +10:00
gdkchan 92cc37e365
Fix negation of HADD2 constant buffer source (#1116) 2020-04-15 09:01:26 +10:00
gdkchan e93ca84b14
Better IPA shader instruction implementation (#1082)
* Fix varying interpolation on fragment shader

* Some nits

* Alignment
2020-04-03 11:20:47 +11:00
gdkchan 5b5239ab5b
Remove output interpolation qualifier (#1070) 2020-04-02 12:24:55 +11:00
gdkchan d599fba711
Implement FCMP shader instruction (#1067) 2020-03-30 12:04:00 +02:00
riperiperi f9c859c8ba
Index constant buffer vec4s using ternary expressions. (#1015)
* Index constant buffer vec4s using ternary expressions.

* Remove indexed path.

We determined that it had negligible impact.

* Revert "Remove indexed path."

This reverts commit 25ec4eddfa.

* Revert "Revert "Remove indexed path.""

This reverts commit 7cd52fecb5.
2020-03-29 13:24:54 -03:00
Chenj168 7ad8b3ef75
Move the OpActivator to OpCodeTable class for improve performance (#1001)
* Move the OpActivator to OpCodeTable class, for reduce the use of ConcurrentDictionary

* Modify code style.
2020-03-29 19:52:56 +11:00
Elise 06bf25521f
Implement NOP and stub DEPBAR shader instructions (#1041)
* Implement NOP and stub DEPBAR shader instruction

* Fix a few issues and formatting stuff

* Remove OpCodeNop/Depbar and use OpCode instead

* Fix NOP shader instruction opcode

* Fix formatting
2020-03-26 19:30:16 -03:00
gdkchan 1586450a38
Implement VMNMX shader instruction (#1032)
* Implement VMNMX shader instruction

* No need for the gap on the enum

* Fix typo
2020-03-25 15:49:10 +01:00
gdkchan 6edc929894
Implement ICMP shader instruction (#1010) 2020-03-23 17:32:30 +01:00
gdkchan 49d7b1c7d8
Implement textureQueryLevels (#1007) 2020-03-23 08:31:31 +11:00