Commit graph

16 commits

Author SHA1 Message Date
gdkchan
4b7c7dab9e
Support multiple destination operands on shader IR and shuffle predicates (#1964)
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change
2021-01-28 10:59:47 +11:00
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
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
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
636542d817
Refactor shader translator ShaderConfig and reduce the number of out args (#1438) 2020-07-30 15:53:23 +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
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
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
81cca88bcd Fix shader output color buffer index when non-sequential render targets are used (#895) 2020-01-19 00:09:46 +01:00
gdkchan
92703af555 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
9bfb373bdf Remove more unused code 2020-01-09 02:13:00 +01:00
gdkchan
9d7a142a48 Support texture rectangle targets (non-normalized coords) 2020-01-09 02:13:00 +01:00
gdkchan
cb171f6ebf Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00
Renamed from Ryujinx.Graphics/Shader/Translation/EmitterContext.cs (Browse further)