Commit graph

93 commits

Author SHA1 Message Date
gdkchan
9cbcbaa90c Fix XMAD shader instruction, gl_FrontFacing and enable face culling (#583)
* Fix XMAD shader instruction implementation

* Fix gl_FrontFacing constant value

* Enable face culling again

* Fix typo
2019-02-15 14:23:14 +11:00
BaronKiko
f5b4f6ccc4 Scissor test fix (#563)
* Handle negative viewport coordinates

* Disable scissor before framebuffer blit

* Comment to explain scissor disable will be reenabled if needed

* Comma and spelling mistake
2019-01-31 22:37:07 -03:00
BaronKiko
0cd5ba03fe Scissor test implementation. Partially stubbed until geometry shaders… (#556)
* Scissor test implementation. Partially stubbed until geometry shaders are fixed

* Apply to all viewports when geometry shaders are disabled.

* Also apply enable cap to all viewports when geometry shaders are disabled

* Added fixme as per suggestion

Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com>

* Apparently no alignment needed here.

* Comment on new line

* Correct height calculation
2019-01-13 23:26:42 +02:00
Thomas Guillemard
b4d91402c6 Some improvements for nvnflinger (#555)
* Initial fixes for last release of libnx

For now, the framebuffer aren't okay but it will not crash/

* Improve code reaadability in NvFlinger parsing

* Make surfaces access more userfriendly

* Add ColorFormat

* Fix code style in ColorFormat.cs

* Add multiple framebuffer support in nvnflinger

This fix libnx console rendering

* Move ReadStruct/WriteStruct to Ryujinx.Common

* fix the last nit

* Fix inverted color for R5G6B5

Also add some other format that libnx might uses.

* Remove hardcoded BlockHeight in nvflinger
2019-01-05 22:26:16 +01:00
Thomas Guillemard
33e7c89822 Move MaxUboSize definition (#530)
* Move MaxUboSize definition

This fix a crash on Ryujinx.ShaderTools caused by the absence of an
OpenGL context.

* Use a constant for the value in ShaderTools

* Address comments
2018-12-17 22:32:12 -02:00
gdkchan
59964f667c
Add support for bigger UBOs, fix sRGB regression, small improvement t… (#503)
* Add support for bigger UBOs, fix sRGB regression, small improvement to the 2D copy engine

* Break into multiple lines

* Read fractions for source/step values on the 2d copy engine aswell

* Use fixed point math for more speed

* Fix reinterpret when texture sizes are different
2018-11-28 21:09:44 -02:00
gdkchan
00579927e4
Better process implementation (#491)
* Initial implementation of KProcess

* Some improvements to the memory manager, implement back guest stack trace printing

* Better GetInfo implementation, improve checking in some places with information from process capabilities

* Allow the cpu to read/write from the correct memory locations for accesses crossing a page boundary

* Change long -> ulong for address/size on memory related methods to avoid unnecessary casts

* Attempt at implementing ldr:ro with new KProcess

* Allow BSS with size 0 on ldr:ro

* Add checking for memory block slab heap usage, return errors if full, exit gracefully

* Use KMemoryBlockSize const from KMemoryManager

* Allow all methods to read from non-contiguous locations

* Fix for TransactParcelAuto

* Address PR feedback, additionally fix some small issues related to the KIP loader and implement SVCs GetProcessId, GetProcessList, GetSystemInfo, CreatePort and ManageNamedPort

* Fix wrong check for source pages count from page list on MapPhysicalMemory

* Fix some issues with UnloadNro on ldr:ro
2018-11-28 20:18:09 -02:00
HorrorTroll
e7fe7d7247 Add RGBA16 Unorm (#513) 2018-11-23 12:21:45 -02:00
HorrorTroll
0f5efe050f Add BGRA8 Srgb (#505) 2018-11-19 02:07:09 -02:00
gdkchan
b7613dd4b8 Enable SRGB framebuffers by default (#502) 2018-11-17 05:10:51 +01:00
gdkchan
d2bb458b51 Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes

* Remove some debug code

* Correct RGBX8 format

* Add support for linked Texture Sampler Control

* Attempt to fix upside down screen issue
2018-11-17 05:01:31 +01:00
gdkchan
85ffd76016 Force cache to remove entries when memory usage exceeds a given threshold (#492) 2018-11-14 23:22:02 +01:00
Ac_K
437962a65d Add BGR5A1 Image Format (#495)
* Add `BGR5A1` to ImageUtils.cs

Add `BGR5A1` Image Format.

* Add BGR5A1 to OGLEnumConverter.cs
2018-11-11 02:27:06 -02:00
gdkchan
44c1cf3fe5
Implment common and independent blend properly (fixes #458) (#485)
* Implment common and independent blend properly

* Nits
2018-11-01 01:22:24 -03:00
gdkchan
5a87e58183 Fix regression caused by wrong time delta calculation on cache deletion methods 2018-10-30 11:42:27 -03:00
jduncanator
c1b7340023 Timing: Optimize Timestamp Aquisition (#479)
* Timing: Optimize Timestamp Aquisition

Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.

* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX

* Timing: Some style changes

* Timing: Align static variable initialization
2018-10-28 19:31:13 -03:00
gdkchan
f0a49a1c94
Fix Color Mask values (#473)
* Fix color mask common, set default value on first color mask register

* Missing check

* Better exception messages

* Address PR feedback

* Add fixme as per review feedback
2018-10-25 18:30:09 -03:00
gdkchan
9ace6b9285
Fix for render target and a shader compilation issue (#471)
* Fix render target using possibly deleted or wrong handles

* Fix basic blocks with only a KIL instruction on the shader translator

* Formatting fix
2018-10-23 17:59:52 -03:00
gdkchan
044b84b078
Add depth range support on the GPU (#472)
* Add depth range support on the GPU

* Address PR feedback
2018-10-23 16:04:08 -03:00
gdkchan
0e1e094b7a
Improve texture tables (#457)
* Improve texture tables

* More renaming and other tweaks

* Minor tweaks
2018-10-17 18:02:23 -03:00
HorrorTroll
76330b10b4 Add G8R8Unorm, G8R8Snorm, B8G8R8A8, D24_S8 Uint, R8Uint, R32Uint (#426)
* Implement B5G6R5Unorm & BGR5A1Unorm

* Fix R8G8 Unorm to G8R8 Unorm

* Added back R8G8 Unorm

* Fix G8R8Unorm, add R8G8B8A8

* Add D24_S8 Uint

* Add R8Uint & R32Uint

* Another fixed

* Reverting back

* R8G8B8A8 change to B8G8R8A8

* Add G8R8 Snorm
2018-10-14 18:23:23 -03:00
gdkchan
72317d7777
Add support for saturation on some shader instructions, fix ReadTexture alignment and add ColorMask support (#451)
* Add support for saturation on some shader instructions, fix ReadTexture alignment

* Add ColorMask support, other tweaks
2018-10-13 23:54:14 -03:00
gdkchan
aa1cd849cf Quads, QuadStrip, const attributes and half-float attributes support (#447)
* Quads, QuadStrip and const attributes support

* Add support for half float attributes and fix texture pitch alignment

* Throw when an unsupported float type is used as const attribute aswell
2018-10-13 01:37:01 +00:00
ReinUsesLisp
2562ca6c3f Fix multiple rendertargets (#427)
* Simplify render target bindings

* Implement multiple viewports

* Pack glViewportIndexed calls into a single glViewportArray

* Use ARB_viewport_array when available

* Cache framebuffer attachments

* Use get accessors in OGLExtension

* Address feedback
2018-09-26 00:55:30 +02:00
ReinUsesLisp
47a62e826f Implement DepthWriteMask and add R16G16 (#425) 2018-09-19 22:02:11 -03:00
ReinUsesLisp
bed13f2022 General improvements for GpuResourceManager (#421)
* General improvements to GpuResourceManager

* Address feedback

* Address feedback
2018-09-19 18:26:49 -03:00
gdkchan
33e2810ef3
Fix d32s8 format on OGLEnumConverter (#420) 2018-09-18 13:27:12 -03:00
gdkchan
d4187aaa9d
Allow "reinterpretation" of framebuffer/zeta formats (#418)
* (Re)Implement format reinterpretation, other changes

* Implement writeback to guest memory, some refactoring

* More refactoring, implement reinterpretation the old way again

* Clean up

* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes

* nit: Formatting

* Address PR feedback
2018-09-18 01:30:35 -03:00
HorrorTroll
8a78a703f2 Implement B5G6R5Unorm, BGR5A1Unorm, RGBA32Uint, R16Unorm and Z16 texture format. Fix BC6H_UF16 from Unorm to Sfloat (#417)
* Implement B5G6R5Unorm & BGR5A1Unorm

* Implement RGBA32Uint

* Implement R16Unorm & Z16 texture format

* Fix BC6H_UF16 from Unorm to Sfloat
2018-09-17 02:24:55 +02:00
ReinUsesLisp
e5917f8968 Fixup image error message and add G8R8 to size query (#410) 2018-09-11 12:48:13 -03:00
ReinUsesLisp
ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00
HorrorTroll
bf28d8f1aa Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format (#377)
* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format

* Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format

* Revert "Add BGRA8Unorm, BGRA8Srgb, ZF32_X24S8 texture format"

This reverts commit aea5c9db3a.

* Conflicts fix

* Wrong fix

* E

* e
2018-09-01 18:25:49 -03:00
HorrorTroll
27023e7afc Add R32_G32 texture format (#383) 2018-08-27 11:18:21 -03:00
ReinUsesLisp
43c4e7c78d Use mirrored texture wraps when available (#361) 2018-08-25 16:39:08 -03:00
ReinUsesLisp
a42ab2e40c Implement vertex instancing (#381) 2018-08-25 01:16:58 -03:00
ReinUsesLisp
624e813cd3 Implement multiple rendertarget attachments and depth writting (#375)
* Add depth writting

* Implement multiple attachments

* Address feedback
2018-08-23 02:07:23 -03:00
ReinUsesLisp
1cd7aaf504 Avoid querying and setting texture bindings in hot code (#376) 2018-08-23 01:54:32 -03:00
ReinUsesLisp
afdeee2b86 Use signed and unsigned vertex types (#370) 2018-08-20 16:02:38 -03:00
ReinUsesLisp
726de8c46a Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
2018-08-19 22:25:26 -03:00
gdkchan
521751795a
Code style fixes and nits on the HLE project (#355)
* Some style fixes and nits on ITimeZoneService

* Remove some unneeded usings

* Remove the Ryujinx.HLE.OsHle.Handles namespace

* Remove hbmenu automatic load on process exit

* Rename Ns to Device, rename Os to System, rename SystemState to State

* Move Exceptions and Utilities out of OsHle

* Rename OsHle to HOS

* Rename OsHle folder to HOS

* IManagerDisplayService and ISystemDisplayService style fixes

* BsdError shouldn't be public

* Add a empty new line before using static

* Remove unused file

* Some style fixes on NPDM

* Exit gracefully when the application is closed

* Code style fixes on IGeneralService

* Add 0x prefix on values printed as hex

* Small improvements on finalization code

* Move ProcessId and ThreadId out of AThreadState

* Rename VFs to FileSystem

* FsAccessHeader shouldn't be public. Also fix file names casing

* More case changes on NPDM

* Remove unused files

* Move using to the correct place on NPDM

* Use properties on KernelAccessControlMmio

* Address PR feedback
2018-08-16 20:47:36 -03:00
gdkchan
c393cdf8e3
More flexible memory manager (#307)
* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
2018-08-15 15:59:51 -03:00
ReinUsesLisp
25dd5f4238 Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline

* Separate UploadVertex call

* Add ConstBuffer cache

* Move Vertex Assembly into GalPipelineState

* Move Uniform binds to GalPipelineState

* Move framebuffer flip into a buffer

* Rebase

* Fix regression

* Move clear values from VertexEndGl to ClearBuffers

* Rename obscure names O->Old S->New
2018-08-10 01:09:40 -03:00
gdkchan
fa70629fab
Fix for integer vertex attributes and iset bf flag (#323) 2018-08-03 13:54:34 -03:00
greggameplayer
ce96a45685 Implement A2B10G10R10 TextureFormat (#248)
* add A2B10G10R10 TextureFormat

* return correct PixelFormat & PixelType

* return correct texture size

* return correct Bytes Per Pixel
2018-07-29 01:41:02 -03:00
ReinUsesLisp
51605fafc0 Avoid calling buffer binding when shader didn't change (#295) 2018-07-26 13:49:29 -03:00
ReinUsesLisp
1344a47c77 Blit framebuffer without shaders (#229)
* Blit framebuffer without shaders

* De-hardcode native size values

* Adapt to dehardcoded framebuffers and address feedback

* Remove framebuffer rebinding
2018-07-23 16:21:05 +02:00
ReinUsesLisp
5fe0bc584b Send data to OpenGL host without client-side copies (#285)
* Directly send host address to buffer data

* Cleanup OGLShader

* Directly copy vertex and index data too

* Revert shader bind "cache"

* Address feedback
2018-07-19 16:02:51 -03:00
ReinUsesLisp
cd203e98f2 Implement Geometry shaders (#280)
* Implement Geometry shaders

* Add EmitVertex() and EndPrimitive()

* Read output geometry data from header

* Stub Vmad

* Add Iadd_I32

* Stub Mov_S (S2R)

* Stub Isberd

* Change vertex index to gpr39 in Abuf

* Add stub messages for consistency

* Do not print input block when there is no attributes

* Use GL_ARB_enhanced_layouts

* Skip geometry shaders when there's no GL_ARB_enhanced_layouts

* Address feedback

* Address feedback
2018-07-19 02:33:27 -03:00
gdkchan
60f2198a1e
Support deswizzle of sparse tiled textures and some frame buffer fixes (#275)
* Attempt to support deswizzle of sparse tiled textures

* Use correct frame buffer and viewport sizes, started to clean up the copy engine

* Correct texture width alignment

* Use Scale/Translate registers to calculate viewport rect

* Allow texture copy between frame buffers
2018-07-19 02:30:21 -03:00
greggameplayer
120fe6b74a Implement BF10GF11RF11 TextureFormat (#246)
* add BF10GF11RF11 TextureFormat

* return correct PixelFormat & PixelType

* return correct texture size

* return correct Bytes Per Pixel

* correct PixelType
2018-07-19 01:26:28 +02:00