Commit graph

1059 commits

Author SHA1 Message Date
Markus Wick
caba02d42a gl_rasterizer: Don't flip the texture bindings.
The state object isn't used anywhere else, so there
is no need to revert the state.
And the comment is just wrong: It doesn't matter
which textures are bound on framebuffer binding, it
only matters at draw time. And we reset all bindings
before the draw call. So let's use gl_state as it is
designed to avoid flipping states.
2018-05-28 21:04:59 +02:00
Markus Wick
8e1e52cad9 gl_rasterizer_cache: Use clean state for glBlitFramebuffer.
Framebuffer blits depends on pixel tests:
Ownership (is fine)
Scissor (is broken on the last commit)
Masking (is broken on master for a while)

So let's be honest and start with a clean state in
those helper functions.
2018-05-18 21:13:56 +02:00
Markus Wick
301073334a gl_rasterizer: Remove redundant scissor state change.
There is no need to disable this state after the draw call,
gl_state will handle this for us if needed. This kind of
redundant state changes are bad for the driver overhead,
as flipping bits will invalidate the driver state.
2018-05-18 21:13:56 +02:00
wwylele
129b893509 gl_stream_buffer: update the information about the AMD hack 2018-05-18 14:08:12 +03:00
wwylele
dd6252a676 gl_rasterizer: fallback to software shader path if buffer overflow happens on hardware shader path 2018-05-18 13:55:19 +03:00
wwylele
6985b13439 [HACK] AMD workaround 2018-05-14 10:17:36 +03:00
wwylele
ede0d15fec video_core/command_processor: attempt accelerate draw in draw trigger 2018-05-14 10:17:36 +03:00
wwylele
9b448a0739 gl_rasterizer: implement AccelerateDrawBatch to emulate PICA shader on hardware 2018-05-14 10:17:36 +03:00
MerryMage
15d14be3cc primitive_assembly: Add getters for internal state 2018-05-14 10:17:35 +03:00
wwylele
06815ec905 video_core: receive hardware shader settings 2018-05-14 10:17:35 +03:00
wwylele
68b0a3e19e regs_pipeline: use proper unsigned type where applicable 2018-05-06 15:57:48 +03:00
Weiyi Wang
f85e71c37c
Merge pull request #3715 from wwylele/hardware-vertex-vector
gl_rasterizer: Use GLvec* instead of C arrays
2018-05-06 07:19:06 +03:00
Weiyi Wang
0da3b75c9e
Merge pull request #3700 from wwylele/texcache-watcher
gl_rasterizer_cache: cache texture cube
2018-05-05 16:30:39 +03:00
Markus Wick
5960282303 gl_rasterizer: Use buffer_storage for uniform data.
This replaces the glBufferData logic with the shared stream buffer code.
The new code doesn't need a temporary staging buffer any more, so the
performance should imrpove quite a bit.
2018-05-05 09:22:02 +02:00
MerryMage
d6cd1a8712 gl_rasterizer: Use GLvec* instead of C arrays 2018-05-05 04:37:04 +03:00
Weiyi Wang
be5777f3de
Merge pull request #3686 from wwylele/glvtx-shader-gen
gl_shader_gen: generate programmable vs/gs and fixed gs
2018-05-01 21:27:48 +03:00
wwylele
1762ad2dcc gl_rasterizer_cache: cache texture cube 2018-05-01 21:26:43 +03:00
bunnei
ed42b4b0d2
Merge pull request #3678 from wwylele/b15-fallback
gl_shader_decompiler: fallback to CPU shader on GS b15 access
2018-04-25 00:03:11 -04:00
wwylele
191b29e402 gl_shader_gen: generate programmable vs/gs and fixed gs 2018-04-24 20:39:10 +03:00
MerryMage
8186820d16 pica_to_gl: Add GLuvec{2,3,4} aliases
To allow for transfer for integers into shaders.
2018-04-23 20:21:24 +03:00
wwylele
e56128683c gl_shader_decompiler: fallback to CPU shader on GS b15 access 2018-04-23 12:45:56 +03:00
Markus Wick
c4010e3f93 renderer_opengl: Drop GLSync, unused. 2018-04-21 16:12:30 +02:00
Markus Wick
5d1dd205c4 renderer_opengl: Rewrite stream buffer. 2018-04-21 16:12:30 +02:00
wwylele
d52ddd0ec4 shader: avoid recomputing hash for the same program 2018-04-17 09:47:59 +03:00
wwylele
3cc460ab34 shader_jit: change passing ShaderSetup to passing uniforms struct into the program
We are going to add private memebers to ShaderSetup, which forbids the usage of offsetof. The JIT program only use the uniform part of the setup, so we can just isolate it.
2018-04-17 09:35:43 +03:00
Weiyi Wang
cb36f9fad2
Merge pull request #3645 from wwylele/shader-manager
renderer_opengl: refactor shader & program objects and add shader manager for rasterizer
2018-04-16 16:38:38 +03:00
Weiyi Wang
bfd1d963ba
Merge pull request #3638 from ds84182/we-need-more-rounds
Round TEV outputs and the final fragment output in GLSL
2018-04-12 23:32:27 +03:00
Weiyi Wang
9772513141
Merge pull request #3639 from wwylele/texture-cude-fix
gl_rasterizer_cache: exit FillTextureCube when address is invalid
2018-04-12 22:54:14 +03:00
wwylele
8dc75598a4 gl_rasterizer: isolate shader management into its own class 2018-04-11 14:52:37 +03:00
wwylele
36bc92273b gl_shader_gen: accept an option to generate separable shaders 2018-04-11 14:52:37 +03:00
wwylele
bdab18d2d9 gl_resource_manager: add OGLPipeline 2018-04-11 14:52:37 +03:00
wwylele
4f9b9c4b80 gl_state: add pipeline state 2018-04-11 14:41:43 +03:00
wwylele
48869c768f gl_resource_manager: separate OGLShader and OGLProgram 2018-04-11 14:41:43 +03:00
wwylele
d2ee40dc45 gl_shader_util: separate shader object creation and program object creation 2018-04-11 14:41:43 +03:00
wwylele
4256641da4 gl_rasterizer/lighting: implement shadow attenuation 2018-04-10 20:26:55 +03:00
wwylele
b5763cb952 pica/lighting: split FresnelSelector into bitfields
The FresnelSelector was already working like a bitfield, so just make it actual bitfield to reduce redundant code. Also, it is already confirmed that this field also affects shadow on alpha. Given that the only two source that can affect alpha components are both controlled by this field, this field should be renamed to a general alpha switch
2018-04-10 20:25:56 +03:00
wwylele
7e7de7d3ab gl_rasterizer_cache: exit FillTextureCube when address is invalid 2018-04-08 12:34:50 +03:00
Dwayne Slater
234161ba62 Make byteround less expensive (thanks hrydgard!) 2018-04-07 18:26:14 -04:00
Dwayne Slater
734279ff22 Round TEV outputs and the final fragment output in GLSL
Fixes water effect in SM3DL
2018-04-07 16:43:56 -04:00
Weiyi Wang
972db17247
Merge pull request #3497 from wwylele/texture-cube-new
gl_rasterizer: implement TextureCube
2018-04-06 12:41:40 +03:00
Weiyi Wang
a9544ca015
Merge pull request #3580 from daniellimws/common-fmt
common: Migrate logging macros
2018-04-06 12:38:08 +03:00
Weiyi Wang
e3d25bc6d0
Merge pull request #3567 from wwylele/pica-glsl
renderer_opengl: add PICA->GLSL shader decompiler
2018-04-05 14:39:27 +03:00
Weiyi Wang
acb02d300c
Merge pull request #3518 from wwylele/hashable-struct
Common/Hash: abstract HashableStruct from GLShader::PicaShaderConfig
2018-04-05 14:39:12 +03:00
James Rowe
1fecead2ff
Merge pull request #3624 from wwylele/sync-uniform
gl_rasterizer: move shader uniform sync from SetShader() to ctor
2018-04-05 00:30:38 -06:00
wwylele
0d84c5a0b6 gl_rasterizer: move state syncing from ctor to its own function 2018-04-04 17:23:55 +03:00
wwylele
c2719feda2 gl_rasterizer: move shader uniform sync from SetShader() to ctor 2018-04-03 09:27:23 +03:00
Valentin Vanelslande
c9ab184ec7 pica_to_gl: Migrate logging macros (#3608) 2018-04-02 09:31:28 -06:00
wwylele
9ffd400685 gl_shader_decompiler: add missing headers/rename GetXXX to MoveXXX to reflect that they move the data 2018-04-02 17:34:54 +03:00
wwylele
11c2f11872 gl_shader_decompiler: return error on decompilation failure
Internally these errors are handled by exceptions. Only fallbackable errors (that can be handled by CPU shader emulation) is reported. Completely ill-formed shader is still ASSERTed. Code logic related stuff is DEBUG_ASSERTed
2018-04-02 17:34:54 +03:00
wwylele
4991b15ee5 gl_shader_decompiler: some small fixes
- remove unnecessary ";"
- use std::tie for lexicographical ordering
- simplify loop condition
    The offset always has step +1 on each iteration, so it would just hit one of the two boundary anyway
2018-04-02 17:34:54 +03:00