Fernando Sahmkow
daddbeffd1
Texture Cache: Only do buffer copies on accurate GPU. ( #3634 )
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
2020-04-14 23:21:00 -04:00
Rodrigo Locatti
7e4a132a77
Merge pull request #3636 from ReinUsesLisp/drop-vk-hpp
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renderer_vulkan: Drop Vulkan-Hpp
2020-04-13 17:08:04 -03:00
Mat M
fbf13d3f48
Merge pull request #3651 from ReinUsesLisp/line-widths
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gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M
08266d70ba
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
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texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
c4001225f6
Merge pull request #3631 from ReinUsesLisp/more-astc
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texture/astc: More small ASTC optimizations
2020-04-13 10:17:32 -04:00
Mat M
7b62212461
Merge pull request #3619 from ReinUsesLisp/i2i
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shader/conversion: Implement I2I sign extension, saturation and selection
2020-04-13 10:17:07 -04:00
Mat M
3351e1e94f
Merge pull request #3627 from ReinUsesLisp/layered-view
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gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
Mat M
d37d899431
Merge pull request #3646 from ReinUsesLisp/fix-glsl-turing
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gl_shader_decompiler: Improve generated code in HMergeH*
2020-04-13 10:15:12 -04:00
Mat M
47036859eb
Merge pull request #3633 from ReinUsesLisp/clean-texdec
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shader/texture: Remove type mismatches management from shader decoder
2020-04-13 10:13:05 -04:00
ReinUsesLisp
76615b9f34
gl_rasterizer: Implement line widths and smooth lines
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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
ReinUsesLisp
05cf270836
gl_shader_decompiler: Implement merges with bitfieldInsert
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This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
2020-04-12 22:39:59 -03:00
Fernando Sahmkow
3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
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shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp
75eb953575
gl_shader_decompiler: Improve generated code in HMergeH*
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Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp
76f178ba6e
shader/video: Partially implement VMNMX
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Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp
a7baf6fee4
video_core: Add MSAA registers in 3D engine and TIC
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This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
ReinUsesLisp
94b0e2e5da
texture_cache: Remove preserve_contents
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preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
2905142f47
renderer_vulkan: Drop Vulkan-Hpp
2020-04-10 22:49:02 -03:00
bunnei
51c6688e21
Merge pull request #3594 from ReinUsesLisp/vk-instance
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yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
ReinUsesLisp
a87b16da9a
shader/texture: Remove type mismatches management from shader decoder
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Since commit e22816a5bb
we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow
7182ef31c9
Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
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video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
ReinUsesLisp
6bf5d2b011
astc: Hard code bit depth changes to 8 and use fast replicate
2020-04-09 18:37:12 -03:00
Rodrigo Locatti
36f607217f
Merge pull request #3610 from FernandoS27/gpu-caches
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Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
ReinUsesLisp
bd2c1ab8a0
astc: Use boost's static_vector to avoid heap allocations
2020-04-09 05:27:57 -03:00
ReinUsesLisp
5de130beea
astc: Implement a fast precompiled alternative for Replicate
2020-04-09 03:58:25 -03:00
ReinUsesLisp
6b4d4473be
astc: Move Replicate to a constexpr LUT when possible
2020-04-09 03:35:07 -03:00
ReinUsesLisp
d22a689250
astc: Make InputBitStream constexpr
2020-04-09 02:54:05 -03:00
ReinUsesLisp
0efc230381
astc: OutputBitStream style changes and make it constexpr
2020-04-09 02:37:51 -03:00
bunnei
b96fd0bd0e
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
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video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp
6c8f9f40d7
gl_texture_cache: Attach view instead of base texture for layered attachments
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This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
7cd6daf115
VkRasterizer: Eliminate Legacy code.
2020-04-08 18:59:09 -04:00
Fernando Sahmkow
1c18dc6577
Memory: Correct GCC errors.
2020-04-08 18:09:16 -04:00
Fernando Sahmkow
913f42a3a7
Memory: Address Feedback.
2020-04-08 13:40:46 -04:00
Fernando Sahmkow
e00d992848
GPUMemoryManager: Improve safety of memory reads.
2020-04-08 12:08:06 -04:00
ReinUsesLisp
a209d464f9
video_core/textures: Move GetMaxAnisotropy to cpp file
2020-04-07 20:47:31 -03:00
ReinUsesLisp
d7db088180
video_core/texture: Use a LUT to convert sRGB texture borders
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This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)
Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.
This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.
While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
bunnei
f316911248
Merge pull request #3599 from ReinUsesLisp/revert-3499
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Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
ReinUsesLisp
bf1d66b7c0
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
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Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti
487f9ba525
Merge pull request #3489 from namkazt/patch-2
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shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
Nguyen Dac Nam
935648ffa9
address nit.
2020-04-07 18:29:30 +07:00
ReinUsesLisp
bc1b4b85b0
renderer_vulkan: Query device names from the backend
2020-04-07 02:23:23 -03:00
ReinUsesLisp
da706cad25
shader/conversion: Implement I2I sign extension, saturation and selection
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Reimplements I2I adding sign extension, saturation (clamp source value
to the destination), selection and destination sizes that are not 32
bits wide.
It doesn't implement CC yet.
2020-04-07 02:19:44 -03:00
Nguyen Dac Nam
bf1174c114
Apply suggestions from code review
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow
f9d5718c4b
Clang Format.
2020-04-06 09:23:08 -04:00
Fernando Sahmkow
ea535d9470
Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3dd5c07454
Query Cache: Use VAddr instead of physical memory for adressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
7fcd0fee6d
Buffer Cache: Use vAddr instead of physical memory.
2020-04-06 09:23:06 -04:00
Fernando Sahmkow
6ee316cb8f
Texture Cache: Use vAddr instead of physical memory for caching.
2020-04-06 09:23:05 -04:00
Fernando Sahmkow
9c0f40a1f5
GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr
2020-04-06 09:21:46 -04:00
Fernando Sahmkow
588a20be3f
Merge pull request #3513 from ReinUsesLisp/native-astc
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video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy
2c98e14d13
shader_decode: SULD.D using std::pair instead of out parameter
2020-04-06 13:46:55 +07:00