Fernando Sahmkow
f846e3d6d0
Merge pull request #3250 from ReinUsesLisp/empty-fragment
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gl_rasterizer: Allow rendering without fragment shader
2019-12-28 14:33:53 -04:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
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shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
ReinUsesLisp
5b989f189f
gl_rasterizer: Allow rendering without fragment shader
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Rendering without a fragment shader is usually used in depth-only
passes.
2019-12-26 16:38:49 -03:00
bunnei
4af569ee47
Merge pull request #3236 from ReinUsesLisp/rasterize-enable
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gl_rasterizer: Implement RASTERIZE_ENABLE
2019-12-24 22:54:10 -05:00
ReinUsesLisp
1e16023d60
gl_shader_cache: Update commentary for shared memory
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Remove false commentary. Not dividing by 4 the size of shared memory is
not a hack; it describes the number of integers, not bytes.
While we are at it sort the generated code to put preprocessor lines on
the top.
2019-12-20 22:51:21 -03:00
ReinUsesLisp
486c6a5316
gl_shader_cache: Remove unused entry in GetPrimitiveDescription
2019-12-20 22:49:30 -03:00
ReinUsesLisp
da0aa4da6b
gl_rasterizer: Implement RASTERIZE_ENABLE
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RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -03:00
ReinUsesLisp
e438079b50
gl_shader_decompiler: Add missing DeclareImages
2019-12-17 23:34:15 -03:00
bunnei
65b1b05e05
Merge pull request #3182 from ReinUsesLisp/renderer-opengl
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renderer_opengl: Miscellaneous clean ups
2019-12-16 13:01:04 -05:00
ReinUsesLisp
e09c1fbc1f
shader/texture: Implement TLD4.PTP
2019-12-16 04:09:24 -03:00
ReinUsesLisp
a87c85eba2
gl_shader_decompiler: Rename "sepparate" to "separate"
2019-12-16 02:12:51 -03:00
Rodrigo Locatti
eac075692b
Merge pull request #3219 from FernandoS27/fix-bindless
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Corrections and fixes to TLD4S & bindless samplers failing
2019-12-16 01:26:11 -03:00
bunnei
035ec7d9de
Merge pull request #3213 from ReinUsesLisp/intel-mesa
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gl_device: Enable compute shaders for Intel Mesa drivers
2019-12-14 16:04:31 -05:00
bunnei
2b650543c6
Merge pull request #3212 from ReinUsesLisp/fix-smem-lmem
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gl_shader_cache: Add missing new-line on emitted GLSL
2019-12-13 21:35:29 -05:00
Fernando Sahmkow
c0ee0aa1a8
Shader_IR: Correct TLD4S Depth Compare.
2019-12-11 19:53:17 -04:00
Fernando Sahmkow
84a158c977
Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.
2019-12-11 19:53:16 -04:00
Fernando Sahmkow
1d2ba3cc97
Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are un implemented.
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This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
2019-12-11 15:41:26 -04:00
bunnei
1a66cde175
Merge pull request #3210 from ReinUsesLisp/memory-barrier
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shader: Implement MEMBAR.GL
2019-12-11 14:24:39 -05:00
ReinUsesLisp
f564eaebed
gl_device: Enable compute shaders for Intel Mesa drivers
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Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
2019-12-11 00:00:30 -03:00
ReinUsesLisp
48e16c4c49
gl_shader_cache: Add missing new-line on emitted GLSL
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Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
2019-12-10 23:52:51 -03:00
Fernando Sahmkow
7ffb672f61
Maxwell3D: Implement Depth Mode.
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId
2019-12-09 23:52:28 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
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Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
ReinUsesLisp
fb6cf12a17
gl_framebuffer_cache: Optimize framebuffer key
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Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
2019-11-28 23:02:20 -03:00
ReinUsesLisp
c34da106ed
gl_rasterizer: Re-enable framebuffer cache for clear buffers
2019-11-28 23:02:20 -03:00
ReinUsesLisp
e6a0a30334
renderer_opengl: Make ScreenRectVertex's constructor constexpr
2019-11-28 20:36:02 -03:00
ReinUsesLisp
dee7844443
renderer_opengl: Remove C casts
2019-11-28 20:28:27 -03:00
ReinUsesLisp
3a44faff11
renderer_opengl: Use explicit binding for presentation shaders
2019-11-28 20:25:56 -03:00
ReinUsesLisp
75cc501d52
renderer_opengl: Drop macros for message decorations
2019-11-28 20:15:25 -03:00
ReinUsesLisp
056f049b26
renderer_opengl: Move static definitions to anonymous namespace
2019-11-28 20:14:40 -03:00
ReinUsesLisp
4589582eaf
renderer_opengl: Move commentaries to header file
2019-11-28 20:11:03 -03:00
Lioncash
3f08e8d8d4
core/memory: Migrate over GetPointer()
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With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
536fc7f0ea
core: Prepare various classes for memory read/write migration
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
2019-11-26 21:55:37 -05:00
bunnei
6df6caaf5f
Merge pull request #3143 from ReinUsesLisp/indexing-bug
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gl_device: Deduce indexing bug from device instead of heuristic
2019-11-26 21:53:12 -05:00
ReinUsesLisp
ef4446cb11
gl_shader_decompiler: Fix casts from fp32 to f16
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Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25 22:22:33 -03:00
ReinUsesLisp
410d44ce05
gl_device: Deduce indexing bug from device instead of heuristic
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The heuristic to detect AMD's driver was not working properly since it
also included Intel. Instead of using heuristics to detect it, compare
the GL_VENDOR string.
2019-11-25 16:15:22 -03:00
bunnei
2899c93818
Merge pull request #3158 from ReinUsesLisp/srgb-blit
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gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei
b03242067d
Merge pull request #3098 from ReinUsesLisp/shader-invalidations
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gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
74fff717aa
gl_texture_cache: Apply sRGB on blits
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glBlitFramebuffer keeps in mind GL_FRAMEBUFFER_SRGB's state. Enable this
depending on the target surface pixel format.
2019-11-24 18:13:33 -03:00
bunnei
4ed183ee42
Merge pull request #3141 from ReinUsesLisp/gl-position
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gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
ReinUsesLisp
dc2e83fa31
gl_device: Reserve base bindings on limited devices
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SSBOs and other resources are limited per pipeline on Intel and AMD.
Heuristically reserve resources per stage having in mind the reported
OpenGL limits.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
e3d7334be9
gl_state: Skip null texture binds
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glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
919ac2c4d3
gl_rasterizer: Disable compute shaders on Intel
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Intel's proprietary driver enters in a corrupt state when compute
shaders are executed. For now, disable these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
894ad74b87
gl_shader_cache: Hack shared memory size
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The current shared memory size seems to be smaller than what the game
actually uses. This makes Nvidia's driver consistently blow up; in the
case of FE3H it made it explode on Qt's SwapBuffers while SDL2 worked
just fine. For now keep this hack since it's still progress over the
previous hardcoded shared memory size.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
e35b9597ef
gl_shader_decompiler: Normalize image bindings
2019-11-22 21:28:49 -03:00
ReinUsesLisp
36d9b409fc
gl_shader_decompiler: Normalize cbuf bindings
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Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
f936b86c7c
gl_rasterizer: Add missing cbuf counter reset on compute
2019-11-22 21:28:49 -03:00
ReinUsesLisp
180417c514
gl_shader_cache: Remove dynamic BaseBinding specialization
2019-11-22 21:28:49 -03:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType
2019-11-22 21:28:48 -03:00