bunnei
0a5832798a
renderer_opengl: Logging, etc. cleanup.
2018-03-26 21:16:59 -04:00
bunnei
7504df52fc
renderer_opengl: Remove framebuffer RasterizerFlushVirtualRegion hack.
2018-03-26 21:16:58 -04:00
bunnei
c1ccbf332f
gl_rasterizer_cache: Implement UpdatePagesCachedCount.
2018-03-26 21:16:58 -04:00
bunnei
c2dbdefedf
gl_rasterizer: Implement SetupVertexArray.
2018-03-26 21:16:56 -04:00
bunnei
cd8bb6ea9b
gl_rasterizer_cache: Fix an ASSERT_MSG.
2018-03-26 21:16:56 -04:00
bunnei
4369af6b7e
maxwell_to_gl: Add module and function for decoding VertexType.
2018-03-26 21:16:55 -04:00
bunnei
3754e0fdfd
maxwell_3d: Use names that match envytools for VertexType.
2018-03-26 21:16:55 -04:00
bunnei
15925b8293
maxwell_3d: Add VertexAttribute struct and cleanup.
2018-03-26 21:16:54 -04:00
bunnei
0ee38e1363
gl_rasterizer: Use 32 texture units instead of 3.
2018-03-26 21:16:53 -04:00
bunnei
0162a2d5cb
gl_rasterizer: Implement DrawTriangles.
2018-03-26 21:16:53 -04:00
bunnei
33c0bf9dc5
Maxwell3D: Call AccelerateDrawBatch on DrawArrays.
2018-03-26 21:16:52 -04:00
bunnei
ed2134784e
gl_rasterizer: Implement AnalyzeVertexArray.
2018-03-26 21:16:52 -04:00
bunnei
8041d72a1f
gl_rasterizer_cache: MortonCopy Switch-style.
2018-03-26 21:16:51 -04:00
bunnei
170ac3f9ee
gl_rasterizer_cache: Implement GetFramebufferSurfaces.
2018-03-26 21:16:51 -04:00
bunnei
94c70693f9
maxwell: Add RenderTargetFormat enum.
2018-03-26 21:16:49 -04:00
bunnei
1a9df83535
renderer_opengl: Only draw the screen if a framebuffer is specified.
2018-03-26 21:16:49 -04:00
Subv
4697025b73
GPU: Load the sampler info (TSC) when retrieving active textures.
2018-03-26 15:46:49 -05:00
Subv
56e2013c1f
GPU: Added the TSC structure. It contains information about the sampler.
2018-03-26 15:45:05 -05:00
Subv
6afe9e0105
GPU: Added more fields to the TIC structure.
2018-03-26 15:44:20 -05:00
Subv
0ce52b1da2
GPU: Make the debug_context variable a member of the frontend instead of a global.
2018-03-24 23:35:06 -05:00
Subv
2c785bd06c
GPU: Added a function to retrieve the active textures for a shader stage.
...
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
2018-03-24 11:31:53 -05:00
Subv
39e60cfeb1
Frontend: Updated the surface view debug widget to work with Maxwell surfaces.
2018-03-24 11:31:53 -05:00
Subv
1c31e2b3d2
GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
2018-03-24 11:31:50 -05:00
Subv
1ad97c75a0
GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.
2018-03-24 11:31:50 -05:00
Subv
77fd0d47e7
Frontend: Ported the GPU breakpoints and surface viewer widgets from citra.
2018-03-24 11:31:49 -05:00
Subv
1b8d798835
GPU: Added a method to unswizzle a texture without decoding it.
...
Allow unswizzling of DXT1 textures.
2018-03-24 11:30:56 -05:00
Subv
71ebc3e90d
GPU: Preliminary work for texture decoding.
2018-03-24 11:30:56 -05:00
Subv
9b9de30086
GPU: Added viewport registers to Maxwell3D's reg structure.
2018-03-24 01:22:19 -05:00
bunnei
d561e4acc8
gl_rasterizer: Fake render in green, because it's cooler.
2018-03-23 22:27:53 -04:00
bunnei
4ed54738fc
gl_rasterizer: Log warning instead of sync'ing unimplemented funcs.
2018-03-23 22:24:16 -04:00
bunnei
b7da9d5a54
gl_rasterizer_cache: Add missing include for vm_manager.
2018-03-23 16:54:20 -04:00
bunnei
0f8401906b
renderer_opengl: Only invalidate the framebuffer region, not flush.
2018-03-23 15:52:14 -04:00
bunnei
054393917e
renderer_opengl: Fixes for properly flushing & rendering the framebuffer.
2018-03-23 15:49:04 -04:00
bunnei
b36b627d4d
RasterizerCacheOpenGL: FlushAll should flush full memory region.
2018-03-23 15:25:16 -04:00
bunnei
11047d7fd5
rasterizer: Flush and invalidate regions should be 64-bit.
2018-03-23 15:01:45 -04:00
bunnei
cdf541fb5b
renderer_opengl: Add framebuffer_transform_flags member variable.
2018-03-23 14:59:14 -04:00
bunnei
ec4e1a3685
renderer_opengl: Better handling of framebuffer transform flags.
2018-03-23 14:58:27 -04:00
bunnei
c2c55e0811
renderer_opengl: Use accelerated framebuffer load with LoadFBToScreenInfo.
2018-03-22 23:28:37 -04:00
bunnei
a0b1235f82
gl_rasterizer: Implement AccelerateDisplay method from Citra.
2018-03-22 23:06:54 -04:00
bunnei
f61b9f7338
LoadGLBuffer: Use bytes_per_pixel, not bits.
2018-03-22 23:01:57 -04:00
bunnei
6ced80bb47
gl_rasterizer_cache: LoadGLBuffer should do a morton copy.
2018-03-22 22:54:04 -04:00
bunnei
740310113b
video_core: Move MortonCopyPixels128 to utils header.
2018-03-22 22:52:40 -04:00
bunnei
8a250de987
video_core: Remove usage of PAddr and replace with VAddr.
2018-03-22 21:13:46 -04:00
bunnei
bfe45774f1
video_core: Move FramebufferInfo to FramebufferConfig in GPU.
2018-03-22 21:04:30 -04:00
bunnei
c6362543d4
gl_rasterizer: Replace a bunch of UNIMPLEMENTED with ASSERT.
2018-03-22 20:19:34 -04:00
bunnei
f707c2dac4
gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.
2018-03-22 20:00:41 -04:00
bunnei
7c3a263839
gpu: Expose Maxwell3D engine.
2018-03-22 19:48:20 -04:00
bunnei
3a6604e8fa
maxwell_3d: Add some format decodings and string helper functions.
2018-03-22 19:47:28 -04:00
bunnei
656de23d93
renderer: Create rasterizer and cleanup.
2018-03-22 19:46:37 -04:00
Subv
c450d264eb
GPU: Added vertex attribute format registers.
2018-03-21 09:26:47 -05:00
Subv
ae28a52277
GPU: Added registers for the number of vertices to render.
2018-03-20 23:28:06 -05:00
bunnei
0b3ab30762
Merge pull request #254 from bunnei/port-citra-renderer
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Port Citra OpenGL rasterizer code
2018-03-20 21:37:43 -04:00
bunnei
6e3222363c
renderer_gl: Port boilerplate rasterizer code over from Citra.
2018-03-20 00:07:32 -04:00
bunnei
9c468e0c55
gl_shader_util: Sync latest version with Citra.
2018-03-20 00:07:31 -04:00
bunnei
d7b1ebe4a8
renderer_gl: Port over gl_shader_gen module from Citra.
2018-03-20 00:07:30 -04:00
Mat M
f4700ccabf
Merge pull request #253 from Subv/rt_depth
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GPU: Added registers for color and Z buffers.
2018-03-19 23:37:47 -04:00
bunnei
4bdb46e4c2
renderer_gl: Port over gl_shader_decompiler module from Citra.
2018-03-19 23:14:03 -04:00
bunnei
a3e10b1a72
renderer_gl: Port over gl_rasterizer_cache module from Citra.
2018-03-19 23:14:03 -04:00
bunnei
db0cfb8e8b
gl_resource_manager: Sync latest version with Citra.
2018-03-19 23:14:02 -04:00
bunnei
0e4b9cdde4
renderer_gl: Port over gl_stream_buffer module from Citra.
2018-03-19 23:14:02 -04:00
bunnei
6a0902e56d
gl_state: Sync latest version with Citra.
2018-03-19 23:13:49 -04:00
Subv
7a27a11770
GPU: Added Z buffer registers to Maxwell3D's reg structure.
2018-03-19 16:55:33 -05:00
Subv
21d9519032
GPU: Added the render target (RT) registers to Maxwell3D's reg structure.
2018-03-19 16:46:29 -05:00
N00byKing
1d8b6ad13b
Clang Fixes
2018-03-19 17:53:35 +01:00
N00byKing
ef875d6a35
Clean Warnings (?)
2018-03-19 17:07:08 +01:00
Subv
dcae0c9a4f
GPU: Added the TSC registers to the Maxwell3D register structure.
2018-03-19 00:36:25 -05:00
Subv
cff7b29bba
GPU: Added the TIC registers to the Maxwell3D register structure.
2018-03-19 00:32:57 -05:00
Subv
03156d0c9a
GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
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This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
2018-03-18 19:03:40 -05:00
Subv
7b6868e908
GPU: Implement the BindStorageBuffer macro method in HLE.
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This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
2018-03-18 16:50:42 -05:00
Subv
85d820b1b4
GPU: Handle writes to the CB_DATA method.
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Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.
This method is usually used to upload uniforms or other shader-visible data.
2018-03-18 15:23:24 -05:00
Subv
a64b936cbe
GPU: Move the GPU's class constructor and destructors to a cpp file.
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This should reduce recompile times when editing the Maxwell3D register structure.
2018-03-18 15:23:24 -05:00
Subv
aa586fa268
GPU: Store uploaded GPU macros and keep track of the number of method parameters.
2018-03-18 11:51:46 -05:00
Subv
7ac8657432
GPU: Macros are specific to the Maxwell3D engine, so handle them internally.
2018-03-18 11:51:45 -05:00
Subv
ccb8da1512
GPU: Renamed ShaderType to ShaderStage as that is less confusing.
2018-03-17 18:32:57 -05:00
Subv
88698c156f
GPU: Store shader constbuffer bindings in the GPU state.
2018-03-17 18:32:57 -05:00
Subv
66dae22790
GPU: Corrected some register offsets and removed superfluous macro registers.
2018-03-17 18:32:56 -05:00
Subv
1d9d9c16e8
GPU: Make the SetShader macro call do the same as the real macro's code.
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It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.
Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
2018-03-17 18:32:55 -05:00
Subv
579000e747
GPU: Corrected the parameter documentation for the SetShader macro call.
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Register 0xE24 is actually a macro that sets some shader parameters in the register structure.
Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
2018-03-17 13:55:42 -05:00
bunnei
516ef4f19f
Merge pull request #242 from Subv/set_shader
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GPU: Handle the SetShader method call (0xE24) and store the shader config.
2018-03-17 00:34:17 -04:00
Subv
f93d769a1c
GPU: Handle the SetShader method call (0xE24) and store the shader config.
2018-03-16 22:51:06 -05:00
Subv
d2888f7e90
GPU: Added the vertex array registers.
2018-03-16 22:47:45 -05:00
bunnei
cd4e8a989c
Merge pull request #241 from Subv/gpu_method_call
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GPU: Process command mode 5 (IncreaseOnce) differently from other commands
2018-03-16 22:28:22 -04:00
Subv
29feece4b8
GPU: Process command mode 5 (IncreaseOnce) differently from other commands.
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Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
2018-03-16 20:32:44 -05:00
Subv
bf310a41b8
GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
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Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
2018-03-16 19:24:41 -05:00
Subv
cbec739e7b
GPU: Added Maxwell registers for Shader Program control.
2018-03-16 19:23:11 -05:00
Subv
5fb4c718cc
GPU: Intercept writes to the VERTEX_END_GL register.
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This is the register that gets written after a game calls DrawArrays().
We should collect all GPU state and draw using our graphics API here.
2018-03-04 19:14:04 -05:00
Lioncash
490d0e36a0
maxwell_3d: Make constructor explicit
2018-02-13 23:47:51 -05:00
bunnei
af8ae770ef
Merge pull request #187 from Subv/maxwell3d_query
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GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
2018-02-13 23:25:07 -05:00
bunnei
be5ba4d952
Merge pull request #178 from Subv/command_buffers
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GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines
2018-02-12 13:51:52 -05:00
Subv
ac61a7d1e6
GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
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Only QueryMode::Write is supported at the moment.
2018-02-12 12:34:41 -05:00
Subv
6cddf9d88e
Make a GPU class in VideoCore to contain the GPU state.
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Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
2018-02-11 23:44:12 -05:00
Subv
e01a8f2187
GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.
2018-02-11 22:42:48 -05:00
bunnei
deadcb39c2
renderer_opengl: Support framebuffer flip vertical.
2018-02-11 21:03:55 -05:00
MerryMage
738f91a57d
memory: Replace all memory hooking with Special regions
2018-01-27 15:16:39 +00:00
James Rowe
096be16636
Format: Run the new clang format on everything
2018-01-20 16:45:11 -07:00
Lioncash
e710a1b989
CMakeLists: Derive the source directory grouping from targets themselves
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Removes the need to store to separate SRC and HEADER variables, and then
construct the target in most cases.
2018-01-17 21:51:43 -05:00
MerryMage
e35644c005
clang-format
2018-01-16 18:05:21 +00:00
bunnei
92801b1c34
renderer_gl: Clear screen to black before rendering framebuffer.
2018-01-15 00:20:19 -05:00
bunnei
ebd613c2cc
renderer: Render previous frame when no new one is available.
2018-01-14 23:54:56 -05:00
MerryMage
e86bdb1601
Fix build on macOS and linux
2018-01-13 22:38:52 +00:00
James Rowe
389979018c
Remove gpu debugger and get yuzu qt to compile
2018-01-12 19:11:04 -07:00
James Rowe
1d28b2e142
Remove references to PICA and rasterizers in video_core
2018-01-12 19:11:03 -07:00
bunnei
11adef4843
renderer_opengl: Fix LOG_TRACE in LoadFBToScreenInfo.
2018-01-11 22:32:44 -05:00
bunnei
ee4691297f
renderer_opengl: Support rendering Switch framebuffer.
2018-01-10 23:28:59 -05:00
bunnei
236d463c52
render_base: Add a struct describing framebuffer metadata.
2018-01-10 23:28:56 -05:00
bunnei
866e66dc31
renderer_opengl: Add MortonCopyPixels function for Switch framebuffer.
2018-01-10 23:28:53 -05:00
bunnei
9e2ad45c98
renderer_opengl: Update DrawScreens for Switch.
2018-01-10 23:28:49 -05:00
bunnei
93480b10ef
core/video_core: Fix a bunch of u64 -> u32 warnings.
2018-01-01 15:40:35 -05:00
bunnei
960a1416de
hle: Initial implementation of NX service framework and IPC.
2017-10-14 22:18:42 -04:00
Huw Pascoe
b3b34a1e76
Extracted the attribute setup and draw commands into their own functions
2017-10-04 01:08:29 +01:00
Huw Pascoe
a13ab958cb
Fixed type conversion ambiguity
2017-09-30 09:34:35 +01:00
Subv
a321bce378
Disable unary operator- on Math::Vec2/Vec3/Vec4 for unsigned types.
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It is unlikely we will ever use this without first doing a Cast to a signed type.
Fixes 9 "unary minus operator applied to unsigned type, result still unsigned" warnings on MSVC2017.3
2017-09-27 09:06:41 -05:00
B3n30
dc6a365337
Merge pull request #2951 from huwpascoe/perf-4
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Optimized Morton
2017-09-25 08:28:55 +02:00
Huw Pascoe
903906da3b
Optimized Float<M,E> multiplication
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Before:
ucomiss xmm1, xmm1
jp .L9
pxor xmm2, xmm2
mov edx, 1
ucomiss xmm0, xmm2
setp al
cmovne eax, edx
test al, al
jne .L9
.L3:
movaps xmm0, xmm2
ret
.L9:
ucomiss xmm0, xmm0
jp .L10
pxor xmm2, xmm2
mov edx, 1
ucomiss xmm1, xmm2
setp al
cmovne eax, edx
test al, al
je .L3
After:
movaps xmm2, xmm1
mulss xmm2, xmm0
ucomiss xmm2, xmm2
jnp .L3
ucomiss xmm1, xmm0
jnp .L11
.L3:
movaps xmm0, xmm2
ret
.L11:
pxor xmm2, xmm2
jmp .L3
2017-09-25 00:54:02 +01:00
Huw Pascoe
876aa82c29
Optimized Morton
2017-09-24 22:27:14 +01:00
James Rowe
93930a966f
Merge pull request #2921 from jroweboy/batch-fix-2
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GPU: Add draw for immediate and batch modes
2017-09-24 07:57:16 -06:00
James Rowe
19d41dcc6e
Remove pipeline.gpu_mode and fix minor issues
2017-09-23 09:28:20 -06:00
Yuri Kunde Schlesner
a7758b0b36
Merge pull request #2928 from huwpascoe/master
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Fixed framebuffer warning
2017-09-22 04:06:38 +02:00
Huw Pascoe
a234e4c200
Improved performance of FromAttributeBuffer
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Ternary operator is optimized by the compiler
whereas std::min() is meant to return a value.
I've noticed a 5%-10% emulation speed increase.
2017-09-17 15:56:36 +01:00
Huw Pascoe
6a110ac5f5
Fixed framebuffer warning
2017-09-17 11:57:06 +01:00
Yuri Kunde Schlesner
699c920991
Merge pull request #2900 from wwylele/clip-2
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PICA: implement custom clip plane
2017-09-16 10:23:00 +02:00
James Rowe
ad0b57f407
GPU: Add draw for immediate and batch modes
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PR #1461 introduced a regression where some games would change configuration
even while in the poorly named "drawing" mode, which broke the heuristic
citra was using to determine when to draw the batch. This change adds
back in a draw call for batching, and also adds in a draw call in
immediate mode each time it adds a triangle.
2017-09-11 09:21:43 -06:00
bunnei
11baa40d75
Merge pull request #2865 from wwylele/gs++
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PICA: implemented geometry shader
2017-09-07 23:02:59 -04:00
bunnei
ff4941fb3a
Merge pull request #2914 from wwylele/fresnel-fix
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pica/lighting: only apply Fresnel factor for the last light
2017-09-05 10:00:49 -04:00
wwylele
12fbc8c8df
pica/lighting: only apply Fresnel factor for the last light
2017-09-03 08:22:03 +03:00
wwylele
e2c41a5891
video_core: report telemetry for gas mode
2017-08-31 12:54:17 +03:00
bunnei
f0e461bf6f
Merge pull request #2891 from wwylele/sw-bump
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SwRasterizer/Lighting: implement bump mapping
2017-08-30 21:07:30 -04:00
Weiyi Wang
647f017c6d
Merge pull request #2892 from Subv/warnings2
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Warnings: Fixed a few missing-return warnings in video_core.
2017-08-28 03:21:51 -05:00
Subv
da88f3b8f0
Warnings: Fixed a few missing-return warnings in video_core.
2017-08-26 11:58:22 -05:00
wwylele
417cb45e3f
SwRasterizer/Clipper: flip the sign convention to match PICA and OpenGL
2017-08-25 07:26:45 +03:00
wwylele
addbcd5784
gl_rasterizer: implement custom clip plane
2017-08-25 07:26:45 +03:00
wwylele
ea51a3af26
SwRasterizer: implement custom clip plane
2017-08-24 15:34:27 +03:00
wwylele
17c6104d2a
gl_rasterizer/lighting: more accurate CP formula
2017-08-22 09:34:44 +03:00
wwylele
b5aa570354
SwRasterizer/Lighting: implement LUT input CP
2017-08-22 09:34:44 +03:00
wwylele
3e478ca131
SwRasterizer/Lighting: implement bump mapping
2017-08-22 09:34:44 +03:00
wwylele
63b6e802cd
swrasterizer: remove invalid TODO
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This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
2017-08-21 08:03:07 +03:00
wwylele
72b26ac32f
swrasterizer/clipper: remove tested TODO
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hwtested. Current implementation is the correct behavior
2017-08-21 08:03:07 +03:00
wwylele
5a4af616c6
gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader
2017-08-21 08:03:07 +03:00
wwylele
1eca380886
gl_rasterizer: add clipping plane z<=0 defined in PICA
2017-08-21 08:03:07 +03:00
Yuri Kunde Schlesner
46d1ca768d
Merge pull request #2872 from wwylele/sw-geo-factor
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SwRasterizer/Lighting: implement geometric factor
2017-08-20 17:49:42 -07:00
James Rowe
8afa81ac1b
Merge pull request #2871 from wwylele/sw-spotlight
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SwRasterizer/Lighting: implement spot light
2017-08-19 20:10:24 -06:00
wwylele
0f35755572
pica/command_processor: build geometry pipeline and run geometry shader
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The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes:
- no GS mode: sends VS output directly to the primitive assembler (what citra currently does)
- GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler
- GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size.
- GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size.
hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode.
In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input.
In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense).
Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
2017-08-19 10:13:20 +03:00
wwylele
8285ca4ad8
pica/shader/jit: implement SETEMIT and EMIT
2017-08-19 10:13:20 +03:00
wwylele
36981a5aa6
pica/primitive_assembly: Handle winding for GS primitive
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hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
2017-08-19 10:13:20 +03:00
wwylele
bb63ae3052
correct constness
2017-08-19 10:13:20 +03:00
wwylele
28128348f2
pica/shader/interpreter: implement SETEMIT and EMIT
2017-08-19 10:13:20 +03:00
wwylele
46c6973d2b
pica/shader: extend UnitState for GS
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Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access.
This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits
2017-08-19 10:13:20 +03:00
wwylele
686fb3e78c
gl_shader_gen: don't call SampleTexture when bump map is not used
2017-08-11 18:35:00 +03:00
wwylele
945f9a1b04
SwRasterizer/Lighting: implement spot light
2017-08-11 01:19:10 +03:00
wwylele
14ee32c46a
SwRasterizer/Lighting: implement geometric factor
2017-08-11 01:18:43 +03:00