Commit graph

3510 commits

Author SHA1 Message Date
ReinUsesLisp
0957919b45 gl_device: Enable compute shaders for Intel Mesa drivers
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
Fernando Sahmkow
1987e66daa Maxwell3D: Implement Depth Mode.
This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
2019-12-10 19:51:46 -04:00
ReinUsesLisp
fdff48420a vk_shader_decompiler: Fix build issues on old gcc versions 2019-12-10 01:55:38 -03:00
ReinUsesLisp
761483ac63 vk_shader_decompiler: Reduce YNegate's severity 2019-12-09 23:52:28 -03:00
ReinUsesLisp
72b999d789 shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp
7ec8977596 vk_shader_decompiler: Misc changes
Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
2019-12-09 23:51:57 -03:00
ReinUsesLisp
f2de7089e1 shader: Keep track of shaders using warp instructions 2019-12-09 23:40:41 -03:00
ReinUsesLisp
243a33aba9 shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
ReinUsesLisp
e3a6205772 vk_device: Misc changes
- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
2019-12-09 01:04:48 -03:00
bunnei
80ea58f1db Merge pull request #3198 from ReinUsesLisp/tessellation-maxwell
maxwell_3d: Add tessellation state entries
2019-12-08 22:28:25 -05:00
ReinUsesLisp
3c2839e533 externals: Update Vulkan-Headers 2019-12-08 22:08:19 -03:00
ReinUsesLisp
b6cafd5c88 vk_swapchain: Add support for swapping sRGB
We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
2019-12-06 22:42:08 -03:00
ReinUsesLisp
b377e0c75c maxwell_3d: Add tessellation tess level registers 2019-12-06 22:08:22 -03:00
ReinUsesLisp
cac31c3fbb maxwell_3d: Add tessellation mode register 2019-12-06 22:07:31 -03:00
ReinUsesLisp
c69c5be931 maxwell_3d: Add patch vertices register 2019-12-06 22:06:53 -03:00
ReinUsesLisp
959ac10dc8 shader_bytecode: Remove corrupted character 2019-12-06 20:31:56 -03:00
bunnei
2b4786f709 Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
bunnei
6c951b2c80 Merge pull request #2987 from FernandoS27/texture-invalid
Texture_Cache: Redo invalid Surfaces handling.
2019-12-02 12:07:05 -05:00
bunnei
a82a7408a7 Merge pull request #3184 from ReinUsesLisp/framebuffer-cache
gl_framebuffer_cache: Optimize framebuffer cache management
2019-11-30 18:46:40 -05:00
ReinUsesLisp
94a911d619 texture_cache/surface_base: Fix out of bounds texture views
Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.

Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
2019-11-29 16:51:14 -03:00
ReinUsesLisp
e57b57cdbc gl_framebuffer_cache: Optimize framebuffer key
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
da1bef3a85 gl_rasterizer: Re-enable framebuffer cache for clear buffers 2019-11-28 23:02:20 -03:00
bunnei
ec9f949bc8 Merge pull request #3169 from lioncash/memory
core/memory: Deglobalize memory management code
2019-11-28 11:43:17 -05:00
Rodrigo Locatti
f1536be219 Merge pull request #3174 from lioncash/optional
video_core/gpu_thread: Tidy up SwapBuffers()
2019-11-27 20:35:31 -03:00
Lioncash
ab484b42b9 video_core/gpu_thread: Tidy up SwapBuffers()
We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
2019-11-27 17:46:11 -05:00
Lioncash
70eebf7ba8 video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash
40aa442a35 video_core/const_buffer_locker: Remove unused includes 2019-11-27 05:51:13 -05:00
Lioncash
3f27987dcc video_core/const_buffer_locker: Remove #pragma once from cpp file
Silences a compiler warning.
2019-11-27 05:50:51 -05:00
Lioncash
ad85ba53dd core/memory: Migrate over RasterizerMarkRegionCached() to the Memory class
This is only used within the accelerated rasterizer in two places, so
this is also a very trivial migration.
2019-11-26 21:55:38 -05:00
Lioncash
7110e6a128 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
e04aeb9531 core: Prepare various classes for memory read/write migration
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
6fbfa5bb89 Merge pull request #3143 from ReinUsesLisp/indexing-bug
gl_device: Deduce indexing bug from device instead of heuristic
2019-11-26 21:53:12 -05:00
ReinUsesLisp
c769397a9a gl_shader_decompiler: Fix casts from fp32 to f16
Casts from f32 to f16 zeroes the higher half of the target register.
2019-11-25 22:22:33 -03:00
ReinUsesLisp
b326331a1f gl_device: Deduce indexing bug from device instead of heuristic
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
242629852b Merge pull request #3158 from ReinUsesLisp/srgb-blit
gl_texture_cache: Apply sRGB on blits
2019-11-24 20:47:13 -05:00
bunnei
740190597b Merge pull request #3155 from bunnei/fix-asynch-gpu-wait
gpu_thread: Don't spin wait if there are no GPU commands.
2019-11-24 20:19:25 -05:00
bunnei
e1ad08d11b Merge pull request #3098 from ReinUsesLisp/shader-invalidations
gl_shader_cache: Miscellaneous changes to shaders
2019-11-24 19:36:30 -05:00
ReinUsesLisp
f2cf4f8ce7 gl_texture_cache: Apply sRGB on blits
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
b8f67a1bcd Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg
maxwell_3d: Fix stencil_back_func_mask offset
2019-11-24 13:53:23 -05:00
bunnei
2ac4532aa0 Merge pull request #3145 from ReinUsesLisp/buffer-cache-init
buffer_cache: Remove brace initialized for objects with default constructor
2019-11-24 02:55:02 -05:00
bunnei
17f57e4fed gpu_thread: Don't spin wait if there are no GPU commands. 2019-11-23 15:17:28 -05:00
bunnei
87748a8965 Merge pull request #3141 from ReinUsesLisp/gl-position
gl_shader_gen: Apply default value to gl_Position
2019-11-23 13:23:46 -05:00
ReinUsesLisp
d91f11ca92 gl_device: Reserve base bindings on limited devices
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
fb6a01233f gl_state: Skip null texture binds
glBindTextureUnit doesn't support null textures. Skip binding these.
2019-11-22 21:28:50 -03:00
ReinUsesLisp
d892e6789a gl_rasterizer: Disable compute shaders on Intel
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
2726dca44c gl_shader_cache: Hack shared memory size
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
a52b0f1874 gl_shader_decompiler: Normalize image bindings 2019-11-22 21:28:49 -03:00
ReinUsesLisp
99ed7e5128 gl_shader_decompiler: Normalize cbuf bindings
Stage and compute shaders were using a different binding counter.
Normalize these.
2019-11-22 21:28:49 -03:00
ReinUsesLisp
54b16fb27a gl_rasterizer: Add missing cbuf counter reset on compute 2019-11-22 21:28:49 -03:00
ReinUsesLisp
0ecd1a227d gl_shader_cache: Remove dynamic BaseBinding specialization 2019-11-22 21:28:49 -03:00