Commit graph

3922 commits

Author SHA1 Message Date
Nguyen Dac Nam
102d52ad68 shader_decompiler: add check in case of device not support ShaderStorageImageReadWithoutFormat 2020-02-19 12:57:22 +07:00
Nguyen Dac Nam
1ed0d4faea vk_device: setup shaderStorageImageReadWithoutFormat 2020-02-19 12:56:36 +07:00
Nguyen Dac Nam
d285fae01a vk_device: add check for shaderStorageImageReadWithoutFormat 2020-02-19 12:55:56 +07:00
Nguyen Dac Nam
a57853e085 shader_conversion: I2F : add Assert for case src_size is Short 2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
92153118ab fix warning 2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
84fc48b0eb clang-format fix 2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
0d9361d21f shader_conversion: add conversion I2F for Short 2020-02-19 10:54:37 +07:00
bunnei
628c0b6a95 Merge pull request #3410 from ReinUsesLisp/vk-draw-index
vk_shader_decompiler: Fix vertex id and instance id
2020-02-18 22:37:33 -05:00
Nguyen Dac Nam
c9448bc5ba vk_shader: add Capability StorageImageReadWithoutFormat 2020-02-19 10:16:51 +07:00
Nguyen Dac Nam
c646835eb0 vk_shader: Implement function ImageLoad (Used by Kirby Start Allies)
Please enter the commit message for your changes. Lines starting
2020-02-19 08:39:01 +07:00
Nguyen Dac Nam
85e76831a1 fixups mistake auto commit. 2020-02-19 01:24:32 +07:00
Nguyen Dac Nam
418b7ffb21 Update code structure
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-19 01:23:08 +07:00
Fernando Sahmkow
d67c538d68 Merge pull request #3409 from ReinUsesLisp/host-queries
query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
Nguyen Dac Nam
af67c90eca add vertex UnsignedInt size RGBA 2020-02-18 21:52:51 +07:00
Nguyen Dac Nam
2058556671 add eBc2SrgbBlock to formats 2020-02-18 21:44:09 +07:00
Nguyen Dac Nam
6d36df9e5d vulkan: add DXT23_SRGB 2020-02-18 21:39:50 +07:00
Nguyen Dac Nam
fa641bf689 renderer_vulkan: Add the rest of case for TryConvertBorderColor 2020-02-18 16:52:54 +07:00
ReinUsesLisp
505f30fdaf texture_cache: Implement layered framebuffer attachments
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp
6385b93c8d vk_shader_decompiler: Implement Layer output attribute
SPIR-V's Layer is GLSL's gl_Layer. It lets the application choose from a
shader stage (vertex, tessellation or geometry) which framebuffer layer
write the output fragments to.
2020-02-16 04:17:37 -03:00
ReinUsesLisp
b4bd0c57e4 texture_cache: Avoid matches in 3D textures
Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
ReinUsesLisp
4fd155c282 surface_base: Implement texture buffer flushes
Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
bunnei
f382179d47 Revert "video_core: memory_manager: Use GPU interface for cache functions." 2020-02-15 17:47:15 -05:00
ReinUsesLisp
f3255c3598 texture: Implement R32I 2020-02-15 16:26:50 -03:00
ReinUsesLisp
f37f4e76d6 shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.

Minor style changes.
2020-02-15 02:36:28 -03:00
ReinUsesLisp
518a6182f9 maxwell_3d: Unify draw methods
Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp
4364492b95 query_cache: Address feedback 2020-02-14 17:38:27 -03:00
ReinUsesLisp
80fff282df query_cache: Fix ambiguity in CacheAddr getter 2020-02-14 17:38:27 -03:00
ReinUsesLisp
748a3cd69d query_cache: Add a recursive mutex for concurrent usage 2020-02-14 17:38:27 -03:00
ReinUsesLisp
aaf68dc10b vk_query_cache: Implement generic query cache on Vulkan 2020-02-14 17:38:27 -03:00
ReinUsesLisp
1b2a6980f5 query_cache: Abstract OpenGL implementation
Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
d8a42816d7 gl_query_cache: Optimize query cache
Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
339a227a5e gl_query_cache: Implement host queries using a deferred cache
Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.

To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.

Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14 17:33:13 -03:00
ReinUsesLisp
9d7d67501f gl_rasterizer: Sort method declarations 2020-02-14 17:27:17 -03:00
ReinUsesLisp
7129efe9b2 gl_rasterizer: Add queued commands counter
Keep track of the queued OpenGL commands that can signal a fence if
waited on. As a side effect, we avoid calls to glFlush when no commands
are queued.
2020-02-14 17:27:17 -03:00
ReinUsesLisp
11206f8a28 maxwell_3d: Slow implementation of passed samples (query 21)
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14 17:27:17 -03:00
bunnei
082ba6fc64 Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
ReinUsesLisp
3603c2f559 gl_resource_manager: Add managed query class 2020-02-13 22:25:55 -03:00
bunnei
12b89ac3d0 Merge pull request #3395 from FernandoS27/queries
GPU: Refactor queries implementation and correct GPU Clock.
2020-02-13 20:18:26 -05:00
ReinUsesLisp
8449d0cf4e gl_rasterizer: Use the least generic OpenGL draw function possible
This may help some implementations.
2020-02-13 21:55:21 -03:00
ReinUsesLisp
072a0bff5e vk_shader_decompiler: Fix vertex id and instance id
Vulkan's VertexIndex and InstanceIndex don't match with hardware. This
is because Nvidia implements gl_VertexID and gl_InstanceID. The math
that relates these is:

gl_VertexIndex = gl_BaseVertex + gl_VertexID
gl_InstanceIndex = gl_InstanceIndex + gl_InstanceID

To emulate it using what Vulkan's SPIR-V offers (the *Index variants)
this commit substracts gl_Base* from gl_*Index to obtain the OpenGL and
hardware's equivalent.
2020-02-13 20:25:28 -03:00
Fernando Sahmkow
2dd9d660e3 GPU: Address Feedback. 2020-02-13 18:16:07 -04:00
bunnei
840326a322 Merge pull request #3376 from ReinUsesLisp/point-sprite
gl_rasterizer: Implement GL_POINT_SPRITE
2020-02-11 08:26:07 -05:00
Fernando Sahmkow
04c3213a01 GPU: Implement GPU Clock correctly. 2020-02-10 10:44:54 -04:00
Fernando Sahmkow
8137fb8981 Maxwell3D: Correct query reporting. 2020-02-10 10:41:43 -04:00
bunnei
a47f0ff68b Merge pull request #3372 from ReinUsesLisp/fix-back-stencil
maxwell_3d: Fix stencil back mask
2020-02-09 22:29:28 -05:00
bunnei
d63149ce8a Merge pull request #3387 from bunnei/gpu-mpscqueue
gpu_thread: Use MPSCQueue for GPU commands.
2020-02-08 21:15:48 -05:00
bunnei
fc246fd1a2 gpu_thread: Use MPSCQueue for GPU commands.
- Necessary for multiple service threads.
2020-02-07 23:01:23 -05:00
bunnei
f28ab9626e video_core: memory_manager: Use GPU interface for cache functions. 2020-02-07 22:59:35 -05:00
bunnei
61e441192f Merge pull request #3378 from ReinUsesLisp/uscaled
maxwell_to_gl: Implement R8G8_USCALED
2020-02-07 22:55:52 -05:00
bunnei
5160900bec Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00