Commit graph

176 commits

Author SHA1 Message Date
ameerj
2d2558797c shader_recompiler: TXQ: Skip QueryLevels when possible 2023-01-28 16:25:18 -05:00
Liam
5a712bb51a general: fix compile for Apple Clang 2022-11-22 22:22:28 -05:00
FengChen
348c6e5b28 video_core: Fix few issues in Tess stage 2022-11-07 15:42:42 +08:00
Andrea Pappacoda
6a2efdda2f chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to b2eb103829
2022-07-27 12:53:49 +02:00
Morph
2b87305d31 general: Convert source file copyright comments over to SPDX
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-23 05:55:32 -04:00
Andrea Pappacoda
d9044f00e1 fix: typos 2022-04-02 16:34:07 +02:00
Ameer J
3b77361456 Merge pull request #8038 from liamwhite/exit-register-detection
shader_recompiler/EXIT: increment output register on failed enable test
2022-03-21 21:24:07 -04:00
ameerj
0df188787a shader_recompiler: Reduce unused includes 2022-03-20 02:25:08 -04:00
Liam
da3be7513b shader_recompiler/EXIT: skip render targets with no outputs 2022-03-18 09:26:25 -04:00
Liam
9809829a6e shader_recompiler/EXIT: increment output register on failed enable test 2022-03-17 22:09:31 -04:00
Liam
63cc9a9ceb shader_recompiler: Implement LDC.IS address mode 2022-03-16 11:05:04 -04:00
Markus Wick
062d95753f shader_recompiler/LOP3: Use brute force python results within switch/case.
Thanks to @asLody for optimizing this function. This raised the focus that this function should be optimized more.

The current table assumes that the host GPU is able to invert for free, so only AND,OR,XOR are accumulated in the performance metrik.

Performance results:

Instructions
0: 8
1: 30
2: 114
3: 80
4: 24

Latency
0: 8
1: 30
2: 194
3: 24
2022-03-08 09:44:28 +01:00
ameerj
4ee80ce807 video_minimum_maximum: Implement src operand selectors
Used by Pokemon Legends: Arceus
2022-01-27 14:55:08 -05:00
ReinUsesLisp
ba89444667 shader: Support out of bound local memory reads and immediate writes
Support ignoring immediate out of bound writes. Writing dynamically out
of bounds is not yet supported (e.g. R0+0x4).

Reading out of bounds yields zero. This is supported checking for the
size from the IR; if the input is immediate, the optimization passes
will drop it.
2021-07-22 21:51:41 -04:00
ameerj
ffe72f8d37 shader: Implement ISETP.X 2021-07-22 21:51:40 -04:00
lat9nq
b557314001 shader_recompiler, video_core: Resolve clang errors
Silences the following warnings-turned-errors:
-Wsign-conversion
-Wunused-private-field
-Wbraced-scalar-init
-Wunused-variable

And some other errors
2021-07-22 21:51:40 -04:00
ameerj
79e317ad7d shader: Account for 33-bit IADD3 scenario 2021-07-22 21:51:40 -04:00
ReinUsesLisp
611797a7c6 shader: Only apply shift on register mode for IADD3 2021-07-22 21:51:39 -04:00
ameerj
58a052072c shader_recompiler: Fix IADD3 input partitioning 2021-07-22 21:51:39 -04:00
ReinUsesLisp
f40daa777e shader: Add logging 2021-07-22 21:51:35 -04:00
ReinUsesLisp
a56f9f4322 shader: Comment why the array component is not read in TMML 2021-07-22 21:51:35 -04:00
ameerj
4c1067ef1c tmml: Remove index component from coords vec
The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing.
2021-07-22 21:51:35 -04:00
ReinUsesLisp
64dfb4220f shader: Add 2D and 3D variants to SUATOM and SURED
Used by Claybook.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
1dd4302fac shader: Avoid CPU side undefined behavior on I2F 2021-07-22 21:51:34 -04:00
ReinUsesLisp
4744a21bd4 shader: Add support for "negative" and unaligned offsets
"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.

Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
2021-07-22 21:51:34 -04:00
ReinUsesLisp
e3aedea124 shader: Implement ISCADD32I 2021-07-22 21:51:34 -04:00
ReinUsesLisp
6e475617d5 shader: Fix ImageWrite indexing 2021-07-22 21:51:34 -04:00
ReinUsesLisp
8ea552e64e shader: Fix TMML queries 2021-07-22 21:51:34 -04:00
ReinUsesLisp
0b3a3f35e8 glasm: Implement TEX and TEXS instructions
Remove lod clamp from texture instructions with lod, as this is not
needed (nor supported).
2021-07-22 21:51:31 -04:00
ReinUsesLisp
cef625a9b2 shader: Add floating-point rounding to I2F 2021-07-22 21:51:31 -04:00
ameerj
a739b6933e shader: ISET.X implementation 2021-07-22 21:51:30 -04:00
FernandoS27
fb20effc51 shader: Stub SR_AFFINITY 2021-07-22 21:51:30 -04:00
ameerj
455872a4af shader: Implement Int32 SUATOM/SURED 2021-07-22 21:51:30 -04:00
ReinUsesLisp
5ca5988c63 shader: Initial OpenGL implementation 2021-07-22 21:51:30 -04:00
ameerj
031e91e7e5 shader: Fix IADD3.CC 2021-07-22 21:51:29 -04:00
ReinUsesLisp
c8b0377a67 shader: Fix VMNMX selector B 2021-07-22 21:51:29 -04:00
ameerj
3089fb1e2a shader: Refactor atomic_operations_global_memory 2021-07-22 21:51:28 -04:00
ameerj
8202ace3e9 shader: add missing include guard in half_floating_point_helper.h 2021-07-22 21:51:28 -04:00
ReinUsesLisp
56aae7efcf shader: Simplify code for local memory 2021-07-22 21:51:28 -04:00
FernandoS27
4a97dd4483 shader: Address feedback 2021-07-22 21:51:28 -04:00
FernandoS27
b85c9d8e84 shader: Implement F2F (Imm) 2021-07-22 21:51:28 -04:00
FernandoS27
fbb642f433 shader: Implement IADD3.CC/.X 2021-07-22 21:51:28 -04:00
FernandoS27
6c60109967 shader: Implement SR_Y_DIRECTION 2021-07-22 21:51:28 -04:00
ReinUsesLisp
6d540c6f2e shader: Fix memory barriers 2021-07-22 21:51:28 -04:00
ameerj
bfdb38404c shader: Implement BFE and BFI CC
Fix two bugs in BFI.
2021-07-22 21:51:28 -04:00
ReinUsesLisp
ad1507b4a5 shader: Implement SampleMask 2021-07-22 21:51:28 -04:00
ReinUsesLisp
cc96469019 shader: Implement PIXLD.MY_INDEX 2021-07-22 21:51:28 -04:00
ReinUsesLisp
38908d0f7e shader: Implement tessellation shaders, polygon mode and invocation id 2021-07-22 21:51:27 -04:00
ReinUsesLisp
9f5ab82de2 shader: Document and relax cache control on surface instructions 2021-07-22 21:51:27 -04:00
ReinUsesLisp
4b32692423 shader: Implement geometry shaders 2021-07-22 21:51:27 -04:00