Commit graph

1824 commits

Author SHA1 Message Date
tech4me
1204fbbc16 Shaders: Added decodings for IADD3 instructions 2018-08-23 15:46:59 -04:00
bunnei
2f8521eae0 Merge pull request #1160 from bunnei/surface-reserve
gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei
e7cc3bcae7 gl_rasterizer_cache: Blit when possible on RecreateSurface. 2018-08-23 11:27:01 -04:00
bunnei
c9000e6328 gl_rasterizer_cache: Reserve surfaces that have already been created for later use. 2018-08-23 11:27:01 -04:00
bunnei
5199da26b7 gl_rasterizer_cache: Remove assert for RecreateSurface type. 2018-08-23 11:27:00 -04:00
bunnei
746d6392a1 gl_rasterizer_cache: Implement compressed texture copies. 2018-08-23 11:27:00 -04:00
bunnei
462f484da7 gl_rasterizer: Implement stencil test.
- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei
f6cebf81e7 gl_rasterizer: Implement partial color clear and stencil clear. 2018-08-23 11:08:48 -04:00
bunnei
69146a7aa8 maxwell_3d: Update to include additional stencil registers. 2018-08-23 11:08:47 -04:00
bunnei
61768b717a gl_state: Update to handle stencil front/back face separately. 2018-08-23 11:08:46 -04:00
bunnei
fc8c6f71ee Merge pull request #1157 from lioncash/vec
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei
74daf9e1ee Merge pull request #1156 from Lakumakkara/lop3
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash
98e5080859 gl_shader_gen: Make ShaderSetup's constructor explicit
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash
adb089c816 gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.

If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku
f4b60039ef more fixes 2018-08-23 00:01:40 +03:00
Laku
a3046a0dc8 fixes 2018-08-22 21:33:32 +03:00
Lioncash
3f4bfaa5b6 renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku
f7ad34ce7f remove debug logging 2018-08-22 11:45:28 +03:00
Laku
5a8c2eff39 implement lop3 2018-08-22 10:09:44 +03:00
bunnei
17abf95e78 Merge pull request #840 from FearlessTobi/port-3353
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei
cd6e3b910d Merge pull request #1154 from OatmealDome/topology-lines
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei
253f664f7f Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome
0125283439 maxwell_to_gl: Implement PrimitiveTopology::Lines
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei
07dea7f17f Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
- This reverts commit 18b91924b1.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash
309df18cdb shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei
cd3cf87aaa Merge pull request #1123 from lioncash/screen
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei
dda8fe0b56 Merge pull request #1132 from Subv/gl_FragDepth
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei
c0e983b953 Merge pull request #1134 from lioncash/log
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei
98ba049746 Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash
7ed85cccca renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei
b3546e839d Merge pull request #1133 from lioncash/guard
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash
80ce7b69d5 gl_stream_buffer: Add missing header guard
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv
ca79c467bb Shaders: Implement depth writing in fragment shaders.
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei
8e3dc543a2 Merge pull request #1131 from bunnei/impl-tex3d-texcube
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei
03668508cb Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei
f0e1387103 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
bunnei
e8eee95c8e gl_shader_decompiler: Implement Texture3D for TEXS. 2018-08-20 21:53:18 -04:00
bunnei
1ac135d85b gl_shader_decompiler: Implement TextureCube for TEX. 2018-08-20 21:53:00 -04:00
Subv
7b21918d83 Shaders: Fixed the coords in TEX with Texture2D.
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.

This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00
Subv
c65f043274 Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction. 2018-08-20 20:44:56 -05:00
Subv
9e19247ca3 GPU: Implemented the logic op functionality of the GPU.
This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
Subv
181efe72a6 GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending. 2018-08-20 18:43:11 -05:00
Lioncash
03cb9b116d rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv
b55ca15b4b GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
Lioncash
d18dda762c renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.

Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:

// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();

// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi
fc6901c205 Port #3353 from Citra 2018-08-21 01:14:06 +02:00
Subv
1318ecc2f1 Shaders: Write all the enabled color outputs when a fragment shader exits.
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.

Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv
cab352e38c Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format. 2018-08-20 15:20:35 -05:00
Subv
f2c2f8c196 Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer. 2018-08-20 15:20:35 -05:00
bunnei
f0b3a58e70 Merge pull request #1104 from Subv/instanced_arrays
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00