ReinUsesLisp
4ef04832a8
maxwell_3d: Initialize format attributes constant as one
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nouveau expects this to be true but it doesn't set it.
2020-04-16 21:15:07 -03:00
Fernando Sahmkow
d06795c08a
Merge pull request #3612 from ReinUsesLisp/red
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shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Mat M
ee439fb0fc
Merge pull request #3662 from ReinUsesLisp/constant-attrs
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gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
ReinUsesLisp
ffceca76c9
shader/arithmetic: Add FCMP_CR variant
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Adds another variant of FCMP.
2020-04-14 19:11:04 -03:00
ReinUsesLisp
501c92a17f
gl_rasterizer: Implement constant vertex attributes
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Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp
cbbaeeb630
gl_rasterizer: Implement line widths and smooth lines
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Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
Fernando Sahmkow
1b20368a0a
Merge pull request #3578 from ReinUsesLisp/vmnmx
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shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp
44e1a2c490
shader/video: Partially implement VMNMX
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Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp
17b14be027
video_core: Add MSAA registers in 3D engine and TIC
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This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
bunnei
85d89e0758
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
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video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
ReinUsesLisp
d222e63967
shader/memory: Implement RED.E.ADD
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Implements a reduction operation. It's an atomic operation that doesn't
return a value.
This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
2020-04-06 02:24:47 -03:00
ReinUsesLisp
2eef8d7249
shader_bytecode: Rename MOV_SYS to S2R
2020-04-04 03:37:51 -03:00
ReinUsesLisp
1163fe0034
shader_bytecode: Add encoding for BAR
2020-04-04 03:36:21 -03:00
ReinUsesLisp
8a635a351b
shader_bytecode: Add encoding for VOTE.VTG
2020-04-04 03:28:11 -03:00
ReinUsesLisp
d66cae7bd5
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
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Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082
yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.
While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).
https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
namkazy
3a65713029
shader_decode: merge GlobalAtomicOp to AtomicOp
2020-03-30 18:47:00 +07:00
ReinUsesLisp
1f7c51a57b
shader_bytecode: Fix I2I_IMM encoding
2020-03-28 18:49:07 -03:00
ReinUsesLisp
8993217f01
engines/const_buffer_engine_interface: Store image format type
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This information is required to properly implement SULD.B. It might also
be handy for all image operations, since it would allow us to implement
them on devices that require the image format to be specified (on
desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
2020-03-27 00:36:22 -03:00
bunnei
b769578c49
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
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gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
namkazy
fa1b60cc8c
apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)
2020-03-22 22:25:44 +07:00
namkazy
51e13ff50c
maxwell_3d: change declaration order
2020-03-22 13:41:16 +07:00
namkazy
30112fcb3c
maxwell_3d: init shadow_state
2020-03-22 13:35:11 +07:00
namkazy
e89c5935f4
maxwell_3d: this seem more correct.
2020-03-22 12:02:54 +07:00
namkazy
854fb1ed2b
maxwell_3d: update comments for shadow ram usage
2020-03-22 11:35:26 +07:00
Nguyen Dac Nam
771d117869
maxwell_3d: track shadow ram ctrl and hw reg value
2020-03-22 10:53:41 +07:00
Nguyen Dac Nam
f2d9dacfed
maxwell_3d: implement MME shadow RAM
2020-03-22 10:53:35 +07:00
ReinUsesLisp
07b52b1307
kepler_compute: Remove unused variables
2020-03-18 20:03:19 -03:00
Rodrigo Locatti
944d38efc8
Merge pull request #3502 from namkazt/patch-3
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shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
ReinUsesLisp
bba58f7272
shader/shader_ir: Track usage in input attribute and of legacy varyings
2020-03-15 21:01:52 -03:00
ReinUsesLisp
e7dfc5d8a3
maxwell_3d: Add padding words to XFB entries
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Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
2020-03-13 18:33:05 -03:00
ReinUsesLisp
fcc4b81079
gl_rasterizer: Implement transform feedback bindings
2020-03-13 18:33:04 -03:00
Rodrigo Locatti
e836473754
Merge branch 'master' into shader-purge
2020-03-13 16:44:06 -03:00
Nguyen Dac Nam
3f688622d7
shader_bytecode: update BFE instructions struct.
2020-03-13 12:52:16 +07:00
ReinUsesLisp
96fdbc638a
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-09 20:39:58 -03:00
ReinUsesLisp
207b9ba28c
engines/maxwell_3d: Add TFB registers and store them in shader registry
2020-03-09 18:40:53 -03:00
ReinUsesLisp
7a93d38e0f
const_buffer_engine_interface: Store component types
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This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
2eb2855b05
state_tracker: Remove type traits with named structures
2020-02-28 17:56:43 -03:00
ReinUsesLisp
31daa97fce
maxwell_3d: Use two tables instead of three for dirty flags
2020-02-28 17:56:42 -03:00
ReinUsesLisp
e94ea8758d
maxwell_3d: Change write dirty flags to a bitset
2020-02-28 17:56:42 -03:00
ReinUsesLisp
95596b787e
maxwell_3d: Flatten cull and front face registers
2020-02-28 17:56:41 -03:00
ReinUsesLisp
005f5ca883
video_core: Reintroduce dirty flags infrastructure
2020-02-28 17:56:41 -03:00
ReinUsesLisp
8b76fc1fff
gl_state: Remove clip distances tracking
2020-02-28 17:26:26 -03:00
ReinUsesLisp
b810da8400
gl_state: Remove viewport and depth range tracking
2020-02-28 17:25:18 -03:00
ReinUsesLisp
c2d3732176
gl_rasterizer: Remove dirty flags
2020-02-28 16:39:27 -03:00
bunnei
80e577e2a6
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
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texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
bunnei
5c5b6cf721
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
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maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
Fernando Sahmkow
d67c538d68
Merge pull request #3409 from ReinUsesLisp/host-queries
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query_cache: Implement a query cache and query 21 (samples passed)
2020-02-18 11:31:06 -04:00
ReinUsesLisp
505f30fdaf
texture_cache: Implement layered framebuffer attachments
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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
518a6182f9
maxwell_3d: Unify draw methods
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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
d8a42816d7
gl_query_cache: Optimize query cache
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Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00