bunnei
59003a3ea2
Merge pull request #1169 from Lakumakkara/sel
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shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
bunnei
3d857a52e9
Merge pull request #1174 from lioncash/debug
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debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
bunnei
5972e46f57
Merge pull request #1173 from lioncash/batch
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maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
bunnei
360028e94d
Merge pull request #1167 from lioncash/assert
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gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
Lioncash
e5eb0a7737
debug_utils: Remove unused includes
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Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
Lioncash
3c5f75d2f4
debug_utils: Make BreakpointObserver class' constructor explicit
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Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
Lioncash
3de47b6991
debug_utils: Initialize active_breakpoint member of DebugContext
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Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
Lioncash
28cec12008
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
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The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
Laku
afc673ec9d
fix SEL_IMM bitstring
2018-08-24 07:18:12 +03:00
Lioncash
e0675e91ef
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
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
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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.
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- 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
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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
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gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash
98e5080859
gl_shader_gen: Make ShaderSetup's constructor explicit
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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
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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
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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
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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
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maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei
253f664f7f
Merge pull request #1124 from Subv/logic_ops
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GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome
0125283439
maxwell_to_gl: Implement PrimitiveTopology::Lines
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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."
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- This reverts commit 18b91924b1
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- 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()
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Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei
cd3cf87aaa
Merge pull request #1123 from lioncash/screen
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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
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Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei
c0e983b953
Merge pull request #1134 from lioncash/log
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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
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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
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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
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gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash
80ce7b69d5
gl_stream_buffer: Add missing header guard
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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.
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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
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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
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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.
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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