Commit graph

225 commits

Author SHA1 Message Date
ReinUsesLisp
95596b787e maxwell_3d: Flatten cull and front face registers 2020-02-28 17:56:41 -03:00
ReinUsesLisp
c2d3732176 gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
bunnei
ba6d264342 frontend: qt: bootmanager: Vulkan: Restore support for VK backend. 2020-02-25 21:23:01 -05:00
bunnei
75487d9d84 Merge pull request #3417 from ReinUsesLisp/r32i
texture: Implement R32I
2020-02-25 14:08:45 -05:00
bunnei
80e577e2a6 Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
bunnei
f840aa27af Merge pull request #3424 from ReinUsesLisp/spirv-layer
vk_shader_decompiler: Implement Layer output attribute
2020-02-22 23:45:16 -05:00
Rodrigo Locatti
c22c0ea070 Merge pull request #3433 from namkazt/patch-1
renderer_vulkan: Add the rest of case for TryConvertBorderColor
2020-02-21 15:56:09 -03:00
Rodrigo Locatti
291a7850a3 Merge pull request #3434 from namkazt/patch-2
vk_shader: Implement ImageLoad
2020-02-21 15:55:05 -03:00
Rodrigo Locatti
2cd2a86c92 Merge pull request #3435 from namkazt/patch-3
vulkan: add DXT23_SRGB
2020-02-21 15:48:19 -03:00
Nguyen Dac Nam
c3088fd578 vk_device: remove left over from other branch 2020-02-21 08:56:18 +07:00
Nguyen Dac Nam
5b3a5b5fb6 clang-format 2020-02-20 09:39:30 +07:00
Nguyen Dac Nam
090dd95c05 shader_decompiler: only add StorageImageReadWithoutFormat when available 2020-02-20 09:28:13 +07:00
bunnei
5c5b6cf721 Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
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
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
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
f3255c3598 texture: Implement R32I 2020-02-15 16:26:50 -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
aaf68dc10b vk_query_cache: Implement generic query cache on Vulkan 2020-02-14 17:38:27 -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
ReinUsesLisp
c2ecaf376b vk_rasterizer: Use noexcept variants of std::bitset
Removes bounds checking from "texceptions" instances.
2020-02-04 18:04:24 -03:00
bunnei
d02c1c1f75 Merge pull request #3337 from ReinUsesLisp/vulkan-staged
yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
bunnei
1de7f0beeb Merge pull request #3282 from FernandoS27/indexed-samplers
Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
ReinUsesLisp
48cb021c34 yuzu: Implement Vulkan frontend
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
2020-01-29 17:53:11 -03:00
ReinUsesLisp
2ba5519371 settings: Add settings for graphics backend 2020-01-29 17:53:11 -03:00
ReinUsesLisp
0d8f0ad3b3 shader/memory: Implement ATOM.ADD
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.

This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.

This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
Fernando Sahmkow
2e6a1b965d Shader_IR: Address feedback. 2020-01-25 09:04:59 -04:00
Fernando Sahmkow
a0cd5fb25f Shader_IR: Correct Custom Variable assignment. 2020-01-24 16:44:47 -04:00
Fernando Sahmkow
c066e472b9 Shader_IR: Implement Injectable Custom Variables to the IR. 2020-01-24 16:43:31 -04:00
ReinUsesLisp
84532ba55a vk_shader_decompiler: Disable default values on unwritten render targets
Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
2020-01-24 01:16:21 -03:00
Fernando Sahmkow
cb436f6f6f Merge pull request #3330 from ReinUsesLisp/vk-blit-screen
vk_blit_screen: Initial implementation
2020-01-20 22:32:16 -04:00
ReinUsesLisp
aa09f9385c vk_blit_screen: Address feedback 2020-01-20 18:43:11 -03:00
bunnei
38c28ce329 Merge pull request #3328 from ReinUsesLisp/vulkan-atoms
vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
2020-01-20 00:01:52 -05:00
bunnei
57816a5b55 Merge pull request #3322 from ReinUsesLisp/vk-front-face
vk_graphics_pipeline: Set front facing properly
2020-01-19 23:22:34 -05:00
ReinUsesLisp
fcc78abc3c vk_blit_screen: Initial implementation
This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
2020-01-19 21:12:43 -03:00
bunnei
f6aa2acacf Merge pull request #3313 from ReinUsesLisp/vk-rasterizer
vk_rasterizer: Implement Vulkan's rasterizer
2020-01-19 18:09:01 -05:00
ReinUsesLisp
6b54252b77 vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
Also updates sirit to include atomic instructions.
2020-01-19 16:40:31 -03:00
ReinUsesLisp
4862fc4970 vk_graphics_pipeline: Set front facing properly
Front face was being forced to a certain value when cull face is
disabled. Set a default value on initialization and drop the forcefully
set front facing value with culling disabled.
2020-01-18 18:50:47 -03:00
bunnei
d6eb2b1632 Merge pull request #3312 from ReinUsesLisp/atoms-u32
shader/memory: Implement ATOMS.ADD.U32
2020-01-18 00:54:07 -05:00