bunnei
305ecc4930
Merge pull request #1379 from lioncash/bitwise
...
gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
2018-09-21 14:02:00 -04:00
Lioncash
770efb87b8
gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
...
This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
2018-09-21 07:59:03 -04:00
Subv
c865df9ca7
RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.
...
Previously we were clearing the default backbuffer framebuffer.
Found thanks to a Piglit test :)
2018-09-20 22:31:53 -05:00
Markus Wick
da98f8c157
gl_rasterizer: Fix StartAddress handling with indexed draw calls.
...
We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds.
Let's just offset the upload instead.
2018-09-19 09:22:30 +02:00
bunnei
f3dcd4d498
Merge pull request #1342 from lioncash/trunc
...
gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
2018-09-18 22:11:48 -04:00
bunnei
7c49810549
Merge pull request #1279 from FernandoS27/csetp
...
shader_decompiler: Implemented (Partialy) Control Codes and CSETP
2018-09-18 22:10:48 -04:00
bunnei
417a03a271
Merge pull request #1299 from FernandoS27/texture-sanatize
...
shader_decompiler: Asserts for Texture Instructions
2018-09-18 22:10:09 -04:00
FernandoS27
b7be8be9ee
Implemented Internal Flags
2018-09-17 20:50:54 -04:00
Lioncash
8a6bc44751
gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
...
These are internally stored as u64 values, so using u32 here causes
truncation warnings. Instead, we can just use u64 and preserve the bit
width.
2018-09-17 19:25:55 -04:00
bunnei
90bc68e7b6
Merge pull request #1290 from FernandoS27/shader-header
...
Implemented (Partialy) Shader Header
2018-09-17 18:53:14 -04:00
FernandoS27
5a00f0ec41
Implemented I2I.CC on the NEU control code, used by SMO
2018-09-17 17:42:46 -04:00
FernandoS27
81fd967a27
Implemented CSETP
2018-09-17 17:42:44 -04:00
FernandoS27
9cdcf964b5
Implemented Control Codes
2018-09-17 17:42:43 -04:00
FernandoS27
90ffde0a90
Added asserts for texture misc modes to texture instructions
2018-09-17 12:56:36 -04:00
FernandoS27
dc2a597dc8
Added texture misc modes to texture instructions
2018-09-17 12:51:05 -04:00
bunnei
b70a93a10a
Merge pull request #1311 from FernandoS27/fast-swizzle
...
Optimized Texture Swizzling
2018-09-17 12:39:34 -04:00
bunnei
542d2aad6d
Merge pull request #1316 from lioncash/shadow
...
gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
2018-09-17 12:27:35 -04:00
bunnei
5c341eca32
Merge pull request #1326 from FearlessTobi/port-4182
...
Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-17 09:51:47 -04:00
bunnei
b05fff500f
Merge pull request #1329 from raven02/bgr5a1u
...
Implement RenderTargetFormat::BGR5A1_UNORM
2018-09-17 09:49:00 -04:00
raven02
13c243fcb6
Implement ASTC_2D_8X8 (Bayonetta 2)
2018-09-17 01:04:27 +08:00
bunnei
1fefdc8ea5
Merge pull request #1273 from Subv/ld_sizes
...
Shaders: Implemented multiple-word loads and stores to and from attribute memory.
2018-09-15 15:27:12 -04:00
bunnei
1f9ca84b5c
Merge pull request #1271 from Subv/kepler_engine
...
GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
2018-09-15 13:27:07 -04:00
raven02
8cf6772150
Implement RenderTargetFormat::BGR5A1_UNORM (Pokken Tournament DX)
2018-09-16 00:21:42 +08:00
Subv
415fd53a49
Shaders: Implemented multiple-word loads and stores to and from attribute memory.
...
This seems to be an optimization performed by nouveau.
2018-09-15 11:21:21 -05:00
fearlessTobi
1190ea6ddb
Port #4182 from Citra: "Prefix all size_t with std::"
2018-09-15 15:21:06 +02:00
FernandoS27
37224010a1
Optimized Texture Swizzling
2018-09-14 12:45:49 -04:00
Lioncash
35c05e8bf2
gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
...
These variables are already defined within an outer scope.
2018-09-13 21:53:23 -04:00
ReinUsesLisp
a5584cd896
Use ARB_multi_bind for uniform buffers ( #1287 )
...
* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
2018-09-12 20:27:43 -04:00
bunnei
98d5dc07f0
gl_rasterizer_cache: B5G6R5U should use GL_RGB8 as an internal format.
...
- Fixes a regression with Sonic Mania with ARB_texture_storage.
2018-09-12 18:09:31 -04:00
bunnei
6f138dd425
Merge pull request #1263 from FernandoS27/tex-mode
...
shader_decompiler: Implemented (Partially) Texture Processing Modes
2018-09-12 16:03:34 -04:00
Subv
46b33657b6
GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
...
This engine writes data from a FIFO register into the configured address.
2018-09-12 13:57:08 -05:00
FernandoS27
aa5c2354eb
Implemented Texture Processing Modes
2018-09-12 12:28:22 -04:00
bunnei
0a9aaabbba
Merge pull request #1278 from tech4me/bg-color-fix
...
Port Citra #4047 & #4052 : add change background color support
2018-09-11 23:13:11 -04:00
bunnei
b91937ce88
Merge pull request #1295 from bunnei/accurate-copies
...
gl_rasterizer_cache: Improve accuracy of caching and copies.
2018-09-11 23:12:15 -04:00
bunnei
d75c171e97
Merge pull request #1294 from degasus/optimizations
...
gl_rasterizer: Use ARB_texture_storage.
2018-09-11 23:11:36 -04:00
bunnei
673650e636
gl_rasterizer_cache: Always blit on recreate, regardless of format.
...
- Fixes several rendering issues with Super Mario Odyssey.
2018-09-11 22:54:46 -04:00
bunnei
2731b478af
gl_shader_cache: Remove cache_width/cache_height.
...
- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
2018-09-11 20:12:29 -04:00
Markus Wick
bdcf568acf
gl_rasterizer: Use ARB_texture_storage.
...
It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
2018-09-11 22:18:46 +02:00
FernandoS27
324c65fc60
Implemented LEA and PSET
2018-09-11 12:50:52 -04:00
FernandoS27
a6294ad653
Implemented encodings for LEA and PSET
2018-09-11 12:50:25 -04:00
FernandoS27
4877b9a03d
Replace old FragmentHeader for the new Header
2018-09-11 12:48:19 -04:00
FernandoS27
120a7f2706
Implemented (Partialy) Shader Header
2018-09-11 12:34:27 -04:00
David Marcec
4258678ebe
Fixed renderdoc input/output textures not working due to render targets
2018-09-11 13:31:20 +10:00
bunnei
38f4e792cd
Merge pull request #1286 from bunnei/multi-clear
...
gl_rasterizer: Implement clear for non-zero render targets.
2018-09-10 20:30:14 -04:00
bunnei
b34838b16d
Merge pull request #1285 from bunnei/depth-fix
...
gl_rasterizer_cache: Only use depth for applicable texture formats.
2018-09-10 20:28:40 -04:00
bunnei
0b25569215
Merge pull request #1284 from bunnei/bgra8_srgb
...
gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
2018-09-10 20:28:00 -04:00
Markus Wick
118c1c36c1
video_core: Refactor command_processor.
...
Inline the WriteReg helper as it is called ~20k times per frame.
2018-09-10 22:06:16 +02:00
Markus Wick
a5613f87ef
video_core: Move command buffer loop.
...
This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
2018-09-10 22:06:13 +02:00
Markus Wick
f84b102dfb
rasterizer: Drop unused handler.
...
This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei
101abc3586
gl_rasterizer_cache: Only use depth for applicable texture formats.
...
- Fixes an issue with Octopath Traveler leaving stale data here.
2018-09-10 00:50:38 -04:00