Commit graph

4564 commits

Author SHA1 Message Date
James Rowe
08a1641f8a GPU: Add draw for immediate and batch modes
PR #1461 introduced a regression where some games would change configuration
even while in the poorly named "drawing" mode, which broke the heuristic
citra was using to determine when to draw the batch. This change adds
back in a draw call for batching, and also adds in a draw call in
immediate mode each time it adds a triangle.
2017-09-11 09:21:43 -06:00
bunnei
f536a8d269 Merge pull request #2865 from wwylele/gs++
PICA: implemented geometry shader
2017-09-07 23:02:59 -04:00
bunnei
d9e82a499e Merge pull request #2914 from wwylele/fresnel-fix
pica/lighting: only apply Fresnel factor for the last light
2017-09-05 10:00:49 -04:00
wwylele
3b210dd006 pica/lighting: only apply Fresnel factor for the last light 2017-09-03 08:22:03 +03:00
wwylele
c58f627516 video_core: report telemetry for gas mode 2017-08-31 12:54:17 +03:00
bunnei
84ac533b17 Merge pull request #2891 from wwylele/sw-bump
SwRasterizer/Lighting: implement bump mapping
2017-08-30 21:07:30 -04:00
Weiyi Wang
d74c3415fb Merge pull request #2892 from Subv/warnings2
Warnings: Fixed a few missing-return warnings in video_core.
2017-08-28 03:21:51 -05:00
Subv
1ba7703833 Warnings: Fixed a few missing-return warnings in video_core. 2017-08-26 11:58:22 -05:00
wwylele
b67850c882 SwRasterizer/Clipper: flip the sign convention to match PICA and OpenGL 2017-08-25 07:26:45 +03:00
wwylele
55eaecad8f gl_rasterizer: implement custom clip plane 2017-08-25 07:26:45 +03:00
wwylele
5893bb84af SwRasterizer: implement custom clip plane 2017-08-24 15:34:27 +03:00
wwylele
709d362609 gl_rasterizer/lighting: more accurate CP formula 2017-08-22 09:34:44 +03:00
wwylele
6813c61423 SwRasterizer/Lighting: implement LUT input CP 2017-08-22 09:34:44 +03:00
wwylele
f75c6b4d36 SwRasterizer/Lighting: implement bump mapping 2017-08-22 09:34:44 +03:00
wwylele
c0bc013929 swrasterizer: remove invalid TODO
This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
2017-08-21 08:03:07 +03:00
wwylele
a931e4974e swrasterizer/clipper: remove tested TODO
hwtested. Current implementation is the correct behavior
2017-08-21 08:03:07 +03:00
wwylele
a8499f3adb gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader 2017-08-21 08:03:07 +03:00
wwylele
d332ede188 gl_rasterizer: add clipping plane z<=0 defined in PICA 2017-08-21 08:03:07 +03:00
Yuri Kunde Schlesner
d7d434cbc7 Merge pull request #2872 from wwylele/sw-geo-factor
SwRasterizer/Lighting: implement geometric factor
2017-08-20 17:49:42 -07:00
James Rowe
989749253e Merge pull request #2871 from wwylele/sw-spotlight
SwRasterizer/Lighting: implement spot light
2017-08-19 20:10:24 -06:00
wwylele
35b3fef422 pica/command_processor: build geometry pipeline and run geometry shader
The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes:
 - no GS mode: sends VS output directly to the primitive assembler (what citra currently does)
 - GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler
 - GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size.
 - GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size.
hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode.
In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input.
In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense).
Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
2017-08-19 10:13:20 +03:00
wwylele
6d51febdc4 pica/shader/jit: implement SETEMIT and EMIT 2017-08-19 10:13:20 +03:00
wwylele
ab3e6dba1f pica/primitive_assembly: Handle winding for GS primitive
hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
2017-08-19 10:13:20 +03:00
wwylele
4283f4b244 correct constness 2017-08-19 10:13:20 +03:00
wwylele
4d4dbc83a7 pica/shader/interpreter: implement SETEMIT and EMIT 2017-08-19 10:13:20 +03:00
wwylele
2599928707 pica/shader: extend UnitState for GS
Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access.
This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits
2017-08-19 10:13:20 +03:00
wwylele
a26768503a gl_shader_gen: don't call SampleTexture when bump map is not used 2017-08-11 18:35:00 +03:00
wwylele
1904567e36 SwRasterizer/Lighting: implement spot light 2017-08-11 01:19:10 +03:00
wwylele
b7e4eb7d90 SwRasterizer/Lighting: implement geometric factor 2017-08-11 01:18:43 +03:00
wwylele
72905b0389 SwRasterizer/Lighting: use make_tuple instead of constructor
implicit tuple constructor is a c++17 thing, which is not supported by some not-so-old libraries. Play safe for now
2017-08-10 12:19:58 +03:00
wwylele
edc3516958 pica/regs: layout geometry shader configuration regs
All the register meanings are derived from ctrulib (3dbrew is outdated for most of them)
2017-08-10 01:53:08 +03:00
Weiyi Wang
ae040b4f3b Merge pull request #2822 from wwylele/sw_lighting-2
Implement fragment lighting in the sw renderer (take 2)
2017-08-09 18:54:29 +03:00
wwylele
089c0d897b pica: upload shared shader code to both unit 2017-08-07 10:30:05 +03:00
wwylele
fe4c91ae4c SwRasterizer/Lighting: shorten file name 2017-08-03 13:51:22 +03:00
wwylele
0af90eabd8 SwRasterizer/Lighting: move to its own file 2017-08-02 22:20:40 +03:00
wwylele
a402f75cf4 SwRasterizer/Lighting: reduce confusion 2017-08-02 22:07:15 +03:00
wwylele
cfd3edb942 SwRasterizer/Lighting: move quaternion normalization to the caller 2017-08-02 22:05:53 +03:00
wwylele
dc6f41bcc5 pica/shader_interpreter: fix off-by-one in LOOP 2017-07-27 13:48:27 +03:00
Sebastian Valle
803fda3c67 Merge pull request #2816 from wwylele/proctex-lutlutlut
gl_rasterizer: use texture buffer for proctex LUT
2017-07-22 23:03:48 -05:00
Sebastian Valle
62cdefaed0 Merge pull request #2834 from wwylele/depth-enable-fix
gl_rasterizer_cache: fix using_depth_fb
2017-07-22 23:02:59 -05:00
bunnei
b2bfbf5120 telemetry: Log performance, configuration, and system data. 2017-07-17 21:32:28 -04:00
wwylele
9f7ba9c282 SwRasterizer/Lighting: dist atten lut input need to be clamp 2017-07-11 22:19:00 +03:00
wwylele
4fe16d80bd SwRasterizer/Lighting: unify float suffix 2017-07-11 22:15:35 +03:00
wwylele
35bbf67e6e SwRasterizer/Lighting: get rid of nested return 2017-07-11 22:15:35 +03:00
wwylele
a98f20df55 SwRasterizer/Lighting: refactor GetLutValue into a function.
merging similar pattern. Also makes the code more similar to the gl one
2017-07-11 22:15:35 +03:00
wwylele
e34dc666cf SwRasterizer: only interpolate quat and view when lighting is enabled 2017-07-11 21:35:57 +03:00
wwylele
837642011d SwRasterizer/Lighting: pass lighting state as parameter 2017-07-11 20:06:26 +03:00
Subv
57bd9fca7a SwRasterizer/Lighting: Move the clamp highlight calculation to the end of the per-light loop body. 2017-07-11 19:39:15 +03:00
Subv
d96c1bd977 SwRasterizer/Lighting: Move the lighting enable check outside the ComputeFragmentsColors function. 2017-07-11 19:39:15 +03:00
Subv
08ebc3203d SwRasterizer/Lighting: Do not use global registers state in ComputeFragmentsColors. 2017-07-11 19:39:15 +03:00