bunnei
5cd97896bf
Merge pull request #1018 from Subv/ssy_sync
...
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
2018-08-11 19:10:02 -04:00
Subv
5d543d88b9
GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).
2018-08-11 16:00:14 -05:00
Lioncash
b206ee3957
video_core: Use variable template variants of type_traits interfaces where applicable
2018-08-09 20:45:48 -04:00
bunnei
cfb59dbe1b
maxwell_3d: Ignore macros that have not been uploaded yet.
...
- Used by Super Mario Odyssey (in game).
2018-08-08 23:25:37 -04:00
bunnei
1e4e0b653a
Merge pull request #982 from bunnei/stub-unk-63
...
gl_shader_decompiler: Stub input attribute Unknown_63.
2018-08-08 22:28:18 -04:00
bunnei
e56c6add05
Merge pull request #976 from bunnei/shader-imm
...
gl_shader_decompiler: Let OpenGL interpret floats.
2018-08-08 19:17:01 -04:00
bunnei
37e2165d82
gl_shader_decompiler: Stub input attribute Unknown_63.
2018-08-08 02:35:59 -04:00
bunnei
89b9893d28
maxwell_3d: Use correct const buffer size and check bounds.
...
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
2018-08-08 02:10:25 -04:00
bunnei
3ee2d948a2
gl_shader_decompiler: Let OpenGL interpret floats.
...
- Accuracy is lost in translation to string, e.g. with NaN.
- Needed for Super Mario Odyssey.
2018-08-08 01:45:23 -04:00
bunnei
881573c77a
maxwell_3d: Remove outdated assert.
2018-08-05 23:57:19 -04:00
Lioncash
49dc22f84e
video_core: Eliminate the g_renderer global variable
...
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.
For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
2018-08-04 02:36:57 -04:00
Subv
3b77420f15
GPU: Remove the assert that required the CODE_ADDRESS to be 0.
...
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-24 13:54:12 -05:00
bunnei
392383692c
shader_bytecode: Implement other TEXS masks.
2018-07-22 03:23:15 -04:00
bunnei
3a6bad38b6
gl_shader_decompiler: Implement SEL instruction.
2018-07-22 00:37:12 -04:00
bunnei
6d96a4fc0a
maxwell_3d: Add depth buffer enable, width, and height registers.
2018-07-21 21:51:05 -04:00
Lioncash
bdfd46e192
video_core: Use nested namespaces where applicable
...
Compresses a few namespace specifiers to be more compact.
2018-07-20 18:23:54 -04:00
Lioncash
10a91d9b9a
maxwell_3d: Remove unused variable within GetStageTextures()
2018-07-19 22:38:28 -04:00
Subv
8335e656bb
GPU: Added register definitions for the stencil parameters.
2018-07-17 15:00:21 -05:00
bunnei
e904e1f785
gl_rasterizer: Fix check for if a shader stage is enabled.
2018-07-12 22:57:57 -04:00
bunnei
7fa10a188d
Merge pull request #655 from bunnei/pred-lt-nan
...
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
2018-07-12 18:59:15 -07:00
bunnei
50e6ef98e2
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
2018-07-12 20:04:35 -04:00
bunnei
fef7eb92de
gl_shader_decompiler: Use FlowCondition field in EXIT instruction.
2018-07-12 20:00:37 -04:00
Sebastian Valle
d1bd94351c
Merge pull request #652 from Subv/fadd32i
...
GPU: Implement the FADD32I shader instruction.
2018-07-12 17:36:51 -05:00
bunnei
ba0665c397
Merge pull request #651 from Subv/ffma_decode
...
GPU: Corrected the decoding of FFMA for immediate operands.
2018-07-12 12:42:58 -07:00
Subv
555dd2f793
GPU: Implement the FADD32I shader instruction.
2018-07-12 12:00:31 -05:00
Subv
d87962405b
GPU: Corrected the decoding of FFMA for immediate operands.
2018-07-12 10:15:48 -05:00
bunnei
fb664990a3
Merge pull request #625 from Subv/imnmx
...
GPU: Implemented the IMNMX shader instruction.
2018-07-07 19:33:50 -07:00
bunnei
0ea724e06b
Merge pull request #629 from Subv/depth_test
...
GPU: Allow using the old NV04 values for the depth test function.
2018-07-05 16:43:10 -04:00
Subv
c44c0078cc
GPU: Allow using the old NV04 values for the depth test function.
...
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp
This restores graphical output to Disgaea 5
2018-07-05 13:01:31 -05:00
bunnei
aaf0e0a73e
Merge pull request #626 from Subv/shader_sync
...
GPU: Stub the shader SYNC and DEPBAR instructions.
2018-07-05 12:54:19 -04:00
bunnei
9bfeacb59a
Merge pull request #622 from Subv/unused_tex
...
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
2018-07-05 11:29:17 -04:00
bunnei
a45206c2b2
Merge pull request #621 from Subv/psetp_
...
GPU: Implemented the PSETP shader instruction.
2018-07-05 11:28:50 -04:00
Subv
cc56ecc097
GPU: Implemented the IMNMX shader instruction.
...
It's similar to the FMNMX instruction but it works on integers.
2018-07-04 15:44:37 -05:00
Subv
56a5e7ba50
GPU: Stub the shader SYNC and DEPBAR instructions.
...
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
2018-07-04 15:29:51 -05:00
Subv
673600656c
GPU: Corrected the decoding for the TEX shader instruction.
2018-07-04 15:19:20 -05:00
Subv
9ba997d4f0
GPU: Implemented the PSETP shader instruction.
...
It's similar to the isetp and fsetp instructions but it works on predicates instead.
2018-07-04 15:15:03 -05:00
Subv
70f55cf738
GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
...
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles.
This fixes 1-2 Switch's splash screen.
2018-07-04 10:26:46 -05:00
bunnei
3c4a5817c2
Merge pull request #609 from Subv/clear_buffers
...
GPU: Implemented the CLEAR_BUFFERS register.
2018-07-03 19:34:34 -04:00
Subv
20afd1187d
GPU: Support clears that don't clear the color buffer.
2018-07-03 16:56:47 -05:00
Subv
fd4699c84f
GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.
2018-07-03 16:56:44 -05:00
Subv
be5f1dde73
GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.
2018-07-03 16:56:31 -05:00
bunnei
1a67d370cf
Merge pull request #607 from jroweboy/logging
...
Logging - Customizable backends
2018-07-03 00:26:45 -04:00
bunnei
616c64f56d
Merge pull request #611 from Subv/enabled_depth_test
...
GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
2018-07-02 23:47:11 -04:00
bunnei
0dcdf918d9
Merge pull request #610 from Subv/mufu_8
...
GPU: Implemented MUFU suboperation 8, sqrt.
2018-07-02 22:26:42 -04:00
Subv
40fd6504e2
GPU: Use only the least significant 3 bits when reading the depth test func.
...
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
2018-07-02 21:06:36 -05:00
James Rowe
d74d2a77cb
Update clang format
2018-07-02 21:45:47 -04:00
James Rowe
e159c550d8
Rename logging macro back to LOG_*
2018-07-02 21:45:47 -04:00
bunnei
0b05c9abc8
Merge pull request #608 from Subv/depth
...
GPU: Implemented the depth buffer and depth test + culling
2018-07-02 21:24:43 -04:00
Subv
6880dd7352
GPU: Implemented MUFU suboperation 8, sqrt.
2018-07-02 19:48:15 -05:00
Sebastian Valle
5809a9bc82
Merge pull request #606 from Subv/base_vertex
...
GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
2018-07-02 14:07:38 -05:00