ReinUsesLisp
c332b80516
gl_shader_decompiler: Remove deprecated function and its usages
2020-03-18 20:03:19 -03:00
ReinUsesLisp
b5c3cf8e24
gl_rasterizer: Silence misc warnings
2020-03-18 20:03:19 -03:00
Mat M
23ad5098af
Merge pull request #3510 from FernandoS27/dirty-write
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DirtyFlags: relax need to set render_targets as dirty
2020-03-17 17:29:22 -04:00
bunnei
f31280affc
Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl
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gl_shader_decompiler: Add layer component to texelFetch
2020-03-17 10:53:38 -04:00
ReinUsesLisp
36e48da114
renderer_opengl: Move some logic to an anonymous namespace
2020-03-16 04:03:34 -03:00
ReinUsesLisp
018df6f10f
renderer_opengl: Detect Nvidia Nsight as a debugging tool
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Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
Rodrigo Locatti
3a6abba3ef
Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
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video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
bunnei
6ae05a9a45
renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
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- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00
bunnei
dc916f35ad
gl_device: Add option to check GL_EXT_debug_tool.
2020-03-14 17:39:29 -04:00
Fernando Sahmkow
51ceb14a65
DirtyFlags: relax need to set render_targets as dirty
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The texture cache already takes care of setting a render target to dirty
when invalidated.
2020-03-14 11:47:33 -04:00
ReinUsesLisp
00de4b82b4
vk/gl_shader_decompiler: Silence assertion on compute
2020-03-13 18:33:05 -03:00
ReinUsesLisp
dcb8702efe
gl_shader_decompiler: Fix implicit conversion errors
2020-03-13 18:33:05 -03:00
ReinUsesLisp
8838f3322c
shader/transform_feedback: Expose buffer stride
2020-03-13 18:33:05 -03:00
ReinUsesLisp
fcc4b81079
gl_rasterizer: Implement transform feedback bindings
2020-03-13 18:33:04 -03:00
ReinUsesLisp
7e6d501452
gl_shader_decompiler: Decorate output attributes with XFB layout
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
2020-03-13 18:33:04 -03:00
Rodrigo Locatti
e836473754
Merge branch 'master' into shader-purge
2020-03-13 16:44:06 -03:00
bunnei
4ee2a50537
Merge pull request #3491 from ReinUsesLisp/polygon-modes
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gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-13 10:08:57 -04:00
ReinUsesLisp
7fe1da4478
gl_shader_decompiler: Initialize gl_Position on vertex shaders
2020-03-12 23:31:06 -03:00
ReinUsesLisp
2bfe536e83
gl_shader_decompiler: Add missing {} on smem GLSL emission
2020-03-12 21:50:37 -03:00
ReinUsesLisp
25cfbc7786
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp
df815e0784
gl_shader_decompiler: Add layer component to texelFetch
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TexelFetch was not emitting the array component generating invalid GLSL.
2020-03-12 18:10:29 -03:00
ReinUsesLisp
ba8c1c6d1e
gl_shader_decompiler: Fix regression in render target declarations
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A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
2020-03-12 05:01:20 -03:00
ReinUsesLisp
37c5dadbc3
gl_shader_manager: Fix interaction between graphics and compute
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After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
2020-03-11 01:04:52 -03:00
ReinUsesLisp
96fdbc638a
gl_rasterizer: Implement polygon modes and fill rectangles
2020-03-09 20:39:58 -03:00
ReinUsesLisp
207b9ba28c
engines/maxwell_3d: Add TFB registers and store them in shader registry
2020-03-09 18:40:53 -03:00
ReinUsesLisp
4dcb56ddbd
shader/registry: Address feedback
2020-03-09 18:40:53 -03:00
ReinUsesLisp
00e790c3de
gl_shader_decompiler: Add identifier to decompiled code
2020-03-09 18:40:53 -03:00
ReinUsesLisp
8c2bf4879f
gl_shader_decompiler: Roll back to GLSL core 430
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RenderDoc won't build shaders if we use GLSL compatibility.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
7a93d38e0f
const_buffer_engine_interface: Store component types
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This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
25cfb69c40
gl_shader_cache: Reduce registry consistency to debug assert
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Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
2020-03-09 18:40:07 -03:00
ReinUsesLisp
776aa5bdf9
shader/registry: Cache tessellation state
2020-03-09 18:40:07 -03:00
ReinUsesLisp
22052e73de
shader/registry: Store graphics and compute metadata
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Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
2020-03-09 18:40:07 -03:00
ReinUsesLisp
99be31c902
video_core: Rename "const buffer locker" to "registry"
2020-03-09 18:40:06 -03:00
ReinUsesLisp
8021ee48a3
gl_shader_cache: Rework shader cache and remove post-specializations
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Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
2020-03-09 18:40:06 -03:00
Rodrigo Locatti
8d86741eb9
Merge pull request #3301 from ReinUsesLisp/state-tracker
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video_core: Remove gl_state and use a state tracker based on dirty flags
2020-03-09 18:34:37 -03:00
bunnei
978cd350dd
Merge pull request #3452 from Morph1984/anisotropic-filtering
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
2020-03-07 22:28:35 -05:00
bunnei
cb84f86f3d
Merge pull request #3451 from ReinUsesLisp/indexed-textures
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vk_shader_decompiler: Implement indexed textures
2020-03-05 11:42:46 -05:00
bunnei
6c42a3b9de
Merge pull request #3455 from ReinUsesLisp/attr-scaled
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video_core: Implement more scaled attribute formats
2020-03-03 22:46:20 -05:00
ReinUsesLisp
a440a79146
renderer_opengl: Fix edge-case where alpha testing might cull presentation
2020-02-28 17:56:43 -03:00
ReinUsesLisp
950450fd8a
gl_texture_cache: Remove blending disable on blits
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Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
1a5c68bbef
gl_rasterizer: Don't disable blending on clears
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Blending doesn't affect clears.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
3de883d37b
dirty_flags: Deduplicate code between OpenGL and Vulkan
2020-02-28 17:56:43 -03:00
ReinUsesLisp
2eb2855b05
state_tracker: Remove type traits with named structures
2020-02-28 17:56:43 -03:00
ReinUsesLisp
f903c3800e
gl_rasterizer: Remove num vertex buffers magic number
2020-02-28 17:56:43 -03:00
ReinUsesLisp
b7af0cc2ee
gl_rasterizer: Only apply polygon offset clamp if enabled
2020-02-28 17:56:43 -03:00
ReinUsesLisp
6ea3b6253e
gl_state_tracker: Implement dirty flags for depth clamp enabling
2020-02-28 17:56:43 -03:00
ReinUsesLisp
084a112d6c
gl_rasterizer: Disable scissor 0 when scissor is not used on clear
2020-02-28 17:56:43 -03:00
ReinUsesLisp
a48930ac7c
gl_rasterizer: Notify depth mask changes on clear
2020-02-28 17:56:43 -03:00
ReinUsesLisp
f6e5b9e775
gl_rasterizer: Minor sort changes to clearing
2020-02-28 17:56:42 -03:00
ReinUsesLisp
5d75921b0f
gl_state_tracker: Track state of index buffers
2020-02-28 17:56:42 -03:00