Commit graph

1714 commits

Author SHA1 Message Date
bunnei c7f2fb2151
Merge pull request #1157 from lioncash/vec
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei 232b0d9d2a
Merge pull request #1156 from Lakumakkara/lop3
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash 12ba80a86c gl_shader_gen: Make ShaderSetup's constructor explicit
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash 1fd979f50a gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.

If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku b2ca8089ce more fixes 2018-08-23 00:01:40 +03:00
Laku e70a3c5a5d fixes 2018-08-22 21:33:32 +03:00
Lioncash dd35b4b18a renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.

Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku 4877e6c2f6 remove debug logging 2018-08-22 11:45:28 +03:00
Laku 8e8326595f implement lop3 2018-08-22 10:09:44 +03:00
bunnei cea627b0fc
Merge pull request #840 from FearlessTobi/port-3353
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei 5abf71fe65
Merge pull request #1154 from OatmealDome/topology-lines
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei 125d7122ac
Merge pull request #1124 from Subv/logic_ops
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome ad1220e1b3
maxwell_to_gl: Implement PrimitiveTopology::Lines
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei d63b1d21f1 Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
- This reverts commit 3ef4b3d4b4.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash a0e2bd85a5 shader_bytecode: Parenthesize conditional expression within GetTextureType()
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei bf89a99839
Merge pull request #1123 from lioncash/screen
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei b0f7713fce
Merge pull request #1132 from Subv/gl_FragDepth
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei 8c9abe1d41
Merge pull request #1134 from lioncash/log
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei ca58929eb0
Merge pull request #1121 from Subv/tex_reinterpret
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash 523e4be02c renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei fde3b1b6f2
Merge pull request #1133 from lioncash/guard
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash 93a4097e9d gl_stream_buffer: Add missing header guard
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv e3bddf8137 Shaders: Implement depth writing in fragment shaders.
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei e33452f7e8
Merge pull request #1131 from bunnei/impl-tex3d-texcube
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei 5aaee2ff8d
Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei 2ae88feea7 shader_bytecode: Replace some UNIMPLEMENTED logs. 2018-08-20 21:53:49 -04:00
bunnei 16db8b9d9f gl_shader_decompiler: Implement Texture3D for TEXS. 2018-08-20 21:53:18 -04:00
bunnei 948002635f gl_shader_decompiler: Implement TextureCube for TEX. 2018-08-20 21:53:00 -04:00
Subv eac3cf301c Shaders: Fixed the coords in TEX with Texture2D.
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.

This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00
Subv fc5b489b0f Shaders: Log and crash when using an unimplemented texture type in a texture sampling instruction. 2018-08-20 20:44:56 -05:00
Subv 2b9eee4d1e GPU: Implemented the logic op functionality of the GPU.
This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
Subv f24ab6d9e6 GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending. 2018-08-20 18:43:11 -05:00
Lioncash 46ef072cf9 rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv 6bcdf37d4f GPU: Added registers for the logicop functionality. 2018-08-20 18:42:36 -05:00
Lioncash bc16f7f3cc renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.

Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:

// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();

// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi ba8ff096fd Port #3353 from Citra 2018-08-21 01:14:06 +02:00
Subv 7784ce1854 Shaders: Write all the enabled color outputs when a fragment shader exits.
We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.

Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Subv d7c68fbb12 Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format. 2018-08-20 15:20:35 -05:00
Subv 3fe77be392 Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer. 2018-08-20 15:20:35 -05:00
bunnei 028d90eb79
Merge pull request #1104 from Subv/instanced_arrays
GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei 296e57fa0e
Merge pull request #1115 from Subv/texs_mask
Shaders/TEXS: Write to the correct output register when swizzling.
2018-08-20 14:31:33 -04:00
bunnei b20ed93884
Merge pull request #1112 from Subv/sampler_types
Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
David Marcec 23d45715dc Implemented RGBA8_UINT
Needed by kirby
2018-08-20 22:26:54 +10:00
Subv 6cf719a4ab Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 17:09:40 -05:00
bunnei 51ddb130c5
Merge pull request #1089 from Subv/neg_bits
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
bunnei 9b17486be6
Merge pull request #1105 from Subv/convert_neg
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-19 17:01:20 -04:00
bunnei 0a1d4fbc5c
Merge pull request #1113 from Subv/texs_mask
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
2018-08-19 17:00:59 -04:00
Subv f7edbcd7a3 Shaders/TEXS: Fixed the component mask in the TEXS instruction.
Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
bunnei b0eb580931
Merge pull request #1102 from ogniK5377/mirror-clamp-edge
Added WrapMode MirrorOnceClampToEdge
2018-08-19 13:59:41 -04:00
bunnei 85da529f15
Merge pull request #1101 from Subv/ssy_stack
Shaders: Implemented a stack for the SSY/SYNC instructions.
2018-08-19 13:58:45 -04:00