Subv
19a0e7e141
GPU: Pitch textures are now supported, don't assert when encountering them.
8 years ago
bunnei
de84b74dd4
maxwell3d: Allow Texture2DNoMipmap as Texture2D.
8 years ago
bunnei
4d9c441bef
renderer_opengl: Implement BlendEquation and BlendFunc.
8 years ago
bunnei
65092bf8d8
gl_rasterizer: Implement indexed vertex mode.
8 years ago
Subv
e14e38fe0e
GPU: Added a function to determine whether a shader stage is enabled or not.
8 years ago
Subv
cb3ca1d4cf
GPU: Assert when finding a texture with a format type other than UNORM.
8 years ago
Subv
84c9824895
GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.
8 years ago
Subv
7fe4f9491e
GPU: Implemented a gpu macro interpreter.
The Ryujinx macro interpreter and envydis were used as reference.
Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
8 years ago
bunnei
e04a5dec60
Maxwell3D: Call AccelerateDrawBatch on DrawArrays.
8 years ago
Subv
3707231f5d
GPU: Load the sampler info (TSC) when retrieving active textures.
8 years ago
Subv
18a9536efa
GPU: Make the debug_context variable a member of the frontend instead of a global.
8 years ago
Subv
f73fb9de9d
GPU: Added a function to retrieve the active textures for a shader stage.
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
8 years ago
Subv
b9b5b1e740
GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
8 years ago
Subv
10b10a14af
GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.
8 years ago
Subv
bc03dc4793
GPU: Added a method to unswizzle a texture without decoding it.
Allow unswizzling of DXT1 textures.
8 years ago
Subv
d09097276f
GPU: Preliminary work for texture decoding.
8 years ago
N00byKing
d3bdad2aaa
Clang Fixes
8 years ago
N00byKing
1212e9e231
Clean Warnings (?)
8 years ago
Subv
36c527131f
GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
8 years ago
Subv
80b0f4d681
GPU: Implement the BindStorageBuffer macro method in HLE.
This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
8 years ago
Subv
845415cc3d
GPU: Handle writes to the CB_DATA method.
Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.
This method is usually used to upload uniforms or other shader-visible data.
8 years ago
Subv
a8cb6ba213
GPU: Store uploaded GPU macros and keep track of the number of method parameters.
8 years ago
Subv
29c026fae1
GPU: Macros are specific to the Maxwell3D engine, so handle them internally.
8 years ago
Subv
5979796df8
GPU: Renamed ShaderType to ShaderStage as that is less confusing.
8 years ago
Subv
7b48098c60
GPU: Store shader constbuffer bindings in the GPU state.
8 years ago
Subv
8a5c0e873b
GPU: Make the SetShader macro call do the same as the real macro's code.
It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.
Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
8 years ago
Subv
e3e0625ff7
GPU: Corrected the parameter documentation for the SetShader macro call.
Register 0xE24 is actually a macro that sets some shader parameters in the register structure.
Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
8 years ago
Subv
c9850b0d3a
GPU: Handle the SetShader method call (0xE24) and store the shader config.
8 years ago
Subv
6796e37911
GPU: Process command mode 5 (IncreaseOnce) differently from other commands.
Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
8 years ago
Subv
3247b8f9dd
GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
8 years ago
Subv
083e494083
GPU: Intercept writes to the VERTEX_END_GL register.
This is the register that gets written after a game calls DrawArrays().
We should collect all GPU state and draw using our graphics API here.
8 years ago
Subv
9cf3a6cc00
GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
Only QueryMode::Write is supported at the moment.
8 years ago
Subv
0088b3128b
Make a GPU class in VideoCore to contain the GPU state.
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
8 years ago
Subv
35176a0f73
GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines.
8 years ago