Fernando Sahmkow
41905ee467
Merge pull request #3499 from ReinUsesLisp/depth-2d-array
texture_cache/surface_params: Force depth=1 on 2D textures
6 years ago
Fernando Sahmkow
35145bd529
Merge pull request #3490 from ReinUsesLisp/transform-feedbacks
video_core: Initial implementation of transform feedbacks
6 years ago
ReinUsesLisp
69c7a01f88
vk/gl_shader_decompiler: Silence assertion on compute
6 years ago
ReinUsesLisp
62560f1e63
vk_shader_decompiler: Fix default varying regression
6 years ago
ReinUsesLisp
afebdda203
maxwell_3d: Add padding words to XFB entries
Use INSERT_UNION_PADDING_WORDS instead of alignas to ensure a size
requirement.
6 years ago
ReinUsesLisp
4bc4851d45
gl_shader_decompiler: Fix implicit conversion errors
6 years ago
Rodrigo Locatti
47459f6a36
vk_shader_decompiler: Fix implicit type conversion
Co-Authored-By: Mat M. <mathew1800@gmail.com>
6 years ago
ReinUsesLisp
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
6 years ago
ReinUsesLisp
b67360c0f8
vk_shader_decompiler: Add XFB decorations to generic varyings
6 years ago
ReinUsesLisp
8d5bdcb17b
vk_device: Enable VK_EXT_transform_feedback when available
6 years ago
ReinUsesLisp
c320702092
vk_device: Shrink formatless capability name size
6 years ago
ReinUsesLisp
ae6189d7c2
shader/transform_feedback: Expose buffer stride
6 years ago
ReinUsesLisp
7acebd7eb6
vk_shader_decompiler: Use registry for specialization
6 years ago
ReinUsesLisp
8e9f23f393
gl_rasterizer: Implement transform feedback bindings
6 years ago
ReinUsesLisp
4d711dface
gl_shader_decompiler: Decorate output attributes with XFB layout
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).
6 years ago
ReinUsesLisp
3dcaa84ba4
shader/transform_feedback: Add host API friendly TFB builder
6 years ago
Fernando Sahmkow
666d431ad8
Merge pull request #3473 from ReinUsesLisp/shader-purge
gl_shader_cache: Rework shader cache and store texture arrays
6 years ago
Rodrigo Locatti
244fe13219
Merge branch 'master' into shader-purge
6 years ago
bunnei
b30b1f741d
Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
6 years ago
ReinUsesLisp
e24197bb3f
gl_shader_decompiler: Initialize gl_Position on vertex shaders
6 years ago
Fernando Sahmkow
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
vk_rasterizer: fix mistype on SetupGraphicsImages
6 years ago
Fernando Sahmkow
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
vk_rasterizer: Support disabled uniform buffers
6 years ago
ReinUsesLisp
3a10016e38
gl_shader_decompiler: Add missing {} on smem GLSL emission
6 years ago
ReinUsesLisp
daae6a323b
texture_cache/surface_params: Force depth=1 on 2D textures
Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
6 years ago
bunnei
ca2d228c9d
Merge pull request #3497 from FernandoS27/microprogfile-extend
Small corrections and features to microprofile
6 years ago
bunnei
c21dc36cda
Merge pull request #3496 from vitor-k/remove-enum
framebuffer_layout.h: drop the use of enum for screen dimensions
6 years ago
Fernando Sahmkow
95b804ff05
NVFlinger: Do the microprofile Flip after processing a valid frame.
6 years ago
Fernando Sahmkow
448856695a
Microprofile: Allow accessing token.
6 years ago
ReinUsesLisp
825d629565
gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
6 years ago
bunnei
fce33adcf1
Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
gl_shader_manager: Fix interaction between graphics and compute
6 years ago
Vitor Kiguchi
e891ff9a0c
framebuffer_layout.h: drop the use of enum for screen dimensions.
+clang format
6 years ago
ReinUsesLisp
8357908099
gl_shader_manager: Fix interaction between graphics and compute
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.
6 years ago
bunnei
503ebe9b96
Merge pull request #3458 from FearlessTobi/voice-issues
cubeb_sink: Don't discard other channels when performing downmixing
6 years ago
ReinUsesLisp
e4bc3c3342
gl_rasterizer: Implement polygon modes and fill rectangles
6 years ago
ReinUsesLisp
eb5861e0a2
engines/maxwell_3d: Add TFB registers and store them in shader registry
6 years ago
ReinUsesLisp
b1acb4f73f
shader/registry: Address feedback
6 years ago
ReinUsesLisp
b1061afed9
gl_shader_decompiler: Add identifier to decompiled code
6 years ago
ReinUsesLisp
e612242977
gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
6 years ago
ReinUsesLisp
978172530e
const_buffer_engine_interface: Store component types
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
6 years ago
ReinUsesLisp
120f688272
yuzu/loading_screen: Remove unused shader progress mode
6 years ago
ReinUsesLisp
e1932351a9
gl_shader_cache: Reduce registry consistency to debug assert
Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
6 years ago
ReinUsesLisp
66a8a3e887
shader/registry: Cache tessellation state
6 years ago
ReinUsesLisp
0528be5c92
shader/registry: Store graphics and compute metadata
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
6 years ago
ReinUsesLisp
e8efd5a901
video_core: Rename "const buffer locker" to "registry"
6 years ago
ReinUsesLisp
bd8b9bbcee
gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
6 years ago
Rodrigo Locatti
22e825a3bc
Merge pull request #3301 from ReinUsesLisp/state-tracker
video_core: Remove gl_state and use a state tracker based on dirty flags
6 years ago
bunnei
c281173df6
Merge pull request #3486 from ReinUsesLisp/fix-anisotropy-hack
textures: Fix anisotropy hack
6 years ago
ReinUsesLisp
1aa75b1081
textures: Fix anisotropy hack
Previous code could generate an anisotropy value way higher than x16.
6 years ago
FearlessTobi
59d0d34dce
cubeb_sink: Don't discard other channels when performing downmixing
Previously, when performing downmixing, we would discard all channels except the left and right one.
This implementation respects them when mixing down to Stereo.
It is taken from this document: http://www.atsc.org/wp-content/uploads/2015/03/A52-201212-17.pdf .
Fixes Luigis Mansion 3 cutscene and Bayonetta audio.
6 years ago
bunnei
84e9f9f395
Merge pull request #3452 from Morph1984/anisotropic-filtering
frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
6 years ago