Subv
e0f66c1fbf
GLRasterizer: Implemented instanced vertex arrays.
Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
8 years ago
Subv
8335b2f115
Shader: Implemented the predicate and mode arguments of LOP.
The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
8 years ago
Subv
2e95ba2e9c
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
We should definitely audit our shader generator for more errors like this.
8 years ago
David Marcec
63dff47e22
Added predcondition GreaterThanWithNan
8 years ago
Subv
c5284efd4f
Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
8 years ago
bunnei
534abf9d97
gl_shader_decompiler: Implement XMAD instruction.
8 years ago
Subv
969326bd58
GPU/Maxwell3D: Implemented an alternative set of blend factors.
These are used by nouveau and some games like SMO.
8 years ago
Subv
2dad1204e8
RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
8 years ago
bunnei
0b668d5ff3
gl_shader_decompiler: Improve handling of unknown input/output attributes.
8 years ago
Subv
c1ad973881
GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).
8 years ago
Lioncash
b8c43b6080
video_core: Use variable template variants of type_traits interfaces where applicable
8 years ago
bunnei
efe6b473c5
maxwell_3d: Ignore macros that have not been uploaded yet.
- Used by Super Mario Odyssey (in game).
8 years ago
bunnei
7f0d0a93f7
gl_shader_decompiler: Stub input attribute Unknown_63.
8 years ago
bunnei
57982df105
maxwell_3d: Use correct const buffer size and check bounds.
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
8 years ago
bunnei
e542356d0c
gl_shader_decompiler: Let OpenGL interpret floats.
- Accuracy is lost in translation to string, e.g. with NaN.
- Needed for Super Mario Odyssey.
8 years ago
bunnei
904d7eaa94
maxwell_3d: Remove outdated assert.
8 years ago
Lioncash
6030c5ce41
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.
8 years ago
Subv
8f2c4191ab
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.
8 years ago
bunnei
148a5bef7e
shader_bytecode: Implement other TEXS masks.
8 years ago
bunnei
c43eaa94f3
gl_shader_decompiler: Implement SEL instruction.
8 years ago
bunnei
5287991a36
maxwell_3d: Add depth buffer enable, width, and height registers.
8 years ago
Lioncash
bb960c8cb4
video_core: Use nested namespaces where applicable
Compresses a few namespace specifiers to be more compact.
8 years ago
Lioncash
8b08f82dc7
maxwell_3d: Remove unused variable within GetStageTextures()
8 years ago
Subv
3d3b10adc7
GPU: Added register definitions for the stencil parameters.
8 years ago
bunnei
8aeff9cf8e
gl_rasterizer: Fix check for if a shader stage is enabled.
8 years ago
bunnei
49c0c081c4
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
8 years ago
bunnei
4757ffdcce
gl_shader_decompiler: Use FlowCondition field in EXIT instruction.
8 years ago
Subv
c1ae841f47
GPU: Implement the FADD32I shader instruction.
8 years ago
Subv
0cad310e12
GPU: Corrected the decoding of FFMA for immediate operands.
8 years ago
Subv
9f6a5660e8
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
8 years ago
Subv
b0c92b80b1
GPU: Implemented the IMNMX shader instruction.
It's similar to the FMNMX instruction but it works on integers.
8 years ago
Subv
77cfe4f027
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.
8 years ago
Subv
c42b818cf9
GPU: Corrected the decoding for the TEX shader instruction.
8 years ago
Subv
53a55bd751
GPU: Implemented the PSETP shader instruction.
It's similar to the isetp and fsetp instructions but it works on predicates instead.
8 years ago
Subv
c1bebdef5e
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.
8 years ago
Subv
c1811ed3d1
GPU: Support clears that don't clear the color buffer.
8 years ago
Subv
be51120d23
GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to.
8 years ago
Subv
827bb08c91
GPU: Added registers for the CLEAR_BUFFERS and CLEAR_COLOR methods.
8 years ago
Subv
6e0eba9917
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.
8 years ago
James Rowe
0d46f0df12
Update clang format
8 years ago
James Rowe
638956aa81
Rename logging macro back to LOG_*
8 years ago
Subv
6e4e0b2b41
GPU: Implemented MUFU suboperation 8, sqrt.
8 years ago
Subv
c1f55c32c8
GPU: Added registers for depth test and cull mode.
8 years ago
Subv
0f929762b3
GPU: Implemented the Z24S8 depth format and load the depth framebuffer.
8 years ago
Subv
cc73bad293
GPU: Added register definitions for the vertex buffer base element.
8 years ago
Subv
ca633a5a3c
GPU: Directly copy the pixels when performing a same-layout DMA.
8 years ago
Subv
f33e406ff2
GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
8 years ago
bunnei
c96da97630
gl_shader_decompiler: Implement predicate NotEqualWithNan.
8 years ago
bunnei
6a28a66832
maxwell_3d: Add a struct for RenderTargetConfig.
8 years ago
Subv
a3d82ef5d9
Build: Fixed some MSVC warnings in various parts of the code.
8 years ago