bunnei
4ee2a50537
Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
6 years ago
Nguyen Dac Nam
12b08c1725
nit & remove some optional param
6 years ago
Nguyen Dac Nam
0a64ee04e3
shader_decode: implement XMAD mode CSfu
6 years ago
makigumo
2b56ec192d
fix formatting
6 years ago
makigumo
f00372cc31
maxwell_to_vk: add vertex format eA2B10G10R10UnormPack32
6 years ago
Nguyen Dac Nam
a9e6b48dc0
clang-format
6 years ago
Nguyen Dac Nam
be63f9a0a2
Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
6 years ago
Nguyen Dac Nam
edabb9957a
shader_decode: BFE add ref of reverse parallel method.
6 years ago
Nguyen Dac Nam
8b2bc366f8
shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
6 years ago
Nguyen Dac Nam
3f688622d7
shader_bytecode: update BFE instructions struct.
6 years ago
Nguyen Dac Nam
339b95dfa1
node_helper: add IBitfieldExtract case
6 years ago
Nguyen Dac Nam
86eb7ea0c7
shader_decode: Reimplement BFE instructions
6 years ago
ReinUsesLisp
7fe1da4478
gl_shader_decompiler: Initialize gl_Position on vertex shaders
6 years ago
Fernando Sahmkow
b028bc272e
Merge pull request #3483 from namkazt/patch-1
vk_rasterizer: fix mistype on SetupGraphicsImages
6 years ago
Fernando Sahmkow
4ea067bde4
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
vk_rasterizer: Support disabled uniform buffers
6 years ago
ReinUsesLisp
2bfe536e83
gl_shader_decompiler: Add missing {} on smem GLSL emission
6 years ago
ReinUsesLisp
25cfbc7786
video_core: Implement RGBA16_SNORM
Implement RGBA16_SNORM with the current API. Nothing special here.
6 years ago
ReinUsesLisp
9fce105f45
texture_cache: Report incompatible textures as black
Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
6 years ago
ReinUsesLisp
2337a2fdbc
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
ReinUsesLisp
df815e0784
gl_shader_decompiler: Add layer component to texelFetch
TexelFetch was not emitting the array component generating invalid GLSL.
6 years ago
bunnei
586bdc38b0
Merge pull request #3497 from FernandoS27/microprogfile-extend
Small corrections and features to microprofile
6 years ago
bunnei
c59b8e9e8f
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
babc572a47
NVFlinger: Do the microprofile Flip after processing a valid frame.
6 years ago
Fernando Sahmkow
111ebc6339
Microprofile: Allow accessing token.
6 years ago
ReinUsesLisp
ba8c1c6d1e
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
91dab10af0
Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
gl_shader_manager: Fix interaction between graphics and compute
6 years ago
Vitor Kiguchi
d28c202e1d
framebuffer_layout.h: drop the use of enum for screen dimensions.
+clang format
6 years ago
ReinUsesLisp
37c5dadbc3
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
6aa4b40cb7
Merge pull request #3458 from FearlessTobi/voice-issues
cubeb_sink: Don't discard other channels when performing downmixing
6 years ago
ReinUsesLisp
96fdbc638a
gl_rasterizer: Implement polygon modes and fill rectangles
6 years ago
ReinUsesLisp
207b9ba28c
engines/maxwell_3d: Add TFB registers and store them in shader registry
6 years ago
ReinUsesLisp
4dcb56ddbd
shader/registry: Address feedback
6 years ago
ReinUsesLisp
00e790c3de
gl_shader_decompiler: Add identifier to decompiled code
6 years ago
ReinUsesLisp
8c2bf4879f
gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
6 years ago
ReinUsesLisp
7a93d38e0f
const_buffer_engine_interface: Store component types
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
6 years ago
ReinUsesLisp
1f4e8db223
yuzu/loading_screen: Remove unused shader progress mode
6 years ago
ReinUsesLisp
25cfb69c40
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
776aa5bdf9
shader/registry: Cache tessellation state
6 years ago
ReinUsesLisp
22052e73de
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
99be31c902
video_core: Rename "const buffer locker" to "registry"
6 years ago
ReinUsesLisp
8021ee48a3
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
8d86741eb9
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
86682b0652
Merge pull request #3486 from ReinUsesLisp/fix-anisotropy-hack
textures: Fix anisotropy hack
6 years ago
ReinUsesLisp
b8e43cb17c
textures: Fix anisotropy hack
Previous code could generate an anisotropy value way higher than x16.
6 years ago
FearlessTobi
3f2f75021e
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
978cd350dd
Merge pull request #3452 from Morph1984/anisotropic-filtering
frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
6 years ago
Nguyen Dac Nam
9516f0923c
vk_reasterizer: fix mistype on SetupGraphicsImages
This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
6 years ago
bunnei
437d6b6dc6
Merge pull request #3481 from ReinUsesLisp/abgr5-storage
maxwell_to_vk: Remove Storage capability for A1B5G5R5U
6 years ago
ReinUsesLisp
ee8ef2998d
vk_rasterizer: Support disabled uniform buffers
6 years ago
ReinUsesLisp
09820ecef0
maxwell_to_vk: Remove Storage capability for A1B5G5R5U
6 years ago