bunnei
1b41b875dc
shaders: Add NumTextureSamplers const, remove unused #pragma.
8 years ago
bunnei
e6224fec27
shaders: Address PR review feedback.
8 years ago
bunnei
0d408b965b
shaders: Fix GCC and clang build issues.
8 years ago
bunnei
86135864da
gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup.
8 years ago
bunnei
7639667562
shader_bytecode: Add FSETP and KIL to GetInfo.
8 years ago
bunnei
5a47832221
shader_bytecode: Add SubOp decoding.
8 years ago
bunnei
35aca0bf1f
maxwell_3d: Make memory_manager public.
8 years ago
bunnei
33bb53571b
maxwell_3d: Fix shader_config decodings.
8 years ago
bunnei
4e7e0f8112
shader_bytecode: Add initial module for shader decoding.
8 years ago
Subv
dcc27d6dc1
GPU: Assert when finding a texture with a format type other than UNORM.
8 years ago
Subv
11b4ab9685
GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them.
8 years ago
Subv
1ec8d2123d
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
d30110348b
gl_rasterizer: Add a SyncViewport method.
8 years ago
bunnei
a6cab532f8
gl_rasterizer: Normalize vertex array data as appropriate.
8 years ago
bunnei
3754e0fdfd
maxwell_3d: Use names that match envytools for VertexType.
8 years ago
bunnei
15925b8293
maxwell_3d: Add VertexAttribute struct and cleanup.
8 years ago
bunnei
33c0bf9dc5
Maxwell3D: Call AccelerateDrawBatch on DrawArrays.
8 years ago
bunnei
ed2134784e
gl_rasterizer: Implement AnalyzeVertexArray.
8 years ago
bunnei
94c70693f9
maxwell: Add RenderTargetFormat enum.
8 years ago
Subv
4697025b73
GPU: Load the sampler info (TSC) when retrieving active textures.
8 years ago
Subv
0ce52b1da2
GPU: Make the debug_context variable a member of the frontend instead of a global.
8 years ago
Subv
2c785bd06c
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
1c31e2b3d2
GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
8 years ago
Subv
1ad97c75a0
GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints.
8 years ago
Subv
1b8d798835
GPU: Added a method to unswizzle a texture without decoding it.
Allow unswizzling of DXT1 textures.
8 years ago
Subv
71ebc3e90d
GPU: Preliminary work for texture decoding.
8 years ago
Subv
9b9de30086
GPU: Added viewport registers to Maxwell3D's reg structure.
8 years ago
bunnei
3a6604e8fa
maxwell_3d: Add some format decodings and string helper functions.
8 years ago
Subv
c450d264eb
GPU: Added vertex attribute format registers.
8 years ago
Subv
ae28a52277
GPU: Added registers for the number of vertices to render.
8 years ago
Subv
7a27a11770
GPU: Added Z buffer registers to Maxwell3D's reg structure.
8 years ago
Subv
21d9519032
GPU: Added the render target (RT) registers to Maxwell3D's reg structure.
8 years ago
N00byKing
1d8b6ad13b
Clang Fixes
8 years ago
N00byKing
ef875d6a35
Clean Warnings (?)
8 years ago
Subv
dcae0c9a4f
GPU: Added the TSC registers to the Maxwell3D register structure.
8 years ago
Subv
cff7b29bba
GPU: Added the TIC registers to the Maxwell3D register structure.
8 years ago
Subv
03156d0c9a
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
7b6868e908
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
85d820b1b4
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
aa586fa268
GPU: Store uploaded GPU macros and keep track of the number of method parameters.
8 years ago
Subv
7ac8657432
GPU: Macros are specific to the Maxwell3D engine, so handle them internally.
8 years ago
Subv
ccb8da1512
GPU: Renamed ShaderType to ShaderStage as that is less confusing.
8 years ago
Subv
88698c156f
GPU: Store shader constbuffer bindings in the GPU state.
8 years ago
Subv
66dae22790
GPU: Corrected some register offsets and removed superfluous macro registers.
8 years ago
Subv
1d9d9c16e8
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
579000e747
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
f93d769a1c
GPU: Handle the SetShader method call (0xE24) and store the shader config.
8 years ago
Subv
d2888f7e90
GPU: Added the vertex array registers.
8 years ago
Subv
29feece4b8
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
bf310a41b8
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