Commit Graph

1108 Commits

Author SHA1 Message Date
bunnei
8d4899d6ea gl_shader_decompiler: Allow vertex position to be used in fragment shader. 2018-04-17 16:36:40 -04:00
bunnei
95144cc39c gl_shader_decompiler: Implement IPA instruction. 2018-04-17 16:36:39 -04:00
bunnei
8b4443c966 gl_shader_decompiler: Add support for TEXS instruction. 2018-04-17 16:36:38 -04:00
bunnei
5ba71369ac gl_shader_decompiler: Use fragment output color for GPR 0-3. 2018-04-17 15:25:54 -04:00
bunnei
5d529698c9 gl_shader_decompiler: Partially implement MUFU. 2018-04-17 15:25:54 -04:00
bunnei
2b082e2710
Merge pull request #343 from Subv/tex_wrap_4
GPU: Implement some wrap modes
2018-04-17 12:25:24 -04:00
Subv
636ad34707 MaxwellToGL: Implemented tex wrap mode 1 (Wrap, GL_REPEAT). 2018-04-17 10:17:18 -05:00
Subv
7fc516cc1a MaxwellToGL: Added a TODO and partial implementation of maxwell wrap mode 4 (Clamp, GL_CLAMP).
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
2018-04-17 10:16:50 -05:00
bunnei
77bdc49343 gl_rendering: Use NGLOG* for changed code. 2018-04-16 21:23:28 -04:00
bunnei
1a1af3fda3 gl_rasterizer: Implement indexed vertex mode. 2018-04-16 21:10:15 -04:00
Subv
477aab5960 GPU: Use the same buffer names in the generated GLSL and the buffer uploading code. 2018-04-15 15:02:50 -05:00
Subv
14ac40436e GPU: Don't use explicit binding points when uploading the constbuffers to opengl.
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
2018-04-15 14:14:57 -05:00
Subv
e128e90350 GPU: Don't use GetPointer when uploading the constbuffer data to the GPU. 2018-04-15 11:18:09 -05:00
Subv
7da47da66e GPU: Use the buffer hints from the shader decompiler to upload only the necessary const buffers for each shader stage. 2018-04-15 11:15:54 -05:00
bunnei
73d9c494ea shaders: Expose hints about used const buffers. 2018-04-15 11:50:10 -04:00
Subv
c9b511da08 GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
2018-04-14 23:02:05 -05:00
Subv
1957640ea2 GPU: Allow configuring ssbos in the opengl state manager. 2018-04-14 22:54:23 -05:00
Subv
ae58e46036 GPU: Added a function to determine whether a shader stage is enabled or not. 2018-04-14 22:54:23 -05:00
bunnei
1b41b875dc shaders: Add NumTextureSamplers const, remove unused #pragma. 2018-04-14 18:50:06 -04:00
bunnei
e6224fec27 shaders: Address PR review feedback. 2018-04-14 16:01:41 -04:00
bunnei
eabeedf6af gl_shader_decompiler: Cleanup log statements. 2018-04-14 16:01:41 -04:00
bunnei
0d408b965b shaders: Fix GCC and clang build issues. 2018-04-14 16:01:40 -04:00
bunnei
86135864da gl_shader_decompiler: Implement negate, abs, etc. and lots of cleanup. 2018-04-14 16:01:40 -04:00
bunnei
7639667562 shader_bytecode: Add FSETP and KIL to GetInfo. 2018-04-14 16:01:40 -04:00
bunnei
5a47832221 shader_bytecode: Add SubOp decoding. 2018-04-14 16:01:40 -04:00
bunnei
50023bdae7 gl_shader_decompiler: Add shader stage hint. 2018-04-14 16:01:39 -04:00
bunnei
a992aac5eb renderer_opengl: Fix Morton copy byteswap, etc. 2018-04-14 16:01:39 -04:00
bunnei
0ca8fce9d0 gl_shader_manager: Implement SetShaderSamplerBindings. 2018-04-13 23:48:30 -04:00
bunnei
beddc8afd2 gl_rasterizer: Generate shaders and upload uniforms. 2018-04-13 23:48:29 -04:00
bunnei
85d77a3d24 gl_shader_decompiler: Basic impl. for very simple vertex shaders.
- Tested with Puyo Puyo Tetris and Cave Story+
2018-04-13 23:48:28 -04:00
bunnei
51f37f5061 gl_shader_manager: Cleanup and consolidate uniform handling. 2018-04-13 23:48:28 -04:00
bunnei
35aca0bf1f maxwell_3d: Make memory_manager public. 2018-04-13 23:48:27 -04:00
bunnei
33bb53571b maxwell_3d: Fix shader_config decodings. 2018-04-13 23:48:26 -04:00
bunnei
5617831d5f gl_rasterizer: Use shader program manager, remove test shader. 2018-04-13 23:48:26 -04:00
bunnei
459826a705 renderer_opengl: Add gl_shader_manager class. 2018-04-13 23:48:25 -04:00
bunnei
8aa21a03b3 maxwell_to_gl: Add a few types, etc. 2018-04-13 23:48:24 -04:00
bunnei
10953495c1 gl_shader_gen: Add hashable setup/config structs. 2018-04-13 23:48:23 -04:00
bunnei
2fcbb35ad2 gl_shader_util: Add missing includes. 2018-04-13 23:48:23 -04:00
bunnei
da1114ca59 renderer_opengl: Use OGLProgram instead of OGLShader. 2018-04-13 23:48:21 -04:00
bunnei
4f2b2d0bc5 gl_shader_util: Grab latest upstream. 2018-04-13 23:48:21 -04:00
bunnei
dbfd106ba0 gl_resource_manager: Grab latest upstream. 2018-04-13 23:48:20 -04:00
bunnei
ed7e597b44 gl_shader_decompiler: Add skeleton code from Citra for shader analysis. 2018-04-13 23:48:20 -04:00
bunnei
4e7e0f8112 shader_bytecode: Add initial module for shader decoding. 2018-04-13 23:48:19 -04:00
James Rowe
0b855f1c21 Fix clang format issues 2018-04-06 22:00:48 -06:00
Subv
dcc27d6dc1 GPU: Assert when finding a texture with a format type other than UNORM. 2018-04-06 20:44:46 -06:00
Subv
b0ca330e14 GL: Set up the textures used for each draw call.
Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program.
This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
2018-04-06 20:44:46 -06:00
Subv
cb3183212d GL: Bind the textures to the shaders used for drawing. 2018-04-06 20:44:46 -06:00
Subv
65faeb9b2a GLCache: Specialize the MortonCopy function for the DXT1 texture format.
It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
2018-04-06 20:44:46 -06:00
Subv
b258403f0d GLCache: Implemented GetTextureSurface. 2018-04-06 20:44:45 -06:00
Subv
65ea52394b GLCache: Support uploading compressed textures to the GPU.
Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
2018-04-06 20:44:45 -06:00