Lioncash
68296d9474
gl_buffer_cache: Make constructor explicit
...
Implicit conversions during construction isn't desirable here.
2018-09-06 14:54:49 -04:00
Lioncash
8f4e09ba07
video_core/CMakeLists: Add missing gl_buffer_cache.h
...
Without this, the header file won't show up by default within IDEs such
as Visual Studio.
2018-09-06 14:49:51 -04:00
Markus Wick
a781042700
gl_shader_gen: Initialize position.
...
IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
2018-09-06 13:37:50 +02:00
bunnei
77554ac773
Merge pull request #1243 from degasus/VAO_cache
...
gl_rasterizer: Implement a VAO cache.
2018-09-05 22:50:52 -04:00
bunnei
6f09c5b128
Merge pull request #1244 from FernandoS27/ipa
...
shader_decompiler: Implemented IPA Properly (Stage 1)
2018-09-05 21:20:40 -04:00
FernandoS27
e63b229f4a
Implemented IPA Properly
2018-09-05 20:15:47 -04:00
Markus Wick
7f15306f78
gl_rasterizer: Skip TODO log.
...
This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.
Let's just stop printing this kind of redundant information.
2018-09-05 20:20:20 +02:00
Markus Wick
d3ad9469a1
gl_rasterizer: Implement a VAO cache.
...
This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
2018-09-05 18:46:35 +02:00
Markus Wick
50a806ea67
renderer_opengl: Implement a buffer cache.
...
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
2018-09-05 08:03:50 +02:00
Markus Wick
99a71580c4
gl_shader_cache: Use an u32 for the binding point cache.
...
The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
2018-09-04 21:04:41 +02:00
bunnei
9a07e9f805
Merge pull request #1237 from degasus/optimizations
...
Optimizations
2018-09-04 12:16:06 -04:00
bunnei
26e96d16d0
Merge pull request #1232 from lioncash/copy
...
gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
2018-09-04 11:52:25 -04:00
Markus Wick
2081ed7db2
command_processor: Use std::array for bound_engines.
...
subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
2018-09-04 14:10:05 +02:00
Markus Wick
10bc725944
Update microprofile scopes.
...
Blame the subsystems which deserve the blame :)
The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
2018-09-04 11:04:26 +02:00
Lioncash
18a89931a9
gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
...
Using the getter function intended for external code here makes an
unnecessary copy of the already-accessible used_shaders vector.
2018-09-02 13:10:11 -04:00
bunnei
325f3e0693
Merge pull request #1213 from DarkLordZach/octopath-fs
...
filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
2018-09-02 10:49:18 -04:00
bunnei
89be49d2f3
Merge pull request #1215 from ogniK5377/texs-nodep-assert
...
Added assert for TEXS nodep
2018-09-02 10:48:27 -04:00
bunnei
177c45e97d
Merge pull request #1214 from ogniK5377/ipa-assert
...
Added better asserts to IPA, Renamed IPA modes to match mesa
2018-09-02 10:44:43 -04:00
bunnei
9c206fe94d
Merge pull request #1216 from ogniK5377/ffma-assert
...
Added FFMA asserts and missing fields
2018-09-02 10:44:13 -04:00
David Marcec
60754b4728
Removed saturate assert
...
Unneeded as we already implement it
2018-09-01 19:33:32 +10:00
David Marcec
2edab4e840
Removed saturate assert
...
Saturate already implemented
2018-09-01 19:29:20 +10:00
David Marcec
2bc6abb9a1
Changed tab5980_0 default from 0 -> 1
2018-09-01 19:15:03 +10:00
David Marcec
6f8ed9508d
Added FMUL asserts
2018-09-01 19:05:10 +10:00
David Marcec
b89fc407d7
Added FFMA asserts
2018-09-01 18:45:14 +10:00
David Marcec
948bc87a59
Added assert for TEXS nodep
2018-09-01 17:00:01 +10:00
David Marcec
ad3dca7e62
Added better asserts to IPA, Renamed IPA modes to match mesa
...
IpaMode is changed to IpaInterpMode
IpaMode is suppose to be 2 bits not 3
Added IpaSampleMode
Added Saturate
Renamed modes based on
d27c791891/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp (L2530)
2018-09-01 16:34:27 +10:00
Zach Hilman
f32e28c7b8
maxwell_3d: Use CoreTiming for query timestamp
2018-08-31 23:25:18 -04:00
Lioncash
4a587b81b2
core/core: Replace includes with forward declarations where applicable
...
The follow-up to e2457418da
, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
2018-08-31 16:30:14 -04:00
bunnei
7f7eb29323
gl_rasterizer_cache: Use accurate framebuffer setting for accurate copies.
2018-08-31 13:07:28 -04:00
bunnei
123c065086
gl_rasterizer_cache: Also use reserve cache for RecreateSurface.
2018-08-31 13:07:28 -04:00
bunnei
9bc71fcc5f
rasterizer_cache: Use boost::interval_map for a more accurate cache.
2018-08-31 13:07:28 -04:00
bunnei
d647d9550c
gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.
2018-08-31 13:07:27 -04:00
bunnei
16d65182f9
gl_rasterizer: Fix issues with the rasterizer cache.
...
- Use a single cached page map.
- Fix calculation of ending page.
2018-08-31 13:07:27 -04:00
greggameplayer
06578e89b2
Implement BC6H_UF16 & BC6H_SF16 ( #1092 )
...
* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
2018-08-31 12:11:19 -04:00
bunnei
f08d24e9c0
Merge pull request #1204 from lioncash/pimpl
...
core: Make the main System class use the PImpl idiom
2018-08-31 11:31:20 -04:00
bunnei
6683bf50b5
Merge pull request #1207 from degasus/hotfix
...
Report correct shader size.
2018-08-31 11:21:15 -04:00
Lioncash
e2457418da
core: Make the main System class use the PImpl idiom
...
core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
2018-08-31 07:16:57 -04:00
Markus Wick
5be8b7a362
Report correct shader size.
...
Seems like this was an oversee in regards to 1fd979f50a
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
2018-08-31 09:56:37 +02:00
Hexagon12
d626bc8c62
Added predicate comparison GreaterEqualWithNan
2018-08-31 10:40:18 +03:00
Laku
915ab81ec2
gl_shader_decompiler: Implement POPC ( #1203 )
...
* Implement POPC
* implement invert
2018-08-30 21:32:58 -04:00
bunnei
d6accf96ff
Merge pull request #1200 from bunnei/improve-ipa
...
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-30 10:31:26 -04:00
tech4me
a6dd577d02
Shaders: Implemented IADD3
2018-08-29 13:44:41 -04:00
bunnei
b1ccd88434
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-29 00:37:29 -04:00
bunnei
4d7e1662c8
Merge pull request #1193 from lioncash/priv
...
gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
bunnei
eb4f2d5596
Merge pull request #1192 from lioncash/unused
...
gl_rasterizer: Remove unused variables
2018-08-28 12:28:13 -04:00
Lioncash
2e7dc4cac9
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
...
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
2018-08-28 11:20:41 -04:00
Lioncash
45fb74d262
gpu: Make memory_manager private
...
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash
6771a18c6c
gl_rasterizer: Remove unused variables
2018-08-28 10:46:29 -04:00
bunnei
b55d8111e6
renderer_opengl: Implement a new shader cache.
2018-08-27 18:26:46 -04:00
bunnei
a0e1566dc5
gl_rasterizer_cache: Update to use RasterizerCache base class.
2018-08-27 18:26:46 -04:00
bunnei
382852418b
video_core: Add RasterizerCache class for common cache management code.
2018-08-27 18:26:45 -04:00
bunnei
2f5ed3877c
Merge pull request #1169 from Lakumakkara/sel
...
shader_bytecode: fix SEL_IMM bitstring
2018-08-27 18:24:57 -04:00
bunnei
f96ded9815
Merge pull request #1174 from lioncash/debug
...
debug_utils: Minor individual interface changes
2018-08-27 15:44:29 -04:00
bunnei
be2f1eabd7
Merge pull request #1173 from lioncash/batch
...
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
2018-08-25 10:59:54 -04:00
bunnei
23b86fd3ea
Merge pull request #1167 from lioncash/assert
...
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
2018-08-25 10:50:59 -04:00
Lioncash
c65713832c
debug_utils: Remove unused includes
...
Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
2018-08-24 20:49:14 -04:00
Lioncash
1e6a209649
debug_utils: Make BreakpointObserver class' constructor explicit
...
Avoids implicit conversions.
2018-08-24 20:49:14 -04:00
Lioncash
b6425c0511
debug_utils: Initialize active_breakpoint member of DebugContext
...
Ensures that all class members are initialized.
2018-08-24 20:15:50 -04:00
Lioncash
20800f2df7
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
...
The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
2018-08-24 19:58:05 -04:00
Laku
36093a3e4d
fix SEL_IMM bitstring
2018-08-24 07:18:12 +03:00
Lioncash
8fd9eb71b4
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
...
Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
tech4me
ba2972bc64
Shaders: Added decodings for IADD3 instructions
2018-08-23 15:46:59 -04:00
bunnei
0dce6d7008
Merge pull request #1160 from bunnei/surface-reserve
...
gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei
d65f079cc1
gl_rasterizer_cache: Blit when possible on RecreateSurface.
2018-08-23 11:27:01 -04:00
bunnei
fee8bdd90c
gl_rasterizer_cache: Reserve surfaces that have already been created for later use.
2018-08-23 11:27:01 -04:00
bunnei
fde2017a3f
gl_rasterizer_cache: Remove assert for RecreateSurface type.
2018-08-23 11:27:00 -04:00
bunnei
ebf5768340
gl_rasterizer_cache: Implement compressed texture copies.
2018-08-23 11:27:00 -04:00
bunnei
a4ac3bed6c
gl_rasterizer: Implement stencil test.
...
- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei
da3da6be90
gl_rasterizer: Implement partial color clear and stencil clear.
2018-08-23 11:08:48 -04:00
bunnei
2a472ff54d
maxwell_3d: Update to include additional stencil registers.
2018-08-23 11:08:47 -04:00
bunnei
c4ed0b16b1
gl_state: Update to handle stencil front/back face separately.
2018-08-23 11:08:46 -04:00
bunnei
c7f2fb2151
Merge pull request #1157 from lioncash/vec
...
gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei
232b0d9d2a
Merge pull request #1156 from Lakumakkara/lop3
...
gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash
12ba80a86c
gl_shader_gen: Make ShaderSetup's constructor explicit
...
Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash
1fd979f50a
gl_shader_gen: Use a std::vector to represent program code instead of std::array
...
While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku
b2ca8089ce
more fixes
2018-08-23 00:01:40 +03:00
Laku
e70a3c5a5d
fixes
2018-08-22 21:33:32 +03:00
Lioncash
dd35b4b18a
renderer_opengl: Namespace OpenGL code
...
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku
4877e6c2f6
remove debug logging
2018-08-22 11:45:28 +03:00
Laku
8e8326595f
implement lop3
2018-08-22 10:09:44 +03:00
bunnei
cea627b0fc
Merge pull request #840 from FearlessTobi/port-3353
...
Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
2018-08-22 01:19:50 -04:00
bunnei
5abf71fe65
Merge pull request #1154 from OatmealDome/topology-lines
...
maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei
125d7122ac
Merge pull request #1124 from Subv/logic_ops
...
GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome
ad1220e1b3
maxwell_to_gl: Implement PrimitiveTopology::Lines
...
Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei
d63b1d21f1
Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
...
- This reverts commit 3ef4b3d4b4
.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
Lioncash
a0e2bd85a5
shader_bytecode: Parenthesize conditional expression within GetTextureType()
...
Resolves a -Wlogical-op-parentheses warning.
2018-08-21 15:08:35 -04:00
bunnei
bf89a99839
Merge pull request #1123 from lioncash/screen
...
rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei
b0f7713fce
Merge pull request #1132 from Subv/gl_FragDepth
...
Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei
8c9abe1d41
Merge pull request #1134 from lioncash/log
...
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei
ca58929eb0
Merge pull request #1121 from Subv/tex_reinterpret
...
Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash
523e4be02c
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
...
LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei
fde3b1b6f2
Merge pull request #1133 from lioncash/guard
...
gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash
93a4097e9d
gl_stream_buffer: Add missing header guard
...
Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv
e3bddf8137
Shaders: Implement depth writing in fragment shaders.
...
We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei
e33452f7e8
Merge pull request #1131 from bunnei/impl-tex3d-texcube
...
gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00
bunnei
5aaee2ff8d
Merge pull request #1106 from Subv/multiple_rendertargets
...
Shaders: Write all the enabled color outputs when a fragment shader exits.
2018-08-20 21:56:06 -04:00
bunnei
2ae88feea7
shader_bytecode: Replace some UNIMPLEMENTED logs.
2018-08-20 21:53:49 -04:00
bunnei
16db8b9d9f
gl_shader_decompiler: Implement Texture3D for TEXS.
2018-08-20 21:53:18 -04:00
bunnei
948002635f
gl_shader_decompiler: Implement TextureCube for TEX.
2018-08-20 21:53:00 -04:00
Subv
eac3cf301c
Shaders: Fixed the coords in TEX with Texture2D.
...
The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
2018-08-20 20:45:46 -05:00