Fernando Sahmkow
8d0e3c5422
Tests: Add tests for fibers and refactor/fix Fiber class
2020-06-18 16:29:15 -04:00
Fernando Sahmkow
bc266a9d98
Common: Implement a basic Fiber class.
2020-06-18 16:29:14 -04:00
Fernando Sahmkow
13ed9438fb
Common: Implement a basic SpinLock class
2020-06-18 16:29:13 -04:00
ReinUsesLisp
778043a44c
arm_dynarmic_32: Fix implicit conversion error in SetTPIDR_EL0
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On MSVC builds we treat conversion warnings as errors.
2020-06-18 16:52:15 -03:00
Rodrigo Locatti
edb2114bac
Merge pull request #4092 from Morph1984/image-bindings
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gl_device: Reserve 4 image bindings for fragment stage
2020-06-18 04:59:48 -03:00
MerryMage
52bcfac116
arm_dynarmic_cp15: Implement CNTPCT
2020-06-17 17:10:24 +01:00
MerryMage
109df7705f
arm_dynarmic_cp15: Update CP15
2020-06-17 17:10:24 +01:00
MerryMage
32a127faaa
arm_dynarmic_32: InterpreterFallback should never happen
2020-06-17 17:10:24 +01:00
bunnei
a8ac99b619
Merge pull request #4086 from MerryMage/abi
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xbyak_abi: Cleanup
2020-06-17 11:20:52 -04:00
bunnei
b660ef6c8a
Merge pull request #4089 from MerryMage/macrojit-cleanup-1
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macro_jit_x64: Cleanup
2020-06-16 23:44:48 -04:00
bunnei
798ec003ce
Merge pull request #4041 from ReinUsesLisp/arb-decomp
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gl_arb_decompiler: Implement an assembly shader decompiler
2020-06-16 14:56:23 -04:00
bunnei
f22d02083c
Merge pull request #3966 from Morph1984/hide-internal-resolution-ui
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yuzu/frontend: Remove internal resolution option
2020-06-16 14:12:17 -04:00
Morph
e2f5d16540
gl_device: Reserve at least 4 image bindings for fragment stage
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Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series).
No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs.
This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
2020-06-16 03:03:07 -04:00
Rodrigo Locatti
0bd9bc7201
Merge pull request #4066 from ReinUsesLisp/shared-ptr-buf
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buffer_cache: Avoid passing references of shared pointers and misc style changes
2020-06-15 22:29:32 -03:00
MerryMage
cf0aad7d6a
macro_jit_x64: Remove NEXT_PARAMETER
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Not required, as PARAMETERS can just be incremented directly.
2020-06-15 21:19:38 +01:00
MerryMage
1799f4e774
macro_jit_x64: Remove unused function Compile_WriteCarry
2020-06-15 21:19:38 +01:00
MerryMage
c09a9e5cc7
macro_jit_x64: Select better registers
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All registers are now callee-save registers.
RBX and RBP selected for STATE and RESULT because these are most commonly accessed; this is to avoid the REX prefix.
RBP not used for STATE because there are some SIB restrictions, RBX emits smaller code.
2020-06-15 21:19:38 +01:00
MerryMage
79aa7b3ace
macro_jit_x64: Remove REGISTERS
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Unnecessary since this is just an offset from STATE.
2020-06-15 21:00:59 +01:00
MerryMage
35db6e1c68
macro_jit_x64: Remove JITState::parameters
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This can be passed in as an argument instead.
2020-06-15 20:55:02 +01:00
MerryMage
389549b80d
macro_jit_x64: Remove METHOD_ADDRESS_64
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Unnecessary variable.
2020-06-15 20:51:33 +01:00
MerryMage
a6a43a5ae0
macro_jit_x64: Remove RESULT_64
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This Reg64 codepath has the exact same behaviour as the Reg32 one.
2020-06-15 20:35:08 +01:00
MerryMage
7c6203dc5e
xbyak_abi: Prefer returning a struct to using out parameters in ABI_CalculateFrameSize
2020-06-15 19:07:11 +01:00
MerryMage
36362e9695
xbyak_abi: Register indexes should be unsigned
2020-06-15 19:07:11 +01:00
MerryMage
d563017dfe
xbyak_abi: Remove *GPS variants of stack manipulation functions
2020-06-15 18:59:54 +01:00
MerryMage
4417770ba9
xbyak_abi: Fix ABI_PushRegistersAndAdjustStack
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Pushing GPRs twice.
2020-06-15 18:59:01 +01:00
ReinUsesLisp
6e5d8aac4d
video_core/macro_jit_x64: Remove initializer in member variable
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Fix build time issues on gcc. Confirmed through asan that avoiding this
initialization is safe.
2020-06-15 05:17:55 -03:00
bunnei
55ebf68636
Merge pull request #4070 from ogniK5377/GetTPCMasks-fix
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nvdrv: Fix GetTPCMasks for ioctl3
2020-06-14 20:12:45 -04:00
bunnei
89d11f2268
Merge pull request #4069 from ogniK5377/total-phys-mem
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kernel: Account for system resource size for memory usage
2020-06-14 00:44:34 -04:00
bunnei
92021a344c
Merge pull request #4064 from ReinUsesLisp/invalidate-buffers
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gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation
2020-06-14 00:29:16 -04:00
bunnei
c2ea1e1bcb
Merge pull request #4049 from ReinUsesLisp/separate-samplers
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shader/texture: Join separate image and sampler pairs offline
2020-06-13 13:48:27 -04:00
bunnei
5633887569
Merge pull request #3986 from ReinUsesLisp/shader-cache
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shader_cache: Implement a generic runtime shader cache
2020-06-12 23:14:48 -04:00
bunnei
e1911e5c8b
Merge pull request #4010 from ogniK5377/reserve-always-break
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kernel: ResourceLimit::Reserve remove useless while loop
2020-06-12 22:30:19 -04:00
ReinUsesLisp
87011a97f9
gl_arb_decompiler: Implement FSwizzleAdd
2020-06-11 22:12:07 -03:00
ReinUsesLisp
a63a0daa5e
gl_arb_decompiler: Implement an assembly shader decompiler
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Emit code compatible with NV_gpu_program5.
This should emit code compatible with Fermi, but it wasn't tested on
that architecture. Pascal has some issues not present on Turing GPUs.
2020-06-11 22:12:07 -03:00
ReinUsesLisp
d89888389d
yuzu/configuration: Show assembly shaders check box
2020-06-10 19:04:53 -03:00
David Marcec
b15cbf9bcf
nvdrv: Fix GetTPCMasks for ioctl3
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Fixes animal crossing svcBreak on launch
2020-06-10 18:36:42 +10:00
David Marcec
74ff1db758
kernel: Account for system resource size for memory usage
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GetTotalPhysicalMemoryAvailableWithoutSystemResource & GetTotalPhysicalMemoryUsedWithoutSystemResource seem to subtract the resource size from the usage.
2020-06-10 14:49:00 +10:00
bunnei
83e3b77ed7
Merge pull request #4027 from ReinUsesLisp/3d-slices
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texture_cache: Implement rendering to 3D textures
2020-06-09 21:52:15 -04:00
ReinUsesLisp
6508cdd003
buffer_cache: Avoid passing references of shared pointers and misc style changes
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Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.
While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
2020-06-09 18:30:49 -03:00
ReinUsesLisp
7646f2c21d
gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation
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Vertex buffers bindings become invalid after the stream buffer is
invalidated. We were originally doing this, but it got lost at some
point.
- Fixes Animal Crossing: New Horizons, but it affects everything.
2020-06-08 20:24:16 -03:00
ReinUsesLisp
6e122f0b2c
buffer_cache: Return stream buffer invalidation in Map instead of Unmap
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We have to invalidate whatever cache is being used before uploading the
data, hence it makes more sense to return this on Map instead of Unmap.
2020-06-08 20:22:31 -03:00
bunnei
3626254f48
Merge pull request #4040 from ReinUsesLisp/nv-transform-feedback
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gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
2020-06-08 16:18:33 -04:00
bunnei
98d2461529
Merge pull request #4052 from ReinUsesLisp/debug-output
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renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
2020-06-08 10:16:41 -04:00
ReinUsesLisp
bd43c05470
texture_cache: Port original code management for 2D vs 3D textures
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Handle blits to images as 2D, even when they have block depth.
- Fixes rendering issues on Luigi's Mansion 3
2020-06-08 05:02:22 -03:00
ReinUsesLisp
c99f5d405b
texture_cache: Simplify blit code
2020-06-08 05:01:44 -03:00
ReinUsesLisp
3c2ae53b4c
texture_cache: Handle 3D texture blits with one layer
2020-06-08 05:01:00 -03:00
ReinUsesLisp
c95c254f3e
texture_cache: Implement rendering to 3D textures
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This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.
This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).
- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
2020-06-08 05:01:00 -03:00
Rodrigo Locatti
2293e8a11a
Merge pull request #4034 from ReinUsesLisp/storage-texels
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vk_rasterizer: Implement storage texels and atomic image operations
2020-06-07 18:43:24 -03:00
ReinUsesLisp
abcea1bb18
rasterizer_cache: Remove files and includes
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The rasterizer cache is no longer used. Each cache has its own generic
implementation optimized for the cached data.
2020-06-07 04:32:57 -03:00
ReinUsesLisp
678f95e4f8
vk_pipeline_cache: Use generic shader cache
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Trivial port the generic shader cache to Vulkan.
2020-06-07 04:32:57 -03:00