Mat M
d37d899431
Merge pull request #3646 from ReinUsesLisp/fix-glsl-turing
...
gl_shader_decompiler: Improve generated code in HMergeH*
2020-04-13 10:15:12 -04:00
Mat M
47036859eb
Merge pull request #3633 from ReinUsesLisp/clean-texdec
...
shader/texture: Remove type mismatches management from shader decoder
2020-04-13 10:13:05 -04:00
ReinUsesLisp
05cf270836
gl_shader_decompiler: Implement merges with bitfieldInsert
...
This also fixes Turing issues but it avoids doing more bitcasts. This
should improve the generated code while also avoiding more points where
compilers can flush floats.
2020-04-12 22:39:59 -03:00
Fernando Sahmkow
3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
...
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp
75eb953575
gl_shader_decompiler: Improve generated code in HMergeH*
...
Avoiding bitwise expressions, this fixes Turing issues in shaders using
half float merges that affected several games.
2020-04-12 05:06:55 -03:00
ReinUsesLisp
76f178ba6e
shader/video: Partially implement VMNMX
...
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
2020-04-12 00:34:42 -03:00
ReinUsesLisp
a7baf6fee4
video_core: Add MSAA registers in 3D engine and TIC
...
This adds the registers used for multisampling. It doesn't implement
anything for now.
2020-04-12 00:21:27 -03:00
bunnei
51c6688e21
Merge pull request #3594 from ReinUsesLisp/vk-instance
...
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
2020-04-10 20:06:55 -04:00
ReinUsesLisp
a87b16da9a
shader/texture: Remove type mismatches management from shader decoder
...
Since commit e22816a5bb
we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
2020-04-10 00:57:32 -03:00
Fernando Sahmkow
7182ef31c9
Merge pull request #3622 from ReinUsesLisp/srgb-texture-border
...
video_core/texture: Use a LUT to convert sRGB texture borders
2020-04-09 18:01:48 -04:00
Rodrigo Locatti
36f607217f
Merge pull request #3610 from FernandoS27/gpu-caches
...
Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
bunnei
b96fd0bd0e
Merge pull request #3601 from ReinUsesLisp/some-shader-encodings
...
video_core/shader: Add some instruction and S2R encodings
2020-04-09 00:17:39 -04:00
Fernando Sahmkow
7cd6daf115
VkRasterizer: Eliminate Legacy code.
2020-04-08 18:59:09 -04:00
Fernando Sahmkow
1c18dc6577
Memory: Correct GCC errors.
2020-04-08 18:09:16 -04:00
Fernando Sahmkow
913f42a3a7
Memory: Address Feedback.
2020-04-08 13:40:46 -04:00
Fernando Sahmkow
e00d992848
GPUMemoryManager: Improve safety of memory reads.
2020-04-08 12:08:06 -04:00
ReinUsesLisp
a209d464f9
video_core/textures: Move GetMaxAnisotropy to cpp file
2020-04-07 20:47:31 -03:00
ReinUsesLisp
d7db088180
video_core/texture: Use a LUT to convert sRGB texture borders
...
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62
that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)
Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.
This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.
While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
bunnei
f316911248
Merge pull request #3599 from ReinUsesLisp/revert-3499
...
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
ReinUsesLisp
bf1d66b7c0
yuzu: Drop SDL2 and Qt frontend Vulkan requirements
...
Create Vulkan instances and surfaces from the Vulkan backend.
2020-04-07 16:32:19 -03:00
Rodrigo Locatti
487f9ba525
Merge pull request #3489 from namkazt/patch-2
...
shader: implement SULD.D bits32/64
2020-04-07 16:21:09 -03:00
Nguyen Dac Nam
935648ffa9
address nit.
2020-04-07 18:29:30 +07:00
ReinUsesLisp
bc1b4b85b0
renderer_vulkan: Query device names from the backend
2020-04-07 02:23:23 -03:00
Nguyen Dac Nam
bf1174c114
Apply suggestions from code review
...
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-04-07 07:55:49 +07:00
Fernando Sahmkow
f9d5718c4b
Clang Format.
2020-04-06 09:23:08 -04:00
Fernando Sahmkow
ea535d9470
Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3dd5c07454
Query Cache: Use VAddr instead of physical memory for adressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
7fcd0fee6d
Buffer Cache: Use vAddr instead of physical memory.
2020-04-06 09:23:06 -04:00
Fernando Sahmkow
6ee316cb8f
Texture Cache: Use vAddr instead of physical memory for caching.
2020-04-06 09:23:05 -04:00
Fernando Sahmkow
9c0f40a1f5
GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr
2020-04-06 09:21:46 -04:00
Fernando Sahmkow
588a20be3f
Merge pull request #3513 from ReinUsesLisp/native-astc
...
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
namkazy
2c98e14d13
shader_decode: SULD.D using std::pair instead of out parameter
2020-04-06 13:46:55 +07:00
namkazy
9efa51311f
shader_decode: SULD.D avoid duplicate code block.
2020-04-06 13:34:06 +07:00
namkazy
7f5696513f
shader_decode: SULD.D fix conversion error.
2020-04-06 13:26:58 +07:00
namkazy
2906372ba1
shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.
2020-04-06 13:09:19 +07:00
Fernando Sahmkow
69277de29d
Merge pull request #3592 from ReinUsesLisp/ipa
...
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
2020-04-05 19:29:40 -04:00
Fernando Sahmkow
1633fbf99a
Merge pull request #3589 from ReinUsesLisp/fix-clears
...
gl_rasterizer: Mark cleared textures as dirty
2020-04-05 19:29:26 -04:00
namkazy
730f9b55b3
silent warning (conversion error)
2020-04-05 16:02:07 +07:00
namkazy
9f6ebccf06
shader_decode: SULD.D -> SINT actually same as UNORM.
2020-04-05 15:18:42 +07:00
namkazy
6f2b7087c2
shader_decode: SULD.D fix decode SNORM component
2020-04-05 14:46:43 +07:00
namkazy
69657ff19c
clang-format
2020-04-05 12:57:50 +07:00
namkazy
24cc64c5b3
shader_decode: get sampler descriptor from registry.
2020-04-05 12:54:48 +07:00
namkazy
acd3f0ab37
tweaking.
2020-04-05 10:31:32 +07:00
Nguyen Dac Nam
8370188b3c
clang-format
2020-04-05 10:31:31 +07:00
namkazy
3e3afa9be6
cleanup unuse params
2020-04-05 10:31:31 +07:00
namkazy
5cd5857000
cleanup debug code.
2020-04-05 10:31:30 +07:00
namkazy
658112783d
reimplement get component type, uncomment mistaken code
2020-04-05 10:31:30 +07:00
namkazy
3ad06e9b2b
remove disable optimize
2020-04-05 10:31:30 +07:00
namkazy
f24c2e1103
[wip] reimplement SULD.D
2020-04-05 10:31:29 +07:00
namkazy
58bcb86af5
add shader stage when init shader ir
2020-04-05 10:31:29 +07:00