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2219 commits

Author SHA1 Message Date
Markus Wick
07fbef1776 video_code: Fix implicit switch fallthrough.
Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00
Rodrigo Locatti
990c0b184f
Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL" 2020-04-17 17:41:48 -03:00
bunnei
ca3af2961c
Merge pull request #3682 from lioncash/uam
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-17 01:24:08 -04:00
bunnei
79c1269f0f
Merge pull request #3673 from lioncash/extra
CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
Fernando Sahmkow
c81f256111
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp
090fd3fefa buffer_cache: Return handles instead of pointer to handles
The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.

This problem can be solved in the future with sparse buffers.
2020-04-16 02:33:34 -03:00
Lioncash
3a60f19eaf gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
Avoids potential invalid junk data from being read.
2020-04-15 22:20:06 -04:00
Lioncash
71fb156611 gl_device: Mark stage_swizzle as constexpr
Previously this was mutable even though it shouldn't be.
2020-04-15 21:59:13 -04:00
Lioncash
1c340c6efa CMakeLists: Specify -Wextra on linux builds
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.

We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).

While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00
Fernando Sahmkow
e33196d4e7
Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
Lioncash
213fff67bc CMakeLists: Make -Wreorder a compile-time error
This can result in silent logic bugs within code, and given the amount
of times these kind of warnings are caused, they should be flagged at
compile-time so no new code is submitted with them.
2020-04-15 14:14:41 -04:00
Mat M
64b5985f0a
Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Mat M
ab72696beb
Merge pull request #3656 from ReinUsesLisp/glsl-full-decompile
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15 03:17:46 -04:00
Mat M
4878d6bb49
Merge pull request #3654 from ReinUsesLisp/fix-fb-attach
gl_texture_cache: Fix layered texture attachment base level
2020-04-15 03:17:18 -04:00
ReinUsesLisp
fd6371eba7 Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit 05cf270836.

Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
2020-04-14 21:24:33 -03:00
ReinUsesLisp
6dfcabc800 gl_rasterizer: Implement constant vertex attributes
Credits go to gdkchan from Ryujinx for finding constant attributes are
used in retail games.
2020-04-14 17:58:53 -03:00
ReinUsesLisp
453d7419d9 gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
From my testing on a Splatoon 2 shader that takes 3800ms on average to
compile changing to FullDecompile reduces it to 900ms on average.

The shader decoder will automatically fallback to a more naive method if
it can't use full decompile.
2020-04-14 01:34:20 -03:00
ReinUsesLisp
21dc842171 gl_texture_cache: Fix layered texture attachment base level
The base level is already included in the texture view. If we specify
the base level in the texture again, this will end up in the incorrect
level and potentially out of bounds.
2020-04-13 18:24:56 -03:00
Mat M
fbf13d3f48
Merge pull request #3651 from ReinUsesLisp/line-widths
gl_rasterizer: Implement line widths and smooth lines
2020-04-13 10:19:59 -04:00
Mat M
08266d70ba
Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
3351e1e94f
Merge pull request #3627 from ReinUsesLisp/layered-view
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13 10:16:18 -04:00
ReinUsesLisp
76615b9f34 gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as
smooth lines and line width.
2020-04-13 01:30:34 -03:00
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
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
94b0e2e5da texture_cache: Remove preserve_contents
preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.

This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
6c8f9f40d7 gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
2020-04-08 22:20:25 -03:00
Fernando Sahmkow
913f42a3a7 Memory: Address Feedback. 2020-04-08 13:40:46 -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
ReinUsesLisp
3185245845 shader/memory: Implement RED.E.ADD
Implements a reduction operation. It's an atomic operation that doesn't
return a value.

This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
2020-04-06 02:24:47 -03:00
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
Rodrigo Locatti
825a6e2615
Merge pull request #3552 from jroweboy/single-context
Refactor Context management (Fixes renderdoc on opengl issues)
2020-04-02 01:38:25 -03:00
ReinUsesLisp
2339fe199f shader_decompiler: Remove FragCoord.w hack and change IPA implementation
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082

yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.

While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).

https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
ReinUsesLisp
dd1232755b gl_texture_cache: Fix software ASTC fallback 2020-04-01 01:44:15 -03:00
ReinUsesLisp
b6571ca9f0 video_core: Use native ASTC when available 2020-04-01 01:14:04 -03:00
ReinUsesLisp
16270dcfe4 gl_device: Detect if ASTC is reported and expose it 2020-04-01 01:14:04 -03:00
ReinUsesLisp
1c5e2b60a7 gl_rasterizer: Mark cleared textures as dirty
Fixes a potential edge case where cleared textures read from the CPU
were not flushed.
2020-03-31 05:51:56 -03:00
Rodrigo Locatti
c19425ed69
Merge pull request #3506 from namkazt/patch-9
shader_decode: Implement partial ATOM/ATOMS instr
2020-03-31 00:56:28 -03:00
namkazy
c2665ec9c2 gl_decompiler: min/max op not implement yet 2020-03-30 18:48:22 +07:00
Nguyen Dac Nam
552f0ff267 gl_decompiler: add atomic op 2020-03-30 17:44:45 +07:00
James Rowe
cf9c94d401 Address review and fix broken yuzu-tester build 2020-03-25 23:32:42 -06:00
ReinUsesLisp
7617e88fb2 gl_rasterizer: Update stencil test regardless of it being disabled 2020-03-26 01:08:14 -03:00
ReinUsesLisp
c310cef615 gl_rasterizer: Synchronize stencil testing on clears 2020-03-26 00:51:47 -03:00
bunnei
e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
James Rowe
282adfc70b Frontend/GPU: Refactor context management
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).

This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.

Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc

Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
2020-03-24 21:03:42 -06:00