ReinUsesLisp
0ad3c031f4
gl_rasterizer_cache: Move format conversion to its own file
2019-02-26 20:08:27 -03:00
bunnei
c07987dfab
Merge pull request #2118 from FernandoS27/ipa-improve
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shader_decompiler: Improve Accuracy of Attribute Interpolation.
2019-02-24 23:04:22 -05:00
bunnei
c4243c07cc
Merge pull request #2119 from FernandoS27/fix-copy
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rasterizer_cache_gl: Only do fast layered copy on the same format.
2019-02-24 23:03:52 -05:00
ReinUsesLisp
abef11a540
gl_rasterizer_cache: Fixup parameter order in layered swizzle
2019-02-23 23:27:30 -03:00
bunnei
9539c4203b
Merge pull request #2125 from ReinUsesLisp/fixup-glstate
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gl_state: Synchronize gl_state even when state is disabled
2019-02-20 21:47:46 -05:00
bunnei
4699fdca8f
Merge pull request #2127 from FearlessTobi/fix-screenshot-srgb
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renderer_opengl: respect the sRGB colorspace for the screenshot feature
2019-02-16 15:36:00 -05:00
James Rowe
99da6362c4
Merge pull request #2123 from lioncash/coretiming-global
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core_timing: De-globalize core_timing facilities
2019-02-15 19:52:11 -07:00
Lioncash
bd983414f6
core_timing: Convert core timing into a class
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Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
2019-02-15 21:50:25 -05:00
fearlessTobi
9a56b99fa4
renderer_opengl: respect the sRGB colorspace for the screenshot feature
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Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB.
This resulted in screenshot colors that looked off for some titles.
2019-02-15 21:27:29 +01:00
ReinUsesLisp
8dfc81239f
gl_state: Synchronize gl_state even when state is disabled
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There are some potential edge cases where gl_state may fail to track the
state if a related state changes while the toggle is disabled or it
didn't change. This addresses that.
2019-02-15 01:30:14 -03:00
bunnei
4327f430f1
Merge pull request #2112 from lioncash/shadowing
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gl_rasterizer_cache: Get rid of variable shadowing
2019-02-14 21:45:20 -05:00
bunnei
a8fc5d6edd
Merge pull request #2111 from ReinUsesLisp/fetch-fix
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gl_shader_decompiler: Re-implement TLDS lod
2019-02-14 21:42:34 -05:00
Fernando Sahmkow
10682ad7e0
shader_decompiler: Improve Accuracy of Attribute Interpolation.
2019-02-14 03:25:07 -04:00
Fernando Sahmkow
bb41683394
rasterizer_cache_gl: Only do fast layered copy on the same format. As
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glCopyImageSubData does not support different formats.
2019-02-13 16:55:00 -04:00
Lioncash
86b55cb6df
renderer_opengl: Remove reference to global system instance
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We already store a reference to the system instance that the renderer is
created with, so we don't need to refer to the system instance via
Core::System::GetInstance()
2019-02-12 19:33:22 -05:00
bunnei
8135f4bfce
Merge pull request #2110 from lioncash/namespace
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core_timing: Rename CoreTiming namespace to Core::Timing
2019-02-12 19:26:37 -05:00
Lioncash
054e39647c
gl_rasterizer_cache: Remove unnecessary newline
2019-02-12 16:56:19 -05:00
Lioncash
e25c464c02
gl_rasterizer_cache: Get rid of variable shadowing
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Avoids shadowing the members of the struct itself, which results in a
-Wshadow warning.
2019-02-12 16:46:39 -05:00
ReinUsesLisp
e60d4d70bc
gl_shader_decompiler: Re-implement TLDS lod
2019-02-12 17:03:07 -03:00
Lioncash
48d9d66dc5
core_timing: Rename CoreTiming namespace to Core::Timing
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Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
2019-02-12 12:42:17 -05:00
bunnei
27e5efd265
Merge pull request #2068 from ReinUsesLisp/shader-cleanup-textures
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shader_ir: Clean texture management code
2019-02-12 10:20:15 -05:00
bunnei
1d98027a0e
Merge pull request #1904 from bunnei/better-fermi-copy
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gl_rasterizer: Implement a more accurate fermi 2D copy.
2019-02-08 23:32:24 -05:00
Fernando Sahmkow
e543320129
Implement linear textures ( #2089 )
2019-02-08 18:28:01 -05:00
ReinUsesLisp
e36e7ae74e
gl_rasterizer_cache: Fixup texture view parameters
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These parameters were declared as constants and passed to glTextureView
but then they were removed on a rabase. This addresses that mistake.
2019-02-08 18:32:58 -03:00
ReinUsesLisp
889c646ac0
shader_ir: Remove F4 prefix to texture operations
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This was originally included because texture operations returned a vec4.
These operations now return a single float and the F4 prefix doesn't
mean anything.
2019-02-07 17:36:46 -03:00
ReinUsesLisp
d62b0a9e29
shader_ir: Clean texture management code
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Previous code relied on GLSL parameter order (something that's always
ill-formed on an IR design). This approach passes spatial coordiantes
through operation nodes and array and depth compare values in the the
texture metadata. It still contains an "extra" vector containing generic
nodes for bias and component index (for example) which is still a bit
ill-formed but it should be better than the previous approach.
2019-02-07 00:46:13 -03:00
bunnei
f09d1dffd1
Merge pull request #2083 from ReinUsesLisp/shader-ir-cbuf-tracking
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shader/track: Add a more permissive global memory tracking
2019-02-06 21:56:14 -05:00
bunnei
35e1118766
gl_rasterizer_cache: Mark surface copy destinations as modified.
2019-02-06 21:54:25 -05:00
bunnei
dd1aab5446
gl_rasterizer: Implement a more accurate fermi 2D copy.
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- This is a blit, use the blit registers.
2019-02-06 21:54:21 -05:00
Frederic L
d0ac624403
gl_shader_disk_cache: Check LZ4 size limit
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-02-06 22:23:41 -03:00
Frederic L
9f0b247cf6
gl_shader_disk_cache: Consider compressed size zero as an error
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-02-06 22:23:41 -03:00
ReinUsesLisp
e6a2245304
gl_shader_disk_cache: Use unordered containers
2019-02-06 22:23:41 -03:00
ReinUsesLisp
e147ed4fc0
gl_shader_cache: Fixup GLSL unique identifiers
2019-02-06 22:23:40 -03:00
ReinUsesLisp
eb73247433
gl_shader_cache: Link loading screen with disk shader cache load
2019-02-06 22:23:40 -03:00
ReinUsesLisp
df0f31f44e
gl_shader_cache: Set GL_PROGRAM_SEPARABLE to dumped shaders
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i965 (and probably all mesa drivers) require GL_PROGRAM_SEPARABLE when using
glProgramBinary. This is probably required by the standard but it's ignored by
permisive proprietary drivers.
2019-02-06 22:23:40 -03:00
ReinUsesLisp
7fefec585c
gl_shader_disk_cache: Pass core system as argument and guard against games without title ids
2019-02-06 22:23:40 -03:00
ReinUsesLisp
2bc6a699dc
gl_shader_disk_cache: Guard reads and writes against failure
2019-02-06 22:23:40 -03:00
ReinUsesLisp
750abcc23d
gl_shader_disk_cache: Address miscellaneous feedback
2019-02-06 22:23:40 -03:00
ReinUsesLisp
8ee3666a3c
gl_shader_disk_cache: Pass return values returning instead of by parameters
2019-02-06 22:23:40 -03:00
ReinUsesLisp
ed956569a4
gl_shader_disk_cache: Compress program binaries using LZ4
2019-02-06 22:23:39 -03:00
ReinUsesLisp
f087639e4a
gl_shader_disk_cache: Compress GLSL code using LZ4
2019-02-06 22:23:39 -03:00
ReinUsesLisp
cfb20c4c9d
gl_shader_disk_cache: Save GLSL and entries into the precompiled file
2019-02-06 22:23:39 -03:00
ReinUsesLisp
e78da8dc1f
settings: Hide shader cache behind a setting
2019-02-06 22:20:57 -03:00
ReinUsesLisp
be4641c43f
gl_shader_disk_cache: Invalidate shader cache changes with CMake hash
2019-02-06 22:20:57 -03:00
ReinUsesLisp
a3703f5767
gl_shader_cache: Refactor to support disk shader cache
2019-02-06 22:20:57 -03:00
ReinUsesLisp
4039086226
gl_shader_disk_cache: Add transferable cache invalidation
2019-02-06 22:20:57 -03:00
ReinUsesLisp
a1faed9950
gl_shader_disk_cache: Add precompiled load
2019-02-06 22:20:57 -03:00
ReinUsesLisp
57fb15d2a3
gl_shader_disk_cache: Add precompiled save
2019-02-06 22:20:57 -03:00
ReinUsesLisp
3435cd8d5e
gl_shader_disk_cache: Add transferable load
2019-02-06 22:20:57 -03:00
ReinUsesLisp
b1efceec89
gl_shader_disk_cache: Add transferable stores
2019-02-06 22:20:57 -03:00