Commit graph

2208 commits

Author SHA1 Message Date
Lioncash
6ea751d910 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
ee439fb0fc Merge pull request #3662 from ReinUsesLisp/constant-attrs
gl_rasterizer: Implement constant vertex attributes
2020-04-15 11:54:50 -04:00
Mat M
49ce503b37 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
650a97d635 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
f5a23c9bb3 Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit ff90ce2ed6.

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
501c92a17f 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
ab33a2bebc 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
855faaf4a0 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
9427ae1c54 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
127f1c2606 Merge pull request #3638 from ReinUsesLisp/remove-preserve-contents
texture_cache: Remove preserve_contents
2020-04-13 10:19:01 -04:00
Mat M
da605928d3 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
cbbaeeb630 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
ff90ce2ed6 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
aa15f5854c 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
1f1e80c67d 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
5ee9b93d2a 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
f00f6bbdb6 Memory: Address Feedback. 2020-04-08 13:40:46 -04:00
Fernando Sahmkow
02f2fa510d Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
6c9f7db8af Query Cache: Use VAddr instead of physical memory for adressing. 2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3728c7160f Buffer Cache: Use vAddr instead of physical memory. 2020-04-06 09:23:06 -04:00
Fernando Sahmkow
5b66d2bf74 Texture Cache: Use vAddr instead of physical memory for caching. 2020-04-06 09:23:05 -04:00
Fernando Sahmkow
5cc292ac3c GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
Fernando Sahmkow
3a6baefff4 Merge pull request #3513 from ReinUsesLisp/native-astc
video_core: Use native ASTC when available
2020-04-06 09:21:11 -04:00
Fernando Sahmkow
f6d6689b13 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
5e8119cf04 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
5bd5340d17 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
d66cae7bd5 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
c7472afb1d gl_texture_cache: Fix software ASTC fallback 2020-04-01 01:44:15 -03:00
ReinUsesLisp
abb4d942b0 video_core: Use native ASTC when available 2020-04-01 01:14:04 -03:00
ReinUsesLisp
d740491a9b gl_device: Detect if ASTC is reported and expose it 2020-04-01 01:14:04 -03:00
ReinUsesLisp
89f68281ff 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
00dde9cf72 Merge pull request #3506 from namkazt/patch-9
shader_decode: Implement partial ATOM/ATOMS instr
2020-03-31 00:56:28 -03:00
namkazy
39880b6fcb gl_decompiler: min/max op not implement yet 2020-03-30 18:48:22 +07:00
Nguyen Dac Nam
f3880c13fa gl_decompiler: add atomic op 2020-03-30 17:44:45 +07:00
James Rowe
c935a1a475 Address review and fix broken yuzu-tester build 2020-03-25 23:32:42 -06:00
ReinUsesLisp
6df25c4b2e gl_rasterizer: Update stencil test regardless of it being disabled 2020-03-26 01:08:14 -03:00
ReinUsesLisp
90b050f9f4 gl_rasterizer: Synchronize stencil testing on clears 2020-03-26 00:51:47 -03:00
bunnei
b769578c49 Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
James Rowe
b37d69e5e1 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
ReinUsesLisp
e800c76c4b gl_rasterizer: Use transformed viewport for depth ranges
Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
2020-03-22 03:26:07 -03:00
ReinUsesLisp
c332b80516 gl_shader_decompiler: Remove deprecated function and its usages 2020-03-18 20:03:19 -03:00
ReinUsesLisp
b5c3cf8e24 gl_rasterizer: Silence misc warnings 2020-03-18 20:03:19 -03:00
ReinUsesLisp
704373040f gl_shader_decompiler: Don't redeclare gl_VertexID and gl_InstanceID 2020-03-18 01:28:41 -03:00
Mat M
23ad5098af Merge pull request #3510 from FernandoS27/dirty-write
DirtyFlags: relax need to set render_targets as dirty
2020-03-17 17:29:22 -04:00
bunnei
f31280affc Merge pull request #3498 from ReinUsesLisp/texel-fetch-glsl
gl_shader_decompiler: Add layer component to texelFetch
2020-03-17 10:53:38 -04:00
ReinUsesLisp
36e48da114 renderer_opengl: Move some logic to an anonymous namespace 2020-03-16 04:03:34 -03:00
ReinUsesLisp
018df6f10f renderer_opengl: Detect Nvidia Nsight as a debugging tool
Use getenv to detect Nsight.
2020-03-16 03:59:08 -03:00
Rodrigo Locatti
3a6abba3ef Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
ReinUsesLisp
c71e618ddb gl_shader_decompiler: Implement legacy varyings
Legacy varyings are special attributes carried over in hardware from
the OpenGL 1 and OpenGL 2 days. These were generally used instead of the
generic attributes we use today. They are deprecated or removed from
most APIs, but Nvidia still ships them in hardware.

To implement these, this commit maps them 1:1 to OpenGL compatibility.
2020-03-15 21:03:59 -03:00
bunnei
6ae05a9a45 renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
2020-03-14 17:45:01 -04:00