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2019-12-22maxwell_to_gl: Implement missing primitive topologiesReinUsesLisp
Many of these topologies are exclusively available in OpenGL.
2019-12-22Merge pull request #3238 from ReinUsesLisp/vk-resource-managerbunnei
vk_resource_manager: Catch device losses and other changes
2019-12-22Merge pull request #3203 from FernandoS27/tex-cache-fixesbunnei
Texture Cache: Add HLE methods for building 3D textures
2019-12-22Merge pull request #3237 from ReinUsesLisp/vk-shader-decompilerFernando Sahmkow
vk_shader_decompiler: Misc changes
2019-12-22Texture Cache: Improve documentationFernando Sahmkow
2019-12-22Texture Cache: Address FeedbackFernando Sahmkow
2019-12-22Texture Cache: Add HLE methods for building 3D textures within the GPU in ↵Fernando Sahmkow
certain scenarios. This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
2019-12-22Merge pull request #3230 from ReinUsesLisp/vk-emu-shadersFernando Sahmkow
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22Merge pull request #3240 from ReinUsesLisp/decomp-cond-codeFernando Sahmkow
vk_shader_decompiler: Use Visit instead of reimplementing it
2019-12-21Merge pull request #3235 from ReinUsesLisp/ldg-u8bunnei
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-20vk_shader_decompiler: Use Visit instead of reimplementing itReinUsesLisp
ExprCondCode visit implements the generic Visit. Use this instead of that one. As an intended side effect this fixes unwritten memory usages in cases when a negation of a condition code is used.
2019-12-19Merge pull request #3234 from ReinUsesLisp/i2f-u8-selectorbunnei
shader/conversion: Implement byte selector in I2F
2019-12-19Merge pull request #3233 from ReinUsesLisp/mismatch-sizesbunnei
shader/texture: Properly shrink unused entries in size mismatches
2019-12-19vk_resource_manager: Add entry to VKFence to test its usageReinUsesLisp
2019-12-19vk_reosurce_manager: Add assert for releasing fencesReinUsesLisp
Notify the programmer when a request to release a fence is invalid because the fence is already free.
2019-12-19vk_resource_manager: Implement VKFenceWatch move constructorReinUsesLisp
This allows us to put VKFenceWatch inside a std::vector without storing it in heap. On move we have to signal the fences where the new protected resource is, adding some overhead.
2019-12-19vk_device: Add entry to catch device lossesReinUsesLisp
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan queue and then query it even after a device loss. This allows us to push the current pipeline object and see what was the call that killed the device.
2019-12-19vk_shader_decompiler: Fix full decompilationReinUsesLisp
When full decompilation was enabled, labels were not being inserted and instructions were misused. Fix these bugs.
2019-12-19vk_shader_decompiler: Skip NDC correction when it is nativeReinUsesLisp
Avoid changing gl_Position when the NDC used by the game is [0, 1] (Vulkan's native).
2019-12-19vk_shader_decompiler: Normalize output fragment attachmentsReinUsesLisp
Some games write from fragment shaders to an unexistant framebuffer attachment or they don't write to one when it exists in the framebuffer. Fix this by skipping writes or adding zeroes.
2019-12-19Merge pull request #3232 from ReinUsesLisp/gl-decompiler-imagesbunnei
gl_shader_decompiler: Add missing DeclareImages
2019-12-19Merge pull request #3231 from ReinUsesLisp/tld4s-encodingbunnei
shader_bytecode: Fix TLD4S encoding
2019-12-19vk_device: Add query for RGBA8UintReinUsesLisp
2019-12-19vk_shader_decompiler: Update sirit and implement Texture AOFFIReinUsesLisp
2019-12-18Merge pull request #3221 from ReinUsesLisp/vk-schedulerbunnei
vk_scheduler: Delegate commands to a worker thread and state track
2019-12-18shader/memory: Implement LDG.U8 and unaligned U8 loadsReinUsesLisp
LDG can load single bytes instead of full integers or packs of integers. These have the advantage of loading bytes that are not aligned to 4 bytes. To emulate these this commit gets the byte being referenced (by doing "address & 3" and then using that to extract the byte from the loaded integer: result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18shader/conversion: Implement byte selector in I2FReinUsesLisp
I2F's byte selector is used to choose what bytes to convert to float. e.g. if the input is 0xaabbccdd and the selector is ".B3" it will convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in that example the default would convert 0xdd to float.
2019-12-17Merge pull request #3227 from amilajack/patch-1bunnei
delete appveyor config
2019-12-17shader/texture: Properly shrink unused entries in size mismatchesReinUsesLisp
When a image format mismatches we were inserting zeroes to the texture itself. This was not handling cases were the mismatch uses less coordinates than the guest shader code. Address that by resizing the vector.
2019-12-17gl_shader_decompiler: Add missing DeclareImagesReinUsesLisp
2019-12-17shader_bytecode: Fix TLD4S encodingReinUsesLisp
2019-12-17Merge pull request #3173 from yuzu-emu/bunnei-spscqueuebunnei
common: SPSCQueue: Notify after incrementing queue size.
2019-12-17delete .appeveyor dirAmila Welihinda
2019-12-16common: SPSCQueue: Notify after incrementing queue size.bunnei
2019-12-16renderer_vulkan/shader: Add helper GLSL shadersReinUsesLisp
These shaders are used to specify code that is not dynamically generated in the Vulkan backend. Instead of packing it inside the build system, it's manually built and copied to the C++ file to avoid adding unnecessary build time dependencies. quad_array should be dropped in the future since it can be emulated with a memory pool generated from the CPU.
2019-12-16Merge pull request #3182 from ReinUsesLisp/renderer-openglbunnei
renderer_opengl: Miscellaneous clean ups
2019-12-16Merge pull request #3219 from FernandoS27/fix-bindlessRodrigo Locatti
Corrections and fixes to TLD4S & bindless samplers failing
2019-12-15delete appveyor configAmila Welihinda
2019-12-14Merge pull request #3222 from ReinUsesLisp/maxwell-to-vkbunnei
maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
2019-12-14Merge pull request #3224 from bunnei/boost-ext-updatebunnei
externals: Update boost-ext to include safe_numerics.
2019-12-14Merge pull request #3213 from ReinUsesLisp/intel-mesabunnei
gl_device: Enable compute shaders for Intel Mesa drivers
2019-12-14externals: Update boost-ext to include safe_numerics.bunnei
- This is useful to me for an upcoming change.
2019-12-13Merge pull request #3212 from ReinUsesLisp/fix-smem-lmembunnei
gl_shader_cache: Add missing new-line on emitted GLSL
2019-12-13maxwell_to_vk: Improve image format table and add more formatsReinUsesLisp
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles; flushing is still not properly implemented on Vulkan for this particular format.
2019-12-13maxwell_to_vk: Implement more vertex formatsReinUsesLisp
2019-12-13maxwell_to_vk: Implement more primitive topologiesReinUsesLisp
Add an extra argument to query device capabilities in the future. The intention behind this is to use native quads, quad strips, line loops and polygons if these are released for Vulkan.
2019-12-13maxwell_to_vk: Approach GL_CLAMP closer to the GL specReinUsesLisp
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE and CLAMP_TO_BORDER depending on the filter mode used. It doesn't exactly behave like this, but it's the closest we can get with what Vulkan offers without emulating it by injecting shader code.
2019-12-13maxwell_to_vk: Use VK_EXT_index_type_uint8 when availableReinUsesLisp
2019-12-13vk_scheduler: Delegate commands to a worker thread and state trackReinUsesLisp
Introduce a worker thread approach for delegating Vulkan work derived from dxvk's approach. https://github.com/doitsujin/dxvk Now that the scheduler is what handles all Vulkan work related to command streaming, store state tracking in itself. This way we can know when to reupload Vulkan dynamic state to the queue (since this one is invalidated between command buffers unlike NVN). We can also store the renderpass state and graphics pipeline bound to avoid redundant binds and renderpass begins/ends.
2019-12-12Merge pull request #3214 from lioncash/svc-funcbunnei
kernel/svc: Amend function signature of SignalProcessWideKey