Commit graph

57 commits

Author SHA1 Message Date
bunnei
881573c77a maxwell_3d: Remove outdated assert. 2018-08-05 23:57:19 -04:00
Lioncash
49dc22f84e video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.

For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
2018-08-04 02:36:57 -04:00
Subv
3b77420f15 GPU: Remove the assert that required the CODE_ADDRESS to be 0.
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
2018-07-24 13:54:12 -05:00
Lioncash
10a91d9b9a maxwell_3d: Remove unused variable within GetStageTextures() 2018-07-19 22:38:28 -04:00
bunnei
e904e1f785 gl_rasterizer: Fix check for if a shader stage is enabled. 2018-07-12 22:57:57 -04:00
bunnei
3c4a5817c2 Merge pull request #609 from Subv/clear_buffers
GPU: Implemented the CLEAR_BUFFERS register.
2018-07-03 19:34:34 -04:00
Subv
20afd1187d GPU: Support clears that don't clear the color buffer. 2018-07-03 16:56:47 -05:00
Subv
fd4699c84f GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. 2018-07-03 16:56:44 -05:00
James Rowe
d74d2a77cb Update clang format 2018-07-02 21:45:47 -04:00
James Rowe
e159c550d8 Rename logging macro back to LOG_* 2018-07-02 21:45:47 -04:00
Subv
cb4ff57322 Build: Fixed some MSVC warnings in various parts of the code. 2018-06-20 11:39:10 -05:00
Subv
411f04b5a4 GPU: Implement sampling multiple textures in the generated glsl shaders.
All tested games that use a single texture show no regression.

Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
2018-06-06 12:58:16 -05:00
Subv
315e5e6cf3 GPU: Partial implementation of long GPU queries.
Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp.

In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU.

This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
2018-06-03 19:17:31 -05:00
bunnei
fc0fcbe9cc maxwell_3d: Reset vertex counts after drawing. 2018-04-29 16:23:31 -04:00
Lioncash
324ee31fc3 general: Convert assertion macros over to be fmt-compatible 2018-04-27 10:04:02 -04:00
Subv
94d0d499c3 GPU: Reduce the number of registers of Maxwell3D to 0xE00.
The rest are just macro shim registers.
2018-04-25 11:55:28 -05:00
Subv
219b5d34e7 GPU: Move the Maxwell3D macro uploading code to the inside of the Maxwell3D processor.
It doesn't belong in the PFIFO handler.
2018-04-25 11:55:27 -05:00
Lioncash
f5bd2617a8 video-core: Move logging macros over to new fmt-capable ones 2018-04-25 09:13:57 -04:00
bunnei
b6bed8fd74 memory_manager: Make GpuToCpuAddress return an optional. 2018-04-24 17:49:19 -04:00
bunnei
ebef12f037 memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses. 2018-04-24 17:40:43 -04:00
Subv
1eca798d8b GPU: Added asserts to our code for handling the QUERY_GET GPU command.
This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future.
This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
2018-04-23 17:06:57 -05:00
Subv
19a0e7e141 GPU: Pitch textures are now supported, don't assert when encountering them. 2018-04-18 12:52:53 -05:00
bunnei
b651578582 Merge pull request #346 from bunnei/misc-gpu-improvements
Misc gpu improvements
2018-04-17 22:17:07 -04:00
bunnei
de84b74dd4 maxwell3d: Allow Texture2DNoMipmap as Texture2D. 2018-04-17 21:39:15 -04:00
bunnei
4d9c441bef renderer_opengl: Implement BlendEquation and BlendFunc. 2018-04-17 18:11:48 -04:00
bunnei
65092bf8d8 gl_rasterizer: Implement indexed vertex mode. 2018-04-16 21:10:15 -04:00
Subv
e14e38fe0e GPU: Added a function to determine whether a shader stage is enabled or not. 2018-04-14 22:54:23 -05:00
Subv
cb3ca1d4cf GPU: Assert when finding a texture with a format type other than UNORM. 2018-04-06 20:44:46 -06:00
Subv
84c9824895 GPU: Use the MacroInterpreter class to execute the GPU macros instead of HLEing them. 2018-04-01 12:07:26 -05:00
Subv
7fe4f9491e GPU: Implemented a gpu macro interpreter.
The Ryujinx macro interpreter and envydis were used as reference.

Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
2018-04-01 12:07:26 -05:00
bunnei
e04a5dec60 Maxwell3D: Call AccelerateDrawBatch on DrawArrays. 2018-03-26 21:16:52 -04:00
Subv
3707231f5d GPU: Load the sampler info (TSC) when retrieving active textures. 2018-03-26 15:46:49 -05:00
Subv
18a9536efa GPU: Make the debug_context variable a member of the frontend instead of a global. 2018-03-24 23:35:06 -05:00
Subv
f73fb9de9d GPU: Added a function to retrieve the active textures for a shader stage.
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
2018-03-24 11:31:53 -05:00
Subv
b9b5b1e740 GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints. 2018-03-24 11:31:50 -05:00
Subv
10b10a14af GPU: Implement the MaxwellCommandLoaded/Processed debug breakpoints. 2018-03-24 11:31:50 -05:00
Subv
bc03dc4793 GPU: Added a method to unswizzle a texture without decoding it.
Allow unswizzling of DXT1 textures.
2018-03-24 11:30:56 -05:00
Subv
d09097276f GPU: Preliminary work for texture decoding. 2018-03-24 11:30:56 -05:00
N00byKing
d3bdad2aaa Clang Fixes 2018-03-19 17:53:35 +01:00
N00byKing
1212e9e231 Clean Warnings (?) 2018-03-19 17:07:08 +01:00
Subv
36c527131f GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
2018-03-18 19:03:40 -05:00
Subv
80b0f4d681 GPU: Implement the BindStorageBuffer macro method in HLE.
This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
2018-03-18 16:50:42 -05:00
Subv
845415cc3d GPU: Handle writes to the CB_DATA method.
Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.

This method is usually used to upload uniforms or other shader-visible data.
2018-03-18 15:23:24 -05:00
Subv
a8cb6ba213 GPU: Store uploaded GPU macros and keep track of the number of method parameters. 2018-03-18 11:51:46 -05:00
Subv
29c026fae1 GPU: Macros are specific to the Maxwell3D engine, so handle them internally. 2018-03-18 11:51:45 -05:00
Subv
5979796df8 GPU: Renamed ShaderType to ShaderStage as that is less confusing. 2018-03-17 18:32:57 -05:00
Subv
7b48098c60 GPU: Store shader constbuffer bindings in the GPU state. 2018-03-17 18:32:57 -05:00
Subv
8a5c0e873b GPU: Make the SetShader macro call do the same as the real macro's code.
It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.

Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
2018-03-17 18:32:55 -05:00
Subv
e3e0625ff7 GPU: Corrected the parameter documentation for the SetShader macro call.
Register 0xE24 is actually a macro that sets some shader parameters in the register structure.

Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
2018-03-17 13:55:42 -05:00
Subv
c9850b0d3a GPU: Handle the SetShader method call (0xE24) and store the shader config. 2018-03-16 22:51:06 -05:00