Lioncash
29ee3bc8d6
profile_manager: Move UUID generation function to the cpp file
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This avoids needing to dump the contents of <random> into other files
that include the profile manager header.
2018-08-20 19:48:53 -04:00
Subv
9e19247ca3
GPU: Implemented the logic op functionality of the GPU.
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This will ASSERT if blending is enabled at the same time as logic ops.
2018-08-20 18:44:47 -05:00
bunnei
6813959578
Merge pull request #1064 from lioncash/telemetry
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common/telemetry: Migrate core-independent info gathering to common
2018-08-20 19:43:17 -04:00
Subv
181efe72a6
GLState: Allow enabling/disabling GL_COLOR_LOGIC_OP independently from blending.
2018-08-20 18:43:11 -05:00
Lioncash
03cb9b116d
rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
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This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv
b55ca15b4b
GPU: Added registers for the logicop functionality.
2018-08-20 18:42:36 -05:00
Lioncash
d18dda762c
renderer_base: Make creation of the rasterizer, the responsibility of the renderers themselves
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Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
2018-08-20 19:28:00 -04:00
fearlessTobi
fc6901c205
Port #3353 from Citra
2018-08-21 01:14:06 +02:00
Subv
1318ecc2f1
Shaders: Write all the enabled color outputs when a fragment shader exits.
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We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
2018-08-20 17:31:25 -05:00
Zach Hilman
132d82db7d
registration: Add Data_Unknown5 NCAContentType
2018-08-20 17:34:18 -04:00
Lioncash
92ca1346ea
profile_manager: Remove unnecessary std::move in AddToProfiles() and CreateNewUser()
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Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
2018-08-20 17:18:31 -04:00
Subv
cab352e38c
Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.
2018-08-20 15:20:35 -05:00
Subv
f2c2f8c196
Rasterizer: Don't attempt to copy over the old texture's data when doing a format reinterpretation if we're only going to clear the framebuffer.
2018-08-20 15:20:35 -05:00
bunnei
f0b3a58e70
Merge pull request #1104 from Subv/instanced_arrays
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GLRasterizer: Implemented instanced vertex arrays.
2018-08-20 14:32:50 -04:00
bunnei
d05b7cbe9c
Merge pull request #1115 from Subv/texs_mask
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Shaders/TEXS: Write to the correct output register when swizzling.
2018-08-20 14:31:33 -04:00
bunnei
0e2d8a6fc3
Merge pull request #1112 from Subv/sampler_types
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Shaders: Use the correct shader type when sampling textures.
2018-08-20 14:30:45 -04:00
bunnei
929cac9d1a
Merge pull request #1117 from ogniK5377/CheckFreeCommunicationPermission
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Added CheckFreeCommunicationPermission
2018-08-20 11:00:26 -04:00
bunnei
e2227e88d4
Merge pull request #1017 from ogniK5377/better-account
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New account backend to allow for future extended support
2018-08-20 10:59:15 -04:00
bunnei
c0a920a6ef
Merge pull request #1120 from ogniK5377/rgba8-uint
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Implemented RGBA8_UINT
2018-08-20 10:54:51 -04:00
bunnei
6ce3a6a831
Merge pull request #1119 from lioncash/uninit
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game_list: Avoid uninitialized variables when retrieving program ID
2018-08-20 10:53:52 -04:00
David Marcec
4d26be905a
Implemented RGBA8_UINT
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Needed by kirby
2018-08-20 22:26:54 +10:00
Lioncash
9981f15c87
game_list: Avoid uninitialized variables when retrieving program ID
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Avoids potentially leaving this variable uninitialized based off the
loader failing to retrieve the ID value.
2018-08-20 04:23:05 -04:00
David Marcec
43a8240c64
Added CheckFreeCommunicationPermission
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This fixes save files not loading in splatoon 2
2018-08-20 18:14:49 +10:00
Subv
076cedb836
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 17:09:40 -05:00
bunnei
67de67fdcf
Merge pull request #1089 from Subv/neg_bits
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Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
2018-08-19 17:01:48 -04:00
bunnei
2a0d141f54
Merge pull request #1105 from Subv/convert_neg
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Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-19 17:01:20 -04:00
bunnei
6ebc5532d9
Merge pull request #1113 from Subv/texs_mask
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Shaders/TEXS: Fixed the component mask in the TEXS instruction.
2018-08-19 17:00:59 -04:00
Subv
67da7c7ab8
Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
2018-08-19 14:00:12 -05:00
bunnei
540ac8b322
Merge pull request #1102 from ogniK5377/mirror-clamp-edge
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Added WrapMode MirrorOnceClampToEdge
2018-08-19 13:59:41 -04:00
bunnei
565eb378c3
Merge pull request #1101 from Subv/ssy_stack
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Shaders: Implemented a stack for the SSY/SYNC instructions.
2018-08-19 13:58:45 -04:00
Subv
1f92a7cb88
Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
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It is unknown how TLD4S determines the sampler type, more research is needed.
2018-08-19 12:57:58 -05:00
Subv
18b91924b1
Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions.
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Different sampler types have their parameters in different registers.
2018-08-19 12:57:54 -05:00
Subv
8b1711cdd5
Shader: Added bitfields for the texture type of the various sampling instructions.
2018-08-19 12:57:51 -05:00
Subv
906f9fb7bf
Shaders: Added decodings for TLD4 and TLD4S
2018-08-19 12:57:08 -05:00
bunnei
91fc6e1c91
Merge pull request #1109 from Subv/ldg_decode
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Shaders: Added decodings for the LDG and STG instructions.
2018-08-19 13:31:19 -04:00
bunnei
4bd14d6da8
Merge pull request #1108 from Subv/front_facing
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Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 13:21:14 -04:00
bunnei
ae71e7cffb
Merge pull request #1103 from Subv/lop_pred
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Shader: Implemented the predicate and mode arguments of LOP.
2018-08-19 13:19:16 -04:00
Subv
d580b54809
Shaders: Added decodings for the LDG and STG instructions.
2018-08-19 00:46:34 -05:00
Subv
67e993fdd3
Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
2018-08-19 00:14:34 -05:00
David Marcec
2ee02649df
Added check to see if ARB_texture_mirror_clamp_to_edge is supported
2018-08-19 12:00:33 +10:00
Zach Hilman
350941e45e
filesystem: Add support for loading of system archives
2018-08-18 21:28:23 -04:00
Subv
cdd03fbb45
Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
2018-08-18 14:48:05 -05:00
Subv
175096eff7
GLRasterizer: Implemented instanced vertex arrays.
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Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
2018-08-18 14:42:26 -05:00
Subv
70e99baabe
Shader: Implemented the predicate and mode arguments of LOP.
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The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
2018-08-18 14:36:37 -05:00
James Rowe
67fc83b0b0
Merge pull request #838 from FearlessTobi/port-3616
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Port #3616 from Citra: "appveyor: set jobs to 4 for mingw"
2018-08-18 11:45:51 -06:00
David Marcec
fe3ea08968
Added WrapMode MirrorOnceClampToEdge
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Used by splatoon 2
2018-08-19 02:26:50 +10:00
Subv
c42b8cbdd0
Shaders: Implemented a stack for the SSY/SYNC instructions.
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The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
2018-08-18 10:48:12 -05:00
Subv
a175f7ba29
Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
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We should definitely audit our shader generator for more errors like this.
2018-08-18 10:22:42 -05:00
bunnei
67f7ebc21d
Merge pull request #1100 from ogniK5377/missing-pred
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Added pred-condition GreaterThanWithNan
2018-08-18 10:32:59 -04:00
David Marcec
ab3b9d7aa5
Added predcondition GreaterThanWithNan
2018-08-18 17:49:59 +10:00