Fernando Sahmkow
b7bc3c2549
FenceManager: Manage syncpoints and rename fences to semaphores.
2020-04-22 11:36:16 -04:00
Fernando Sahmkow
e84eb64e51
Rasterizer: Disable fence managing in synchronous gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
165ae823f5
ThreadManager: Sync async reads on accurate gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
57fdbd9b89
FenceManager: Implement should wait.
2020-04-22 11:36:11 -04:00
Fernando Sahmkow
487379c593
OpenGL: Implement Fencing backend.
2020-04-22 11:36:10 -04:00
Fernando Sahmkow
ed7e965712
TextureCache: Flush linear textures after finishing rendering.
2020-04-22 11:36:09 -04:00
Fernando Sahmkow
da8f17715d
GPU: Refactor synchronization on Async GPU
2020-04-22 11:36:06 -04:00
Fernando Sahmkow
a60a22d9c2
Texture Cache: Implement OnCPUWrite and SyncGuestHost
2020-04-22 11:36:05 -04:00
Fernando Sahmkow
084ceb925a
UI: Replasce accurate GPU option for GPU Accuracy Level
2020-04-22 11:36:04 -04:00
bunnei
2ea7a70da0
Merge pull request #3686 from lioncash/table
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texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
2020-04-19 15:33:33 -04:00
bunnei
79c1269f0f
Merge pull request #3673 from lioncash/extra
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CMakeLists: Specify -Wextra on linux builds
2020-04-16 21:12:33 -04:00
Rodrigo Locatti
d196ce0f71
Merge pull request #3688 from lioncash/nequal
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surface_view: Add missing operator!= to ViewParams
2020-04-16 01:39:51 -03:00
Rodrigo Locatti
60e8de7c95
Merge pull request #3687 from lioncash/constness
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surface_base: Make IsInside() a const member function
2020-04-16 01:22:50 -03:00
Lioncash
5fbe8785d2
surface_view: Add missing operator!= to ViewParams
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Provides logical symmetry to the interface.
2020-04-16 00:03:12 -04:00
Lioncash
d551c910bb
surface_base: Make IsInside() a const member function
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This doesn't modify internal state, so this can be made const.
2020-04-15 23:59:35 -04:00
bunnei
319df1db77
Merge pull request #3683 from lioncash/docs
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video_core: Amend doxygen comment references
2020-04-15 23:54:58 -04:00
Lioncash
636c8ab85b
texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
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Previously these were all using the red component to derive the indices,
which is definitely not intentional.
2020-04-15 23:50:46 -04:00
Lioncash
11837e8f13
video_core: Amend doxygen comment references
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Fixes broken documentation references.
2020-04-15 22:33:29 -04:00
Lioncash
1c340c6efa
CMakeLists: Specify -Wextra on linux builds
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Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
2020-04-15 21:33:46 -04:00
Rodrigo Locatti
65cbb122ea
Merge pull request #3649 from FernandoS27/3d-fix
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Texture Cache: Read current data when flushing a 3D segment.
2020-04-15 17:06:55 -03:00
Fernando Sahmkow
6789d88a9c
Texture Cache: Read current data when flushing a 3D segment.
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This PR corrects flushing of 3D segments when data of other segments is
mixed, this aims to preserve the data in place.
2020-04-15 11:46:17 -04:00
Fernando Sahmkow
daddbeffd1
Texture Cache: Only do buffer copies on accurate GPU. ( #3634 )
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This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
2020-04-14 23:21:00 -04:00
ReinUsesLisp
94b0e2e5da
texture_cache: Remove preserve_contents
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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
Rodrigo Locatti
36f607217f
Merge pull request #3610 from FernandoS27/gpu-caches
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Refactor all the GPU Caches to use VAddr for cache addressing
2020-04-09 17:59:21 -03:00
bunnei
f316911248
Merge pull request #3599 from ReinUsesLisp/revert-3499
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Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
2020-04-07 16:51:41 -04:00
Fernando Sahmkow
6ee316cb8f
Texture Cache: Use vAddr instead of physical memory for caching.
2020-04-06 09:23:05 -04:00
ReinUsesLisp
80c4fee4ec
Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"
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This reverts commit 41905ee467
, reversing
changes made to 35145bd529
.
It causes regressions in several games.
2020-04-04 00:02:26 -03:00
ReinUsesLisp
b6571ca9f0
video_core: Use native ASTC when available
2020-04-01 01:14:04 -03:00
Rodrigo Locatti
7cc46a6faa
Merge pull request #3501 from ReinUsesLisp/rgba16-snorm
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video_core: Implement RGBA16_SNORM
2020-03-15 21:24:53 -03:00
Fernando Sahmkow
c51dbf8038
Merge pull request #3500 from ReinUsesLisp/incompatible-types
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texture_cache: Report incompatible textures as black
2020-03-14 09:49:05 -04:00
ReinUsesLisp
4dcca90ef4
video_core: Implement RGBA16_SNORM
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Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12 21:42:33 -03:00
ReinUsesLisp
e22816a5bb
texture_cache: Report incompatible textures as black
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Some games bind incompatible texture types to certain types.
For example Astral Chain binds a 2D texture with 1 layer (non-array) to
a cubemap slot (that's how it's used in the shader). After testing this
in hardware, the expected "undefined behavior" is to report all pixels
as black.
We already have a path for reporting black textures in the texture
cache. When textures types are incompatible, this commit binds these
kind of textures. This is done on the API agnostic texture cache so no
extra code has to be inserted on OpenGL or Vulkan.
As a side effect, this fixes invalidations of ASTC textures on Astral
Chain. This happened because yuzu detected a cube texture and forced
6 faces, generating a texture larger than what the TIC reported.
2020-03-12 18:22:05 -03:00
ReinUsesLisp
daae6a323b
texture_cache/surface_params: Force depth=1 on 2D textures
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Sometimes games will sample a 2D array TIC with a 2D access in the
shader. This causes bad interactions with the rest of the texture cache.
To emulate what the game wants to do, force a depth=1 on 2D textures
(not 2D arrays) and let the texture cache handle the rest.
2020-03-12 18:11:42 -03:00
ReinUsesLisp
dacf83ac02
renderer_opengl: Reintroduce dirty flags for render targets
2020-02-28 17:56:41 -03:00
ReinUsesLisp
96ac3d518a
gl_rasterizer: Remove dirty flags
2020-02-28 16:39:27 -03:00
bunnei
78ab2e0474
Merge pull request #3417 from ReinUsesLisp/r32i
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texture: Implement R32I
2020-02-25 14:08:45 -05:00
bunnei
e22ad52cdb
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
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texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
bunnei
754aac331f
Merge pull request #3422 from ReinUsesLisp/buffer-flush
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surface_base: Implement texture buffer flushes
2020-02-22 23:09:50 -05:00
ReinUsesLisp
6a0220b2e1
texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp
bfda5ff3f6
texture_cache: Avoid matches in 3D textures
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Code before this commit was trying to match 3D textures with another
target. Fix that.
2020-02-16 04:15:42 -03:00
ReinUsesLisp
fd62bdf377
surface_base: Implement texture buffer flushes
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Implement downloads to guest memory from texture buffers on the generic
cache and OpenGL.
2020-02-16 04:13:27 -03:00
ReinUsesLisp
14c2a4a2ec
texture: Implement R32I
2020-02-15 16:26:50 -03:00
ReinUsesLisp
f55f6ff9bb
texture_cache/surface_base: Fix layered break down
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Layered break downs was passing "layer" as a "depth" parameter. This
commit addresses that.
2020-01-26 21:48:07 -03:00
bunnei
657b3a366e
Merge pull request #3311 from ReinUsesLisp/z32fx24s8
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format_lookup_table: Fix ZF32_X24S8 component types
2020-01-17 08:22:32 -05:00
ReinUsesLisp
0caab54b5d
format_lookup_table: Fix ZF32_X24S8 component types
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Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
2020-01-16 17:29:13 -03:00
ReinUsesLisp
2b2712fa95
texture_cache/surface_params: Make GetNumLayers public
2020-01-13 20:35:43 -03:00
Fernando Sahmkow
218ee18417
Texture Cache: Improve documentation
2019-12-22 12:29:23 -04:00
Fernando Sahmkow
a3916588b6
Texture Cache: Address Feedback
2019-12-22 12:24:34 -04:00
Fernando Sahmkow
51c9e98677
Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
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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.
2019-12-22 12:24:34 -04:00
bunnei
3c1b6b5723
Merge pull request #2987 from FernandoS27/texture-invalid
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Texture_Cache: Redo invalid Surfaces handling.
2019-12-02 12:07:05 -05:00