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* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
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* Rewrite shader decoding stage
* Fix P2R constant buffer encoding
* Fix PSET/PSETP
* PR feedback
* Log unimplemented shader instructions
* Implement NOP
* Remove using
* PR feedback
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* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor
* Shader cache version bump
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* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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* 3D engine now uses DeviceState too, plus new state modification tracking
* Remove old methods code
* Remove GpuState and friends
* Optimize DeviceState, force inline some functions
* This change was not supposed to go in
* Proper channel initialization
* Optimize state read/write methods even more
* Fix debug build
* Do not dirty state if the write is redundant
* The YControl register should dirty either the viewport or front face state too, to update the host origin
* Avoid redundant vertex buffer updates
* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace
* Comments and nits
* Fix rebase
* PR feedback
* Move changed = false to improve codegen
* PR feedback
* Carry RyuJIT a bit more
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* Use DeviceState for compute and i2m
* Migrate 2D class, more comments
* Migrate DMA copy engine
* Remove now unused code
* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState
* More comments
* Add logging (disabled)
* Add back i2m on 3D engine
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* Make GPU memory manager a member of GPU channel
* Move physical memory instance to the memory manager, and the caches to the physical memory
* PR feedback
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* Fix texture sampling with depth compare and LOD level or bias
* Shader cache version bump
* nit: Sorting
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* Ground work for separate GPU channels
* Rename TextureManager to TextureCache
* Decouple texture bindings management from the texture cache
* Rename BufferManager to BufferCache
* Decouple buffer bindings management from the buffer cache
* More comments and proper disposal
* PR feedback
* Force host state update on channel switch
* Typo
* PR feedback
* Missing using
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* Pass CbufSlot when getting info from the texture descriptor
Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.
Specifically fixes a random chance of full screen colour flickering in Super Mario Party.
* Apply suggestions from code review
Oops
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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* shader cache: Fix invalid virtual address clean up
This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.
This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.
**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**
* shader cache: Address gdk's comment
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Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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* Fix image binding format
* XML doc
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* Add support for shader constant buffer slot indexing
* Fix typo
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* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ
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* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
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* Remove GPU MemoryAccessor
* Update outdated XML doc
* Update more outdated stuff
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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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* Omit image format if possible, and fix BA bit
* Match extension name
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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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