| Age | Commit message (Collapse) | Author |
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This is a leftover from #1792
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
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This engine writes data from a FIFO register into the configured address.
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Inline the WriteReg helper as it is called ~20k times per frame.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
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Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
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of the command list.
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processor.
It doesn't belong in the PFIFO handler.
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parameters.
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Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
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Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
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commands to their respective engines.
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PR #1461 introduced a regression where some games would change configuration
even while in the poorly named "drawing" mode, which broke the heuristic
citra was using to determine when to draw the batch. This change adds
back in a draw call for batching, and also adds in a draw call in
immediate mode each time it adds a triangle.
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The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes:
- no GS mode: sends VS output directly to the primitive assembler (what citra currently does)
- GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler
- GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size.
- GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size.
hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode.
In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input.
In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense).
Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
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Implemented Procedural Texture (Texture Unit 3)
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variable value is not masked. the masked and combined register value should be used instead
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This adds the handlers for the geometry shader register writes which will call the functions from the previous commit to update registers for the GS.
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The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
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Also remove some unused members.
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A few registers had names such as "count" or "number" when they actually
contained the maximum (that is, count - 1). This can easily lead to hard
to notice off by one errors.
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Currently there's only a single dummy implementation, which will be
split in a following commit.
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This removes all implicit dependency of ShaderState on global PICA
state.
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