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2020-04-25shader/arithmetic_integer: Implement CC for IADDReinUsesLisp
2020-04-22GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,Fernando Sahmkow
2020-04-22Async GPU: Correct flushing behavior to be similar to old async GPU behavior.Fernando Sahmkow
2020-04-22ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow
2020-04-22Address Feedback.Fernando Sahmkow
2020-04-22Fix GCC error.Fernando Sahmkow
2020-04-22QueryCache: Implement Async Flushes.Fernando Sahmkow
2020-04-22OpenGL: Guarantee writes to Buffers.Fernando Sahmkow
2020-04-22GPU: Implement Flush Requests for Async mode.Fernando Sahmkow
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow
2020-04-22FenceManager: Implement async buffer cache flushes on High settingsFernando Sahmkow
2020-04-22GPU: Fix rebase errors.Fernando Sahmkow
2020-04-22Rasterizer: Disable fence managing in synchronous gpu.Fernando Sahmkow
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow
2020-04-22GPU: Implement a Fence Manager.Fernando Sahmkow
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow
2020-04-22BufferCache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow
2020-04-21Merge pull request #3714 from lioncash/copiesbunnei
gl_shader_decompiler: Avoid copies where applicable
2020-04-18Merge pull request #3716 from bunnei/fix-another-impl-fallthroughMat M
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18video_core: gl_shader_decompiler: Fix implicit fallthrough errors.bunnei
2020-04-17gl_shader_decompiler: Avoid copies where applicableLioncash
Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not?
2020-04-17video_code: Fix implicit switch fallthrough.Markus Wick
Since yesterday, this breaks the build on linux. So let's fix it.
2020-04-17Revert "gl_shader_cache: Use CompileDepth::FullDecompile on GLSL"Rodrigo Locatti
2020-04-17Merge pull request #3682 from lioncash/uambunnei
gl_query_cache: Resolve use-after-move in CachedQuery move assignment operator
2020-04-16Merge pull request #3673 from lioncash/extrabunnei
CMakeLists: Specify -Wextra on linux builds
2020-04-16Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cacheFernando Sahmkow
buffer_cache: Return handles instead of pointer to handles
2020-04-16buffer_cache: Return handles instead of pointer to handlesReinUsesLisp
The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers.
2020-04-15gl_query_cache: Resolve use-after-move in CachedQuery move assignment operatorLioncash
Avoids potential invalid junk data from being read.
2020-04-15gl_device: Mark stage_swizzle as constexprLioncash
Previously this was mutable even though it shouldn't be.
2020-04-15CMakeLists: Specify -Wextra on linux buildsLioncash
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.
2020-04-15Merge pull request #3612 from ReinUsesLisp/redFernando Sahmkow
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15CMakeLists: Make -Wreorder a compile-time errorLioncash
This can result in silent logic bugs within code, and given the amount of times these kind of warnings are caused, they should be flagged at compile-time so no new code is submitted with them.
2020-04-15Merge pull request #3662 from ReinUsesLisp/constant-attrsMat M
gl_rasterizer: Implement constant vertex attributes
2020-04-15Merge pull request #3656 from ReinUsesLisp/glsl-full-decompileMat M
gl_shader_cache: Use CompileDepth::FullDecompile on GLSL
2020-04-15Merge pull request #3654 from ReinUsesLisp/fix-fb-attachMat M
gl_texture_cache: Fix layered texture attachment base level
2020-04-14Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"ReinUsesLisp
This reverts commit 05cf27083608bebd3ee4c38f2f948c8f2030f881. Apparently the first approach using floats instead of bitfieldInert worked better for Fire Emblem: Three Houses. Reverting to get that behavior back.
2020-04-14gl_rasterizer: Implement constant vertex attributesReinUsesLisp
Credits go to gdkchan from Ryujinx for finding constant attributes are used in retail games.
2020-04-14gl_shader_cache: Use CompileDepth::FullDecompile on GLSLReinUsesLisp
From my testing on a Splatoon 2 shader that takes 3800ms on average to compile changing to FullDecompile reduces it to 900ms on average. The shader decoder will automatically fallback to a more naive method if it can't use full decompile.
2020-04-13gl_texture_cache: Fix layered texture attachment base levelReinUsesLisp
The base level is already included in the texture view. If we specify the base level in the texture again, this will end up in the incorrect level and potentially out of bounds.
2020-04-13Merge pull request #3651 from ReinUsesLisp/line-widthsMat M
gl_rasterizer: Implement line widths and smooth lines
2020-04-13Merge pull request #3638 from ReinUsesLisp/remove-preserve-contentsMat M
texture_cache: Remove preserve_contents
2020-04-13Merge pull request #3627 from ReinUsesLisp/layered-viewMat M
gl_texture_cache: Attach view instead of base texture for layered attchments
2020-04-13gl_rasterizer: Implement line widths and smooth linesReinUsesLisp
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
2020-04-12gl_shader_decompiler: Implement merges with bitfieldInsertReinUsesLisp
This also fixes Turing issues but it avoids doing more bitcasts. This should improve the generated code while also avoiding more points where compilers can flush floats.
2020-04-12gl_shader_decompiler: Improve generated code in HMergeH*ReinUsesLisp
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
2020-04-11texture_cache: Remove preserve_contentsReinUsesLisp
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.
2020-04-08gl_texture_cache: Attach view instead of base texture for layered attachmentsReinUsesLisp
This way we are not ignoring the base layer of the current texture.
2020-04-08Memory: Address Feedback.Fernando Sahmkow