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path: root/src/video_core/texture_cache
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2020-07-21surface_params: Replace questionable usages of the comma operator with ↵Lioncash
semicolons These are bugs waiting to happen.
2020-07-21video_core: Remove unused variablesLioncash
Silences several compiler warnings about unused variables.
2020-07-21Merge pull request #4324 from ReinUsesLisp/formatsbunnei
video_core: Fix, add and rename pixel formats
2020-07-21video_core: Remove redundant pixel format typeDavid Marcec
We already get the format type before converting shadow formats and during shadow formats.
2020-07-14Merge pull request #4242 from ReinUsesLisp/maxwell-dmabunnei
maxwell_dma: Match official doc and support pitch->voxel copies
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp
2020-07-13video_core/format_lookup_table: Add formats with existing PixelFormatReinUsesLisp
2020-07-10video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp
Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-30Merge pull request #4176 from ReinUsesLisp/compatible-formatsFernando Sahmkow
texture_cache: Check format compatibility before copying
2020-06-26texture_cache: Test format compatibility before copyingReinUsesLisp
Avoid illegal copies. This intercepts the last step of a copy to avoid generating validation errors or corrupting the driver on some instances. We can create views and emit copies accordingly in future commits and remove this last-step validation.
2020-06-26Merge pull request #4144 from FernandoS27/tt-fixbunnei
TextureCache: Fix case where layer goes off bound.
2020-06-22TextureCache: Fix case where layer goes off bound.Fernando Sahmkow
The returned layer is expected to be between 0 and the depth of the surface, anything larger is off bounds.
2020-06-20texture_cache: Fix incorrect address used in a DeduceSurface() callLioncash
Previously the source was being deduced twice in a row.
2020-06-08texture_cache: Port original code management for 2D vs 3D texturesReinUsesLisp
Handle blits to images as 2D, even when they have block depth. - Fixes rendering issues on Luigi's Mansion 3
2020-06-08texture_cache: Simplify blit codeReinUsesLisp
2020-06-08texture_cache: Handle 3D texture blits with one layerReinUsesLisp
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
2020-06-03Merge pull request #4012 from ReinUsesLisp/mipmap-overlapsbunnei
texture_cache: Handle overlaps with multiple subresources
2020-06-01Merge pull request #4005 from ReinUsesLisp/g24r8Rodrigo Locatti
format_lookup_table: Implement G24S8 format as S8Z24
2020-05-31Merge pull request #3999 from ReinUsesLisp/opt-tex-cachebunnei
texture_cache: Optimize GetSurfacesInRegion
2020-05-29texture_cache: More relaxed reconstructionReinUsesLisp
Only reupload textures when they've not been modified from the GPU.
2020-05-29texture_cache: Only copy textures that were modified from hostReinUsesLisp
2020-05-29texture_cache: Reload textures when number of resources mismatchReinUsesLisp
2020-05-29texture_cache: Handle overlaps with multiple subresourcesReinUsesLisp
Implement more surface reconstruct cases. Allow overlaps with more than one layer and mipmap and copies all of them to the new texture. - Fixes textures moving around objects on Xenoblade games
2020-05-28format_lookup_table: Implement G24S8 format as S8Z24ReinUsesLisp
2020-05-27texture_cache: Use unordered_map::find instead of operator[] on hot codeReinUsesLisp
2020-05-27texture_cache: Use small vector for surface vectorsReinUsesLisp
This avoids most heap allocations when collecting surfaces into a vector.
2020-05-26texture_cache: Fix layered null surfacesReinUsesLisp
Null texture cubes were not considered arrays, causing issues on Vulkan and OpenGL when creating views.
2020-05-09Merge pull request #3839 from Morph1984/r8g8uiRodrigo Locatti
texture: Implement R8G8UI
2020-05-02Merge pull request #3693 from ReinUsesLisp/clean-samplersbunnei
shader/texture: Support multiple unknown sampler properties
2020-04-30texture: Implement R8G8UIMorph
- Used by The Walking Dead: The Final Season
2020-04-26texture_cache: Reintroduce preserve_contents accuratelyReinUsesLisp
This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp
2020-04-22Address Feedback.Fernando Sahmkow
2020-04-22Address Feedback.Fernando Sahmkow
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow
2020-04-22Rasterizer: Disable fence managing in synchronous gpu.Fernando Sahmkow
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow
2020-04-22FenceManager: Implement should wait.Fernando Sahmkow
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow
2020-04-22TextureCache: Flush linear textures after finishing rendering.Fernando Sahmkow
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow
2020-04-22Texture Cache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow
2020-04-19Merge pull request #3686 from lioncash/tablebunnei
texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
2020-04-16Merge pull request #3673 from lioncash/extrabunnei
CMakeLists: Specify -Wextra on linux builds
2020-04-16Merge pull request #3688 from lioncash/nequalRodrigo Locatti
surface_view: Add missing operator!= to ViewParams
2020-04-16Merge pull request #3687 from lioncash/constnessRodrigo Locatti
surface_base: Make IsInside() a const member function